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12:23, 30th April 2024 (GMT+0)

Mission 1: Baiting the Trap.

Posted by The BattletellerFor group 0
The Battleteller
GM, 97 posts
Sat 3 Sep 2016
at 03:34
  • msg #1

Mission 1: Baiting the Trap

The Odd Squad eventually all gather topside at the motor pool. Dr. Jetsetter's jet bike is being loaded onto one of the lorries covered in a tarp. British soldiers bustle around loading weapons and ammo onto the lorries and one of them directs the team to one of the lorries. Once loaded the lorries make there way out of London and down towards the southern coast of the UK. It is a drive of a few hours and upon arriving at the installation the team can hear the surf in the distance. It is now early evening and while it is still light with a drop in temperature at the coast there is a light fog about, obscuring clear view of the ocean and nearby surroundings.

Getting out of the lorry the team can see the high-level radar tower pretty clearly but the low-level towers they know to be east and west are obscured by fog. The soldiers quickly get down and start moving gear from the lorries to the main building for them to dig in. A man comes out to meet the team and arrives somewhat out of breath; "Thank the Crown for you all arriving. I am Lieutenant Giles and am in charge here for the moment. There are spotlights nearby that will be turned on when it gets dark. We still have no idea from what route the Gerries around coming so hopefully you all can intercept them with your unique gifts. Intel is pretty sure things are meant to happen right around duskfall so you have a little time to familiarize yourselves with the immediate area. The soldiers, aside from small crews manning the spotlights, will be providing support within the building. Hopefully your small group can surprise the Gerries and secure the area. Any questions?"

OOC: Dr. Jetsetter, it was never made clear but are you bringing your bodyguard with you to the mission? He would be considered a support member of the team in that light.
Flamethrower
player, 27 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Sat 3 Sep 2016
at 14:09
  • msg #2

Mission 1: Baiting the Trap

"I'm less mobile than some of my companions, but I can do terrible damage to them at close range - I'm best suited to travelling one of your jeeps, or with the good doctor.
Red Dragon
player, 31 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Sun 4 Sep 2016
at 09:45
  • msg #3

Mission 1: Baiting the Trap

Arthur stepped down from the truck and slung his Tommy gun over his shoulder.

"I have the ability to see in the dark but i will need to change before I can draw on that ability"

He looked over the area looking for potential weak spots " i think we need to put a perimeter line of spotters around the installation ....they are not to engage but will be our eyes on the ground...we should be close to the buildings ready to move at a moments notice when we get a signal of movement from our spotters.....i can be air borne my keen eyes and night vision should be an advantage to spotting the enemy from the air "
Chen Zen
player, 32 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Sun 4 Sep 2016
at 12:59
  • msg #4

Mission 1: Baiting the Trap

Chen nodded when the Flamethrower spoke, "Close range is my area, I am a hand to hand combatant."
Sister Moon
player, 14 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 3D/3D, Will: 3D/3D
Sun 4 Sep 2016
at 16:04
  • msg #5

Mission 1: Baiting the Trap

Hattie had taken a moment to slip into her fighting togs which displayed their Egyptian origin.  Now, as Sister Moon, she moved lightly into her designated position.


OOC: Just as a note, it's Labor day weekend here in the States (bank holiday) so some folks might not be around.
Red Dragon
player, 32 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Tue 6 Sep 2016
at 06:51
  • msg #6

Mission 1: Baiting the Trap

Arthur moved slightly away from the solders and allowed most of them to go and take up their positions what was to happen next sometimes scared the hell out of people.

" I suggest you all move back a bit" when the group had moved away from him enough he slowly let his human form morph. it was slow at first then picked up speed... his body started to vibrate slightly and elongate. it was like watching a polaroid picture distort under heat.....

Moments later where Arthur once stood now stood the 40 foot long form of a real life red dragon. The creature stretched its neck as iff to get a kink out of it, unfurled gigantic wings and swung its head round to look at the small group with piercing yellow eyes.

" AAHHH thats feels good, Arthur is a necessary form to take to interact with you humans but taking it off makes me feel like me again." it said in a deep gravelly voice like stone rubbing across stone

" If you have no more need for me I will take to the sky and see what I can see" so saying Red Dragon took a few jumping steps, his wings beating as they lifted his huge frame gracefully off the ground.

He circled the group once before disappearing into the night sky
This message was last edited by the player at 07:30, Wed 07 Sept 2016.
Dr. Jetsetter
player, 15 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Tue 6 Sep 2016
at 23:29
  • msg #7

Mission 1: Baiting the Trap

Dr. Jetsetter is busy calibrating his Spymaster goggles, complete with the clicking and clacking one would normally expect from a visit to the optometrist. He seems unfazed by Red Dragon's transformation, instead staring intently on the dragon's scales as a kind of focal reference.
The Fury
player, 31 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 3D/3D, Will: 2D/2D
Tue 6 Sep 2016
at 23:40
  • msg #8

Mission 1: Baiting the Trap

Fury smiled in fascination as the dragon flew overhead. She'd read about such wondrous creatures as a child, but never in her life anticipated meeting one! "Remarkable," she said softly. Her gaze trailed him until he soared out of sight.

Then, the Warrior Woman returned her attention to the mission. "My gift is Battle. Violent, hands-on, devastating. I will meet the Nazis head on, and lay waste to every last man!" She strode away from the radar towers, patrolling the grounds for signs of the saboteurs.
Flamethrower
player, 29 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Wed 7 Sep 2016
at 01:23
  • msg #9

Mission 1: Baiting the Trap

*watches the dragon fly off*

. . .

"Huh."
Chen Zen
player, 33 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Wed 7 Sep 2016
at 01:58
  • msg #10

Mission 1: Baiting the Trap

When the dragon is revealed, Chen bows deeply, his people had legends of the same creatures, and now he knew them to be real. "Fury, I would imagine we will work together then. My advantages are similarly based."
The Fury
player, 32 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 3D/3D, Will: 2D/2D
Wed 7 Sep 2016
at 08:43
  • msg #11

Mission 1: Baiting the Trap

"Which method of attack do you prefer? One-on-one or several enemies at once? Personally, I prefer leaping into the midst of an Axis regiment and breaking bones." Fury allowed herself a slight smile at the notion. As she walked along, she waggled her fingers at Chen. "Come along, then, Chen. Let's see if we can't find the enemy first!"
Chen Zen
player, 34 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Wed 7 Sep 2016
at 11:49
  • msg #12

Mission 1: Baiting the Trap

Chen smiled, he liked this one, and he'd seen a dragon... a real dragon!

"One against one is honorable, the Axis is not honorable. I will fight as many as they have. It is that simple."
Sister Moon
player, 15 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 3D/3D, Will: 3D/3D
Wed 7 Sep 2016
at 13:20
  • msg #13

Mission 1: Baiting the Trap

Sister Moon summoned a crescent blade and absently twirled it in her hand as she peered into the darkness.  A cold wind blew in from the coast as it was wont to do.  Since the Egyptian magic had come into her life, her physical body had become enhanced and her senses had become more acute, but insufficient to truly see in the dark.

Still, she was on watch duty and that alone was thrilling.  She was equally at home in Cambridge or in the field, but directly involved in combating the enemy?  Astounding.
Dr. Jetsetter
player, 16 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Thu 8 Sep 2016
at 01:46
  • msg #14

Mission 1: Baiting the Trap

Dr. Jetsetter held tight, staying within view of the radar station. He figured that if any of his new "team" even sniffed of enemy movement, he would be able to tell by the screaming cries of agony, explosions, or general chaos that would ensue. Then he would active his limited use Spymaster specs, determine the nature of the opposition, and hop on his turbobike, preparing to destroy the enemy in a hail of machinegun fire. That was the standard plan at least.
This message was last edited by the player at 00:11, Fri 09 Sept 2016.
The Battleteller
GM, 104 posts
Thu 8 Sep 2016
at 17:07
  • msg #15

Mission 1: Baiting the Trap

As the team members each deploy in their own unique manner the night finally deepens past twilight. Red Dragon is patrolling the skies near the radar installation while others are in various positions in areas around the main bunker area. At 2100 hours there is a crackle of radio from inside the bunker and agitated voices are heard. Moments later one of the commandos rushes from the bunker to relay the news heard; "We just got radio confirmation from spotters near various air bases on the coast of France. Stukas have deployed in small numbers from each and are heading out across the Channel. There is nothing on the High Level radar so they must be coming in low. It will be a few minutes before they are in range of the Low Level radar and we cannot deploy fighters from our bases until we know where they are. We don't know if this is the attack or a diversion or worse a two-pronged assault so keep watchful and I will pass along additional info as we get it."

As the on-ground members of the team get the intel crackles of radio can be heard at the spotlights as the soldiers there are made aware. Every second that passes feels like an eternity and it is quiet aside from a light breeze and the nearby ocean sounds....too quiet. The whole installation is on edge, waiting for the hammer to fall.
Red Dragon
player, 35 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Fri 9 Sep 2016
at 07:09
  • msg #16

Mission 1: Baiting the Trap

Red Dragon flew out across the cliffs and over the sea looking for any signs of the enemy
Dr. Jetsetter
player, 17 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 9 Sep 2016
at 10:58
  • msg #17

Mission 1: Baiting the Trap

Dr. Jetsetter shook his head, chuckling, as he watched the dragon flying off. Classic diversionary tactics, he thought to himself. Sneaky Nazi bastards! The fact that they were the much-feared "Stukas" was a nice touch though.

"Acie, we're staying put," Dr. Jetsetter told his silent bodyguard. "I think we're getting company shortly, so be ready."

"Ugh," Acie grunted.

Dr. Jetsetter knew something from his testing back in the states that the Nazis had yet to realize: Stukas were crap flying machines!
The Battleteller
GM, 105 posts
Fri 9 Sep 2016
at 19:29
  • msg #18

Mission 1: Baiting the Trap

Seconds pass into minutes and nothing, not a sign of anything. Some of you think you hear propellers in the distance but cannot be sure. Red Dragon continues to fly his circular patrol out and around the installation. Eventually the radio in the bunker is heard crackling again and moments later the same commando comes topside; "Low Level radar confirms incoming targets about 24 in number on a heading here and to nearby installations. The Gerries are getting mighty cheeky and RAF HQ has already scrambled some Defiants from nearby airfields and it looks like it is going to be a close intercept. Everything will be going to hell overhead shortly so keep your eyes peeled!"

The commando retreats back into the bunker but the radios at the spotlights are all heard in the distance. Moments later 4 spotlights flicker to life, getting brighter by the moment and scanning the sky. Every now and then one of the spolights illuminates Red Dragon briefly as he passes.

OOC: Apologies for the slow build. With Red Dragon flying patrol I have to play things out a touch but I plan on having the shit hit the fan this weekend and will be rolling initiatives when it happens. Patience is rewarded. ;)
This message was last edited by the GM at 19:33, Fri 09 Sept 2016.
Red Dragon
player, 36 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Sat 10 Sep 2016
at 14:51
  • msg #19

Mission 1: Baiting the Trap

Red' amazing hearing caught the sound of engines,knowing it was not coming from the direction that allied support would come from the dragon dropped down to the sea.

He swung round in a lazy arc and skinned the waves as he headed back towards the cliffs. Flying up and over the coastline he circled the installation in ever decreasing circles looking for the enemy, the planes forgotten for the moment....the mission his priority
Chen Zen
player, 35 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Sat 10 Sep 2016
at 18:05
  • msg #20

Mission 1: Baiting the Trap

Chen walked slowly, never totally still, eyes moving slowly taking in everything.
Flamethrower
player, 31 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Sat 10 Sep 2016
at 20:15
  • msg #21

Mission 1: Baiting the Trap

Flamethrower sends up a small flame from one hand, then the other, then his forearms, then back to his hands, steadying his breath.
This message was last edited by the player at 20:15, Sat 10 Sept 2016.
The Battleteller
GM, 106 posts
Sun 11 Sep 2016
at 03:14
  • msg #22

Mission 1: Baiting the Trap

Red Dragon circles back as the sounds of propellers are definitely heard both from westward where the fighter bases are and east-southeast where the Luftwaffe aircraft are coming from. As he gets over the installation things happen very quickly. The team now distinctly hears TWO different propeller sounds coming from the incoming Luftwaffe aircraft and you hear frenzied conversation from the soldiers as the radio crackles into life at all the spotlight stations; "..WHAT? You are saying there are 48 aircraft now?!?! Bollocks, get intercept to send more planes pronto! Definitely Stukas and probably a damn fighter escort!"

The spotlights briefly illuminate the Luftwaffe aircraft as they split to either side of the installation (with the exception of one Me-109 which makes a bee-line towards Red Dragon); the expected Stukas PLUS Me-109s which people can see had probably been flying directly above the Stukas to camouflage their numbers. Flares are fire over the installation from the Stukas, illuminating the ground as they pass. The spotlights move in pair to follow the aircraft, AA batteries sending up tracers to get range. As that happens however there is a pair of shots heard and muzzle flash seen a distance to the south of the installation and the two spotlights on the southern side are smashed and wink out. One soldier from one of the southern spotlights is heard cursing loudly; "Shite! We have a sniper our there, find him and QUICK!" The intercept planes still sound to be a bit in the distance west but approaching fast.

OOC: So here we are, round one of the combat and initiatives are posted below:

Chen Zen 17
Unknown Shooter 11
The Fury 11
Sister Moon 9
Red Dragon 9
Me-109 8
Flamethrower 6
Dr. Jetsetter 5

So Chen Zen has the top of the order however the rifle shots came from a distance south. As of yet there does not seem to be anything going on aside from the Luftwaffe peeling off overhead and the unknown shooter in the darkness.

I will be using flexible initiative so once Chen Zen and the shooter go The Fury, Sister Moon, and Red Dragon can take their actions "first post, first serve" order. Flamethrower and Dr. Jetsetter will go after the Me-109. I know a couple of those initiative rolls suck but next round I will roll all new ones.

This message was last edited by the GM at 03:59, Sun 11 Sept 2016.
The Fury
player, 33 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 3D/3D, Will: 2D/2D
Sun 11 Sep 2016
at 03:34
  • msg #23

Mission 1: Baiting the Trap

Fury appeared torn by indecision for the fleetest of heartbeats. The snipers would ruin their defense. What about the planes, though? "Chen. You and Sister Moon find the snipers. End them." She searched the area for a boulder, preferably 250 to 500 pounds. If she couldn't find one that size, she'd immediately settle for a small tree.

"Flamethrower, light the night! I must see what I'm throwing at!"

OOC:
I'm trying to bring a plane or two down with improvised missiles!  I'll roll after Chen goes.

17:11, Today: The Fury rolled 12 using 4d6.  Super-Strength: hurl boulder/tree @planes.



This message was last edited by the player at 21:12, Sun 11 Sept 2016.
Red Dragon
player, 37 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Sun 11 Sep 2016
at 08:22
  • msg #24

Mission 1: Baiting the Trap

The view from the ground was utterly amazing. Above the soldiers flew a real life dragon. Its huge form a streak of red in the night sky illuminated now and then by the search lights...it was both fantastic and frightening at the same time.

Red heard the different engine sound and swung his head round his night vision allowing him to see the plane peal off from the rest and come for him.

With unbelievable speed and agility the huge beast banked then climbed higher and higher until he disappeared in the cloud.....seconds ticked by before a red flash could be seen desending like a bullet directly towards the plane.

Just before impact the dragon reversed his wing beat righted itself and brought its clawed hind feet up.....it was like watching a bird of prey depending on a hapless pigeon.....seconds later the sound of the impact was heard overhead.

As plane and dragon colided red ripped at its wings with its claws knowing if he did enough damage it would drop out of the sky

OOC 09:23, Today: Red Dragon rolled 15 using 4d6.  Claws.
This message was last edited by the player at 08:24, Sun 11 Sept 2016.
Chen Zen
player, 36 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Mon 12 Sep 2016
at 14:48
  • msg #25

Mission 1: Baiting the Trap

Chen nodded and took off to the south, the sniper would have to be stopped. He was careful to dart side to side and never move in a straight line more than 5-6 steps at a time, varying his pattern each time as well.


13:05, Today: Chen Zen rolled 10 using 3d6. awareness.
This message was last edited by the player at 17:06, Mon 12 Sept 2016.
Sister Moon
player, 16 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 3D/3D, Will: 3D/3D
Mon 12 Sep 2016
at 17:06
  • msg #26

Mission 1: Baiting the Trap

Sister Moon turned to visually scan and listen for the sniper(s).  With a hunch shored up by her keen senses, and keeping low to make for a harder target, she took off at a smart clip.


Sister Moon rolled 9 using 3d6 ((4,3,2)). Awareness
The Battleteller
GM, 109 posts
Mon 12 Sep 2016
at 18:11
  • msg #27

Mission 1: Baiting the Trap

Round 1

The team starts to explode into activity. Chen Zen heads in the direction of the sniper and tries to get a bead on him. He hears a strange sound in the distance like a sudden rushing of air and moments later two shots ring out from the north side of the installation, putting out one of the remaining spotlights as one goes wide. The Fury tears up a good sized stone and whirls around, hurling it at the Me-109 approaching Red Dragon. It slams into the side of the plane and dents it in which wobbles it in flight. Red Dragon pulls some amazing aerial maneuvers to position himself to attack the plane but at the last moment the pilot slams the throttle and it zooms just out of reach of the mighty talons.

Sister Moon hears the new shots and starts to move in the direction but all she can determine at this moment is that the shooter is still far north of the spotlights based on the shots. Throttling back the Me-109 executes a perfect Immelman turn to get behind Red Dragon unleashing a ear-splitting burst of machine gun and cannon fire at the hero. The sky in the distance is filled with the sounds of propellers and gunfire as the RAF engages the Luftwaffe and lines of tracers are seen.

OOC: Today: The Battleteller rolled 8,17 using 4d6,4d6, dropping the lowest dice only with rolls of 5,2,1,1,5,5,6,6.  Split action Shooting roll for Unknown Shooter. (1 hit, 1 miss)
Today: The Battleteller rolled 12 using 4d6 with rolls of 3,3,5,1.  Roll to opposed Perception check for Unknown Shooter. (Chen Zen and Sister Moon are unable to pinpoint position of the shooter/shooters)
Today: The Battleteller rolled 12,18 using 3d6,5d6 with rolls of 2,5,5,6,4,3,4,1.  Armor and Flight defense rolls for Me-109. (Successful defenses vs. thrown boulder and claws)
Today: The Battleteller rolled 22 using 5d6 with rolls of 3,5,2,6,6.  Me-109 machine guns vs. Red Dragon. (Red Dragon needs to make a defense roll with any appropriate defense vs. a 22....ouch)

Flamethrower and Dr. Jetsetter are up in whatever order then the round ends.

(Edited to reflect The Fury's successful attack on the Me-109)

This message was last edited by the GM at 13:27, Thu 15 Sept 2016.
The Battleteller
GM, 110 posts
Mon 12 Sep 2016
at 19:05
  • msg #28

Mission 1: Baiting the Trap

OOC: Was just looking at the rules.....the 5D I rolled are if Red Dragon defends with Armor. If he defends with anything else only the first 3D rolled count so any other defense has to beat a 10...
Red Dragon
player, 38 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Mon 12 Sep 2016
at 19:13
  • msg #29

Mission 1: Baiting the Trap

As the fighter throttles back and just slips out of the dragons grasp the beast felt the first bullets whizz past his head.

In an instant the creature folded his wings round him and went into a controlled spin. Seconds later a trail of super heated fire spiralled out of his mouth forming a fiery shield against the machine gun fire melting them as they got close to him

OOC 20:08, Today: Red Dragon rolled 15 using 4d6.  Fire breath defence .
This message was last edited by the player at 19:14, Mon 12 Sept 2016.
Flamethrower
player, 32 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Mon 12 Sep 2016
at 20:23
  • msg #30

Mission 1: Baiting the Trap

If: Jetsetter can get me airborne - "Hey, room on that rig for one more, Yankee?"
Then: I blast the plan with flame, twice.
http://orokos.com/roll/436039
(14 and 13)

If: I can't get up in the sky.
Then: He'll make a speech to the troops that appears to be short, dull, and uninspiring.
http://orokos.com/roll/436040
(6)
The Battleteller
GM, 112 posts
Mon 12 Sep 2016
at 21:01
  • msg #31

Mission 1: Baiting the Trap

OOC: To be clear the plane and Red Dragon are currently low enough that anyone with a reasonable ranged attack can take a shot at the plane. Flamethrower is fortunate enough that he can create his own light by upping his intensity.

Despite my usual desire for logic I am going to try and be flexible about distances to a point to grab that comic-book action style. So logically for example The Fury wouldn't have much chance at all to hit the plane BUT this system is more abstract so a bit of flex works to keep things moving. There ARE rules for miniatures that can be used but in a PbP game I really don't want to try tracking everything down to 5 foot squares.

Flamethrower
player, 33 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Tue 13 Sep 2016
at 00:42
  • msg #32

Mission 1: Baiting the Trap

OOC: Burn the plane it is.
This message was last edited by the player at 12:00, Tue 13 Sept 2016.
Dr. Jetsetter
player, 18 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Tue 13 Sep 2016
at 12:15
  • msg #33

Mission 1: Baiting the Trap

Dr. Jetsetter climbs on board the tubobike. First, he wanted to see what was out there, specifically the hidden sniper.
This message was last edited by the player at 12:18, Tue 13 Sept 2016.
The Battleteller
GM, 119 posts
Tue 13 Sep 2016
at 13:32
  • msg #34

Mission 1: Baiting the Trap

OOC: Today: The Battleteller rolled 10 using 3d6 with rolls of 6,1,3.  Intrusion roll for Unknown Shooter.

So Dr. Jetsetter is not able to spot anything at this moment but he can still do something. He has an idea of where the sniper is due to the muzzle flash from the rifle but nothing exact. You can certainly fly to that general area and take a shot. Since you have a general idea AND have area effect I would only penalize the roll by 1D.

This message was last edited by the GM at 13:56, Tue 13 Sept 2016.
The Battleteller
GM, 120 posts
Tue 13 Sep 2016
at 13:55
  • msg #35

Mission 1: Baiting the Trap

Flamethrower sends two plumes of flame streaking through the sky at the Me-109. It twists and turns to try and get away but while it slips the first plume the second one scorches the frame of the plane significantly. With the onslaught of attacks against the pilot one can speculate he is having second thoughts about going solo...

OOC: Today: The Battleteller rolled 13,7 using 3d6,3d6 with rolls of 4,6,3,2,1,4.  Athleticism and Fortitude defense rolls for Me-109.
Today: The Battleteller rolled 3,13 using 1d6,3d6 with rolls of 3,6,6,1.  Pilot defense roll vs. The Fury's rock.
Today: The Battleteller rolled 1,5 using 1d6,3d6 with rolls of 1,1,1,3.  Pilot defense roll vs. Flamethrower's flame plume.

This message was last edited by the GM at 13:11, Thu 15 Sept 2016.
Dr. Jetsetter
player, 19 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Tue 13 Sep 2016
at 22:32
  • msg #36

Re: Mission 1: Baiting the Trap

The Battleteller:
OOC: Today: The Battleteller rolled 10 using 3d6 with rolls of 6,1,3.  Intrusion roll for Unknown Shooter.

So Dr. Jetsetter is not able to spot anything at this moment but he can still do something. He has an idea of where the sniper is due to the muzzle flash from the rifle but nothing exact. You can certainly fly to that general area and take a shot. Since you have a general idea AND have area effect I would only penalize the roll by 1D.


Well, I guess there's more than one way to flush out a sniper, thought Dr. Jetsetter. Jet exhaust and a wide spray of hot lead might be as good as anything. He guns the engine and hurtles toward where he last remembered seeing the muzzle flash, triggering his dual .50 cal machine guns as he got close.

OOC: Still trying to get the hang of this dice roller thing, but I will try to take a shot at -1D penalty. It was a horrible 3 roll, too much thrust, not enough aim.
This message was last edited by the player at 22:35, Tue 13 Sept 2016.
The Battleteller
GM, 124 posts
Wed 14 Sep 2016
at 13:45
  • msg #37

Re: Mission 1: Baiting the Trap

Dr. Jetsetter roars out in the direction of where he recalls seeing the muzzle flash. He rakes the area with a burst of machine gun fire and his infrared lights up seeing the hot bullets and the impacts.

OOC: Today: The Battleteller rolled 16 using 4d6.  Reaction roll to dodge for Unknown Shooter.
This message was last edited by the GM at 13:11, Thu 15 Sept 2016.
The Battleteller
GM, 125 posts
Wed 14 Sep 2016
at 14:01
  • msg #38

Re: Mission 1: Baiting the Trap

Round 2

Red Dragon and the Me-109 continue to maneuver for good position as more intense gunfire is heard from where the planes are. The one remaining spotlight tries to follow the pair to keep them illuminated. People also start to hear the tell-tale sound of Stukas diving on their targets. Barely heard over all the noise is the radio from inside the bunker but nothing can be made out clearly. Somewhere out there is the sniper and people wonder when he will next strike...


OOC: To wrap up last round there are 3 of the 4 spotlights out, the Me-109 is engaged with Red Dragon, and there is a sniper out there somewhere. The unknown shooter is delaying his action, details on how that works are in the Creating a Character & General Rules thread. Essentially though, barring me jumping into the init everyone before the Me-109 can start posting in whatever order. New inits posted below.

Unknown Shooter 15 (Delaying)
Chen Zen 13
Red Dragon 11
The Fury 10
Flamethrower 10
Sister Moon 7
Me-109 7
Dr. Jetsetter 3

This message was last edited by the GM at 13:12, Thu 15 Sept 2016.
Flamethrower
player, 37 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Wed 14 Sep 2016
at 14:34
  • msg #39

Re: Mission 1: Baiting the Trap

"Burn, you bastard, burn!" Flamethrower shots as he blasts a jet of fire into the sky.

10:34, Today: Flamethrower rolled 14 using 4d6 ((3,5,2,4)).
Chen Zen
player, 37 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Wed 14 Sep 2016
at 14:53
  • msg #40

Re: Mission 1: Baiting the Trap

Chen Zen continues searching for the sniper.

Rolled a 10. Posting from phone sorry
Red Dragon
player, 41 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Wed 14 Sep 2016
at 14:55
  • msg #41

Re: Mission 1: Baiting the Trap

Red came out of the spiral dive and swung his body round, his defensive manoeuvre has dropped him below the plan and seeing that the underbelly was exposed he made another grab for it with his claws

OOC :15:57, Today: Red Dragon rolled 10 using 4d6.  claw attack.
This message was last edited by the player at 14:58, Wed 14 Sept 2016.
Sister Moon
player, 22 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 3D/3D, Will: 3D/3D
Wed 14 Sep 2016
at 15:04
  • msg #42

Re: Mission 1: Baiting the Trap

Sister Moon continues to edge forward looking for the sniper.  She peers into the darkness searching for any tell tale sign of the hidden shooter.


Sister Moon rolled 12 using 3d6.  Awareness.
The Battleteller
GM, 129 posts
Wed 14 Sep 2016
at 22:35
  • msg #43

Re: Mission 1: Baiting the Trap

Slowly drifting down the flares dropped by the Stukas continue to illuminate the battle area...

The team starts with a flurry of activity. Flamethrower sends a plume of fire at the Me-109 and the pilot is able to avoid it with a sudden burst of speed. Red Dragon twists around to try and slash at the plane. The pilot doesn't have time to avoid the attack and the claws tear through the plane's armor, damaging the structure some. Chen Zen and Sister Moon try to pinpoint the location of the sniper before he fires but are unable. Suddenly a pair of shots ring out from the darkness in the general area of the previous pair of shots, targeting Dr. Jetsetter on his jetbike and Flamethrower on the ground.

OOC: Today: The Battleteller rolled 11 using 4d6, dropping the lowest dice only with rolls of 6,4,1,1.  Split action Shooting roll for Unknown Shooter vs. Dr. Jetsetter.
Today: The Battleteller rolled 12 using 5d6, keeping the 3 highest rolls with rolls of 2,5,3,4,2.  Split action Shooting roll for Unknown Shooter vs. Flamethrower.
Today: The Battleteller rolled 17,8 using 5d6,3d6 with rolls of 6,3,4,1,3,3,2,3.  Flight and Armor defense rolls for Me-109.

Dr. Jetsetter needs to make a defense roll vs. an 11 and Flamethrower vs. a 12.

Need an action from The Fury before I have the Me-109's action.

This message was last edited by the GM at 13:17, Thu 15 Sept 2016.
Flamethrower
player, 39 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Thu 15 Sep 2016
at 02:03
  • msg #44

Re: Mission 1: Baiting the Trap

Anticipating the sniper's shot, Flamethrower ducks and rolls out of the line of fire.

Flamethrower rolled 13 using 3d6 with rolls of 6,4,3
The Fury
player, 35 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 3D/3D, Will: 2D/2D
Thu 15 Sep 2016
at 03:38
  • msg #45

Re: Mission 1: Baiting the Trap

"I'LL SEND YOU TO HELL, NAZI BASTARD!" Enraged that the Nazi aircraft survived her first attack, Fury lobbed another boulder at the Me-109 with a flex of powerful arms!

OOC:


23:35, Today: The Fury rolled 13 using 4d6 with rolls of 4,3,1,5.  Lob another stone at Me-109.


   

The Battleteller
GM, 131 posts
Thu 15 Sep 2016
at 13:43
  • msg #46

Re: Mission 1: Baiting the Trap

The Fury's rock smashes into the Me-109 again despite evasive maneuvers, damaging part of one wing. The pilot dives briefly and sends a burst of machine gun and cannon fire at The Fury then pulls out, turning the plane southeast to send another burst at Red Dragon. The pilot continues his flight in that direction, heading back towards the Channel low and fast. Explosions and bursts of gunfire are heard off both northeast and southwest of the installation as it sounds like the Stukas finish their dives. Bright flashes of light and tracer fire are seen in the skies in both directions and the radio in the bunker is still heard crackling with activity.

OOC: Today: The Battleteller rolled 10 using 3d6 with rolls of 6,3,1.  Athleticism defense roll for Me-109.
Today: The Battleteller rolled 16,10 using 3d6,3d6 with rolls of 6,5,5,5,1,4.  Me-109 machine guns vs. The Fury and Red Dragon.
Today: The Battleteller rolled 6,12,5,13 using 1d6,3d6,1d6,3d6 with rolls of 6,4,3,5,5,4,6,3.  Pilot defense roll vs. The Fury's rock and Red Dragon's claws.

The Fury needs to make a defense roll vs. a 16 and Red Dragon vs. a 10

The pilot used his Movement action to fly away from the combat. Next round he will no longer be within range of anyone on the ground although Red Dragon can give chase if he chooses (Dr. Jetsetter also has that option).

Still need a defense roll from Dr. Jetsetter vs. an 11 and it his his turn before the round ends.

This message was last edited by the GM at 22:37, Thu 15 Sept 2016.
Dr. Jetsetter
player, 20 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Thu 15 Sep 2016
at 23:03
  • msg #47

Re: Mission 1: Baiting the Trap

In reply to The Battleteller (msg # 46):

18:01, Today: Dr. Jetsetter rolled 22 using 5d6 ((5,3,6,4,4)).

Dr. Jetsetter kicks the turbobike into high gear to avoid the oncoming shot. Hmmmm, he thinks to himself, seems we might be dealing with a teleporter, or someone with an invisibility cloak.


Dr. Jetsetter guns for the Me-109. At least there's something he can see and target. He blasts away with the turbojet's dual .50 cal machine guns.

07:09, Today: Dr. Jetsetter rolled 11 using 3d6 ((3,6,2)).

Hopefully the pilot wasn't expecting a fast flying jetbike to swoop in from below and attack him.
This message was last edited by the player at 12:10, Fri 16 Sept 2016.
The Battleteller
GM, 133 posts
Fri 16 Sep 2016
at 16:51
  • msg #48

Re: Mission 1: Baiting the Trap

As the Me-109 makes a break for the Channel, Dr. Jetsetter zooms up toward it and rakes it with machine gun fire. The rounds punch holes through the wings and the plane wobbles noticeably but still maintains its heading at full throttle. From his position higher up and further out Dr. Jetsetter can see a bit more of what is going on northeast and southwest; lots of tracer fire in every direction, explosions on the ground, what might be planes burning and falling from the sky.

OOC: Today: The Battleteller rolled 8 using 2d6 with rolls of 2,6.  Reaction defense roll for Me-109.

So Dr. Jetsetter you have a dilemma. The plane is as fast as you are so you can match speed with it but it will take you away from the battle next round. Red Dragon does not quite have enough speed to catch up. Your decision to make next round.

Just waiting on the defense rolls of Red Dragon and The Fury before I end the round.

The Fury
player, 38 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 3D/3D, Will: 2D/2D
Sat 17 Sep 2016
at 06:23
  • msg #49

Re: Mission 1: Baiting the Trap

OOC:

02:22, Today: The Fury rolled 9 using 4d6 with rolls of 3,2,1,3.  Super Leap/Run defense vs. Me-109.

Red Dragon
player, 42 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Mon 19 Sep 2016
at 14:16
  • msg #50

Re: Mission 1: Baiting the Trap

OOC15:13, Today: Red Dragon rolled 14 using 3d6 with rolls of 6,4,4.  flight defence.

With grace and incredible agility the huge dragon dodged every burst of machine gun fire with his aerial manoeuvring
Flamethrower
player, 40 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Mon 19 Sep 2016
at 18:50
  • msg #51

Re: Mission 1: Baiting the Trap

14:50, Today: Flamethrower rolled 4 using 1d6 ((4)).
Red Dragon
player, 43 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Mon 19 Sep 2016
at 20:59
  • msg #52

Re: Mission 1: Baiting the Trap

OOC 21:59, Today: Red Dragon rolled 7 using 2d6 with rolls of 4,3.  Super sense.
The Battleteller
GM, 139 posts
Mon 19 Sep 2016
at 22:54
  • msg #53

Re: Mission 1: Baiting the Trap

While Red Dragon is able to twist and turn away from the machine gun and cannon fire The Fury is not as fortunate. She tries to leap away but her timing was off and she is launched sideways by the concussive force of the machine guns and cannons. Moving a bit less gracefully she stands, some blood seen on her looking black in the light of the flares. Dr. Jetsetter is currently in chase with the Me-109 but may yet return. Others are watchful for the next threats, especially the sniper.

A few seconds tick by and Chen Zen and Sister Moon point southeast towards the beach. They noticed movement in the stark shadows of the flares' light and are able to point it out to the others. Looking in that direction six distinct groups of armed men are seen moving quickly in the direction of the bunker and installation.

OOC: Today: The Battleteller rolled 13,2 using 3d6,1d6 with rolls of 5,5,3,2.  Awareness checks for Chen Zen and The Fury.

Rolled the checks to keep things moving. Intent on the Me-109 and hindered by the loud noise of his jetbike I did not bother to roll for Dr. Jetsetter.

The Battleteller
GM, 140 posts
Mon 19 Sep 2016
at 23:18
  • msg #54

Re: Mission 1: Baiting the Trap

Round 3

The Me-109 continues to roar off towards the Channel w. Dr. Jetsetter following for the moment. The remaining spotlight continues to try and track it and provide light for the jetbike riding hero. The team maneuvers in each person's own way to intercept the 6 groups of Nazi commandos bearing down on the installation. Exact numbers are difficult with the light and shadow but there are enough of them to be a concern. Red Dragon wheels in the air to try and get back to the fray. Finally the battle seems to be at hand, the sniper being a possible distraction/diversion as well as the aerial assault on nearby installations.

OOC: So one spotlight is still left intact at this time. New inits posted below.

Chen Zen 18
Unknown Sniper 17
Sister Moon 14
Nazi Commando Group #6 14
Nazi Commando Group #3 13
Nazi Commando Group #2 12
Nazi Commando Group #1 12

The Fury 10
Nazi Commando Group #4 8
Dr. Jetsetter 8
Flamethrower 8
Nazi Commando Group #5 7
Red Dragon 3

Chen Zen is up.

This message was last edited by the GM at 21:44, Thu 22 Sept 2016.
Chen Zen
player, 39 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Wed 21 Sep 2016
at 01:51
  • msg #55

Re: Mission 1: Baiting the Trap

Chen Zen begins to move towards the nearest group of commandos, ready to bring the fight to the Germans, and having no luck finding the sniper.


21:45, Today: Chen Zen rolled 10 using 3d6 with rolls of 5,1,4.  atheticism seems appropriate
The Battleteller
GM, 145 posts
Wed 21 Sep 2016
at 12:54
  • msg #56

Re: Mission 1: Baiting the Trap

OOC: Chen, in the interest of comic book flow you would be close enough to the closest group of commandos to move in and fight normally. You don't have to roll Athleticism to get there. So you can plow into the group with Super Weapon. Roll it when you can. I will roll for the sniper then Sister Moon will be up.
Sister Moon
player, 27 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 3D/3D, Will: 3D/3D
Wed 21 Sep 2016
at 13:19
  • msg #57

Re: Mission 1: Baiting the Trap

Sister Moon moved toward two of the Nazi commandos with deft agility.  She produced two crescent blades and sprung into action!  She leaped toward one and slashed and in mid-air threw the other blade with but a flick of her wrist.

"Now we will see if today is your last, invader!"  The powerful Egyptian magic that was still new to her coursed through her, urging her to kill her foes.  She knew she wielded death cult magic, but she was determined to be its master!



OOC: Insert my action in the appropriate order.  I'm going to be busy today, so I don't want to hold things up.

Sister Moon rolled 9,11 using 3d6,3d6 with rolls of 4,2,3,2,4,5.  Super Weaponry 4D (split).
The Battleteller
GM, 146 posts
Wed 21 Sep 2016
at 13:35
  • msg #58

Re: Mission 1: Baiting the Trap

OOC: Just to be clear these are groups of mooks, each group having 8 people. It doesn't affect how things work just that a successful attack will drop the mook rating, reflected by taking out some of the mooks. Don't feel like you have to split attacks yet, feel out the situation. There are 6 of you and I am sure Dr. Jetsetter and Red Dragon will be coming in.
Chen Zen
player, 41 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Thu 22 Sep 2016
at 02:27
  • msg #59

Re: Mission 1: Baiting the Trap

Chen Zen takes his stance in the middle of the group,  making strange sounds, at least to the Germans as he quickly lases out with a snapping kick to the commando closest to him in the group.


22:27, Today: Chen Zen rolled 19 using 5d6 with rolls of 1,4,6,4,4.  head kick 5D.
The Battleteller
GM, 147 posts
Thu 22 Sep 2016
at 22:11
  • msg #60

Re: Mission 1: Baiting the Trap

Things get kicking, quite literally, as Chen Zen sprints into the first approaching group of Nazi commandos. He lashes out with a vicious kick which connects with the head of one of the commandos, knocks him out, and knocks out another commando as the first one drops. The other 6 remaining commandos look aghast for a moment before raising their machine guns at the martial artist extraordinaire.

A pair of rifle shots ring out from south of the group, one at Flamethrower and one at The Fury. A moment later Sister Moon flings crescent blades at 2 different groups of Nazi commandos but each group with practiced grace is able to avoid the glowing blades. The closest group raises their machine guns in Sister Moon's direction.

Four groups of Nazi commandos unleash a furious volley of gunfire at 4 different targets. One group, now diminished some, fires at Chen Zen and another at Sister Moon. The other two commando groups fire upon the two closest spotlight crews. Both crews take casualties with one crew having 4 members left while the other only 2 members.

OOC: Today: The Battleteller rolled 15,14,15 using 4d6,4d6,4d6 with rolls of 2,5,4,4,5,3,2,4,3,1,6,5.  Nazi Commando Groups 1,2, and 3 defenses vs. Chen Zen and Sister Moon (split attack).
Today: The Battleteller rolled 12,18 using 3d6,4d6 with rolls of 1,5,6,6,3,4,5.  Nazi Commando Group 1 vs. Chen Zen, Nazi Commando Group 2 vs. Sister Moon.
Today: The Battleteller rolled 15,17 using 4d6,4d6 with rolls of 4,3,2,6,3,4,6,4.  Nazi Commando Group 3 & 6 vs. Spotlight Crew 1 & 2.
Today: The Battleteller rolled 10,7 using 3d6,3d6 with rolls of 4,1,5,1,3,3.  Spotlight Crew 1 & 2 defense vs. Nazi Commando Group 3 & 6.
Today: The Battleteller rolled 14,11 using 5d6,5d6, keeping the 3 highest rolls with rolls of 4,3,2,5,5,3,5,3,3,1.  Split action Shooting roll for Unknown Shooter vs. Flamethrower and The Fury.

Need defense rolls from Chen Zen vs. a 12, Flamethrower vs. a 14, Sister Moon vs. an 18, and The Fury vs. an 11.

The Fury is up then Nazi Commando Group 4.

This message was last edited by the GM at 06:00, Sat 24 Sept 2016.
Sister Moon
player, 28 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Thu 22 Sep 2016
at 22:43
  • msg #61

Re: Mission 1: Baiting the Trap

The bullets peppered her as she dodged for cover.  The lead burned the skin of her thigh and sucked the breath from her in a hiss of pain.  Instinctively she put her hand over the wound and pulled it back, bloody.  The sight of her blood and being in a battle for the first time, proved daunting.  She began to doubt her resolve.


OOC: Sister Moon rolled 8 using 3d6 with rolls of 2,1,5.  Athleticism vs 18.

2D damage: reduced Reaction and Will.
This message was last edited by the player at 22:45, Thu 22 Sept 2016.
Flamethrower
player, 43 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Fri 23 Sep 2016
at 01:08
  • msg #62

Re: Mission 1: Baiting the Trap

Flamethrower surrounds himself in a corona of flame. There's a small pop as the sniper's bullet disintegrates mid-flight.

"That bastard is going to BURN."

21:07, Today: Flamethrower rolled 21 using 5d6 with rolls of 4,4,5,6,2.
The Fury
player, 43 posts
Comp: 2D/2D, Fort: 3D/4D
Reac: 2D/3D, Will: 2D/2D
Fri 23 Sep 2016
at 01:16
  • msg #63

Re: Mission 1: Baiting the Trap

Unlike the supreme marksmanship of the plane, the sniper couldn't hit Fury. No, the cowardly sneak attack only further stoked the fires of her rage! She easily dodged the oncoming fire with a superhuman leap! "Craven little worms! Can you only fight foes who aren't facing you?!" The Greek warrior-woman rushed toward the nearest Nazi she could reach.

An ululating scream tore the air. "YI-YI-YI-YI-YI-YI-YI-YI-YIIII!" With a glee born of righteous battle, Fury clutched at the Nazi soldier. If successful, she'd hoist him off the ground as easily as one picked a flower. Then, Fury would hurl the soldier against his fellows with all her might!


OOC:

21:09, Today: The Fury rolled 16 using 5d6 with rolls of 2,2,5,3,4.  Attack w/Super-Strength.
21:08, Today: The Fury rolled 16 using 4d6 with rolls of 2,6,3,5.  Fortitude defense roll.

This message was last edited by the player at 02:00, Fri 23 Sept 2016.
Red Dragon
player, 46 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Fri 23 Sep 2016
at 06:35
  • msg #64

Re: Mission 1: Baiting the Trap

Red Dragon wheeled around in a wide loop and headed back towards the beach. He skimmed the waves as he went, his night vision and superior senses giving him a full picture of the battle below.

Another loop and he was now flying up the beach. He knew the sniper would be a problem but his priority was to provide cover for his team, though they had powers they were outnumbered and outgunned.

levelling out Red Dragon used his team mates to pinpoint the smaller engagements of the overall battle. like a world class down hill skier the huge beast used his team mates like a skier would use the flag poles and weaved in, out and around them as he made his way up the length of the beach, his mouth belching out dragon fire at the groups of commandos as he went

OOC:07:36, Today: Red Dragon rolled 17 using 4d6 with rolls of 3,3,6,5.  dragon breath (second shot).
This message was last edited by the player at 06:36, Fri 23 Sept 2016.
Flamethrower
player, 47 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Fri 23 Sep 2016
at 18:08
  • msg #65

Re: Mission 1: Baiting the Trap

Flamethrower charges in to bull rush one of the commando groups attacking the spotlight towers, and it works about as well you'd expect - not very.

14:07, Today: Flamethrower rolled 7 using 3d6 ((4,1,2)).
Dr. Jetsetter
player, 21 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 23 Sep 2016
at 22:55
  • msg #66

Re: Mission 1: Baiting the Trap

Dr. Jetsetter slows his speed and turns his turbobike back to England. Let that Ratzi Messerschmitt pilot run home with his tail between his legs, thought Jetsetter.

Hopefully, the german would spread the word among his cronies not to mess with them, although Jetsetter regretfully contemplated that Red Dragon would probably get top billing in that story.

Once he rumbled around to the right direction, Jetsetter gunned the turbobike back up to speed. He was going in hot and fast, hopefully making himself a target no one could hit.

He planned on opening up the machine guns on any Nazis not currently engaged with one of his teammates (friendly fire isn't).


17:47, Today: Dr. Jetsetter rolled 9 using 3d6 ((3,3,3)).
Chen Zen
player, 43 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Sat 24 Sep 2016
at 01:39
  • msg #67

Re: Mission 1: Baiting the Trap

Chen uses his reaction, his agility to attempt to evade the gunfire.


21:38, Today: Chen Zen rolled 15 using 4d6 with rolls of 3,5,2,5.  reaction defense.
The Battleteller
GM, 152 posts
Sat 24 Sep 2016
at 06:02
  • msg #68

Re: Mission 1: Baiting the Trap

Sister Moon is hit by the gunfire from one of the Nazi commando groups as she ducks for cover. The bullet from the unknown sniper is melted by Flamethrower's heat aura as the fiery hero prepares to make his move. The Fury likewise dodges another shot from the sniper, leaping to one of the groups of Nazi commandos and trying to grab one of them to use as a weapon against the others. Their training pays off as they are able to avoid her mighty grasp.

One of the groups of Nazi commandos tosses a few grenades at one of the spotlight crews and tries to catch Flamethrower in the blasts as he rushes towards one of the nearer groups. The fiery hero tries to bowl some of the nearer group of commandos over but they sidestep the furious rush. The blasts do catch some of the spotlight crew, dropping a couple of them to the ground.

Dr. Jetsetter flies back in a hurry and tries to catch one of the unengaged Nazi commando groups in a burst of gunfire but they are able to scatter and avoid being hit. As Red Dragon rushes towards another unengaged group he is met with a hail of gunfire just before he unleashes a blast of fiery breath which they also are able to scatter and avoid at the last minute. Another gunshot from the southeast of the furthest Nazi commando groups streaks at Dr. Jetsetter and a figure in ornate black armor is seen just coming into the light of the flares, carrying a rifle.

OOC: Today: The Battleteller rolled 19 using 4d6 with rolls of 6,5,2,6.  Nazi Commando Group 2 defense vs. The Fury.
Today: The Battleteller rolled 13 using 3d6 with rolls of 5,4,4.  Nazi Commando Group 4 vs. Flamethrower and Spotlight Group 3.
Today: The Battleteller rolled 10 using 3d6 with rolls of 6,3,1.  Spotlight Group 3 defense vs. Nazi Commando Group 4.
Today: The Battleteller rolled 17 using 4d6 with rolls of 4,6,6,1.  Nazi Commando Group 4 defense vs. Dr. Jetsetter.
Today: The Battleteller rolled 18 using 4d6 with rolls of 6,2,4,6.  Nazi Commando Group 3 defense vs. Flamethrower.
Today: The Battleteller rolled 19 using 4d6 with rolls of 5,5,5,4.  Nazi Commando Group 5 vs. Red Dragon.
Today: The Battleteller rolled 18 using 4d6 with rolls of 5,6,3,4.  Nazi Commando Group 5 defense vs. Red Dragon.
Today: The Battleteller rolled 12 using 4d6, keeping the 2 highest rolls with rolls of 3,6,6,4.  Unknown Shooter #2 vs. Dr. Jetsetter.

Defense rolls needed for Flamethrower vs. a 13, Red Dragon vs. a 19, and Dr. Jetsetter vs. a 12.

Once the last 3 defense rolls are made I will post new initiatives for the next round.

Red Dragon
player, 47 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Sat 24 Sep 2016
at 10:41
  • msg #69

Re: Mission 1: Baiting the Trap

OOC rolled 12 using 3d6 with rolls of 5,2,5.  Defence flight.

Flamethrower
player, 48 posts
Comp: 2D/2D, Fort: 3D/3D
Reac: 2D/2D, Will: 3D/3D
Sat 24 Sep 2016
at 14:07
  • msg #70

Re: Mission 1: Baiting the Trap

"Do you not know who I am?!?," Flamethrower bellows as he tossing Nazis around, leaving their uniforms singed and burning. "I . . . am . . . FLAMETHROWER!"

Still, there are just too many of them.

Using Presence for defense because it looks cooler than Fortitude. 10:05, Today: Flamethrower rolled 12 using 3d6 with rolls of 5,5,2.
This message was last edited by the player at 14:08, Sat 24 Sept 2016.
Dr. Jetsetter
player, 22 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Sun 25 Sep 2016
at 03:07
  • msg #71

Re: Mission 1: Baiting the Trap

Heh, thought Dr. Jetsetter. This little piece of cheese can go pretty damn fast. He kept the throttle grip twisted all the way to max.

21:58, Today: Dr. Jetsetter rolled 15 using 5d6 ((2,4,3,1,5)).

The bullets whizzed past him, missing. Dr. Jetsetter briefly caught a glimpse of the shooter. The game was afoot!
Red Dragon
player, 48 posts
Comp: 2D/2D, Fort: 4D/4D
Reac: 2D/2D, Will: 2D/2D
Mon 26 Sep 2016
at 07:32
  • msg #72

Re: Mission 1: Baiting the Trap

Red felt the bullets rip through the tough but surprisingly delicate membranes of his wings. His once graceful flight turned into a mid air tumble as he tried to angle himself into a slow decent onto the sand.

It was looking good until another line of bullets ripped more holes into his wings and the angle of his body dipped and he hit the top of one of the dunes before ploughing into the ground in a massive gout of sand that covered everyone around him.

As the dust settled the huge monster reared up onto all four legs and cracking his neck to get the stiffness out of it gave out a roar of frustration and embarrassment.

OOC : 1D damage to fortitude for the damage from the bullets. 1D to composure for making such a crap and embarrassing landing
The Battleteller
GM, 155 posts
Mon 26 Sep 2016
at 22:45
  • msg #73

Re: Mission 1: Baiting the Trap

The remaining Nazi commando groups wreak some more havoc. Flamethrower is hit by some shrapnel from the grenade as he made his rush. The blast also takes out a few soldiers manning the one of the spotlights. The four groups of spotlight crew regroup with military precision. They form into 2 groups of soldiers and return fire on two groups of Nazi commandos, taking out a couple soldiers. A couple soldiers remain behind to minister to the wounded.

While Dr. Jetsetter is easily able to outmaneuver the shooter's bullet Red Dragon is not as fortunate. As some bullets tear through his wings and he makes a hard landing, looking to recover to get at the Nazi commandos.

OOC: Today: The Battleteller rolled 13,14 using 3d6,4d6 with rolls of 3,4,6,6,1,1,6.  Spotlight Group 1-2, 3-4 vs. Nazi Commando Group 5 & 6.
Today: The Battleteller rolled 11,17 using 4d6,4d6 with rolls of 2,3,2,4,5,5,4,3.  Nazi Commando Group 5 & 6 defense rolls vs. Spotlight Group 1-2, 3-4.

Spotlight Crews 1 & 2 combine to be 3D Mook Group, Spotlight Crews 3 & 4 combine to be 4D Mook Group with 1D of Mooks left off to work on the injured.

The Battleteller
GM, 156 posts
Mon 26 Sep 2016
at 23:03
  • msg #74

Re: Mission 1: Baiting the Trap

Round 4

As various groups of soldiers finish regathering and the team takes a breath the battle continues to unfold on the ground. Chen Zen, Flamethrower, and The Fury are each tangling with a group of Nazi commandos. Dr. Jetsetter flies above on his jet bike as Sister Moon is near the remains of the spotlights with more blades conjured. Red Dragon shakes himself off and moves in on another Nazi commando group. One shooter is still unfound but the black-armored other shooter moves nearer to one of the rearward groups of Nazi commandos.

In the distance can still be heard the ongoing air battle with machine gun and cannon fire as well as explosions. Whether the explosions are of bombs being dropped or planes crashing is unknown at this time...

OOC: Ran out of time and thus access to computer at work so will not be able to post until tomorrow. I did want to get up the initiatives and a little start-of-round summary at least...

Unknown Shooter #1 18
British Commando Group #2 15
Nazi Commando Group #6 15
Nazi Commando Group #4 14
Unknown Shooter #2 13

Chen Zen 11
British Commando Group #1 11
Nazi Commando Group #3 11
Red Dragon 11
Flamethrower 10
Sister Moon 7
Nazi Commando Group #2 6
Nazi Commando Group #5 6

The Fury 6
Dr. Jetsetter 6
Nazi Commando Group #1 5

The Battleteller
GM, 157 posts
Tue 27 Sep 2016
at 16:15
  • msg #75

Re: Mission 1: Baiting the Trap

From the south of the group and installation a pair of shots ring out, one removed about a second or two from the second. Both the bullets are shot at Dr. Jetsetter above on his jet cycle. One group of British commandos opens fire on the most distant group of Nazi commandos but they are able to scatter and avoid being hit. One group of Nazi commandos turns from Dr. Jetsetter and sends a hail of gunfire at Red Dragon.

As the echo of the gunfire at Red Dragon is fading the black-armored shooter jogs up near the group of Nazi commandos that had just taken fire from the British commandos. He makes a gesture with his hand and a circular hole of blackness appears right in front of the group of Nazi commandos. At a signal they all jog through the hole, disappearing from view. An instant later cries of surprise are heard from the bunker as a burst of gunfire is unleashed.

OOC: Today: The Battleteller rolled 13,12 using 5d6,5d6, keeping the 3 highest rolls with rolls of 1,5,5,3,3,1,4,6,1,2.  Split action Shooting roll for Unknown Shooter #1 vs. Dr. Jetsetter.
Today: The Battleteller rolled 9 using 4d6 with rolls of 1,3,2,3.  British Commando Group 2 vs. Nazi Commando Group 6.
Today: The Battleteller rolled 12 using 4d6 with rolls of 2,6,2,2.  Nazi Commando Group 6 defense vs. British Commando Group 2.
Today: The Battleteller rolled 12 using 4d6 with rolls of 3,5,2,2.  Nazi Commando Group 4 vs. Red Dragon.
Today: The Battleteller rolled 10 using 4d6 with rolls of 2,3,3,2.  Nazi Commando Group 6 vs. Bunker Crew.
Today: The Battleteller rolled 11 using 3d6 with rolls of 5,2,4.  Bunker Crew defense vs. Nazi Commando Group 6.

I need defense rolls from Dr. Jetsetter vs. a 13 & a 12 and another from Red Dragon vs. a 12. (That would be 2 separate defenses for Dr. Jetsetter)

Also Chen Zen is up in the order.

This message was last edited by the GM at 22:44, Tue 27 Sept 2016.
Dr. Jetsetter
player, 23 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Wed 28 Sep 2016
at 11:15
  • msg #76

Re: Mission 1: Baiting the Trap

Yikes, that's some mighty fine shootin' coming from down there, thought Dr. Jetsetter, gunning the jet engine and jinking the handlebars of the turbobike, hoping to put some distance and serpentine moves between him and the bullets.

OOC: Using his Flight vs. the 13, 06:09, Today: Dr. Jetsetter rolled 18 using 5d6 ((4,1,4,5,4)). Using his Aircraft as Piloting vs. the 12, 06:10, Today: Dr. Jetsetter rolled 15 using 4d6, dropping the lowest dice only ((6,4,2,5)).

Jetsetter hoped Acie was making better progress in taking out these Nazis then he was.

As if sensing his thoughts on the ground, Acie stops leaning against the radar station wall smokin' a coffin nail, stamps the cigarette into the ground and makes his way to where the firing is coming from.
Chen Zen
player, 44 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Wed 28 Sep 2016
at 14:50
  • msg #77

Re: Mission 1: Baiting the Trap

Chen Zen will continue engaging the Nazi's in hand to hand combat, as is his advantage. Another lightning fast kick is released by the bouncing martial artist, all the while he makes strange noises.

10:49, Today: Chen Zen rolled 14 using 5d6 ((4,5,1,2,2)).
The Battleteller
GM, 159 posts
Wed 28 Sep 2016
at 18:42
  • msg #78

Re: Mission 1: Baiting the Trap

Dr. Jetsetter is able to speed past one shot and jinks to avoid the other. He has a vague idea where the shots came from but no visible target. Chen Zen lays into the group of Nazi commandos surrounding hime, his feet flying out and sending two more crashing to the ground unconscious. One group of British commandos targets the farthest remaining group of Nazi commandos with gunfire but they are able to dive for the ground and are unharmed, rolling back up to their feet. The group of Nazi commandos that Flamethrower is among switch to daggers and stab at him viciously.

OOC: Today: The Battleteller rolled 11 using 3d6 with rolls of 5,1,5.  Nazi Commando Group 1 defense vs. Chen Zen.
Today: The Battleteller rolled 9 using 3d6 with rolls of 3,1,5.  British Commando Group 1 vs. Nazi Commando Group 5.
Today: The Battleteller rolled 11 using 3d6 with rolls of 3,2,6.  Nazi Commando Group 5 defense vs. British Commando Group 1.
Today: The Battleteller rolled 9 using 4d6 with rolls of 4,1,3,1.  Nazi Commando Group 3 vs. Flamethrower.

I still need a defense roll from Red Dragon vs. a 12 and Flamethrower needs to make a defense roll vs. a 9

Aside from that Red Dragon, Flamethrower, and Sister Moon are up in whatever order they post in.

Dr. Jetsetter, if you want Acie to get involved I need to know which group he is looking to engage.

The Battleteller
GM, 160 posts
Wed 28 Sep 2016
at 19:18
  • msg #79

Re: Mission 1: Baiting the Trap

OOC: Just to give a little run-down on the situation with each group of Nazi commandos:

Nazi commando group 1 is facing off with Chen Zen and has 4 of 8 remaining.
Nazi commando group 2 is facing off with The Fury and has 8 of 8 remaining.
Nazi commando group 3 is facing off with Flamethrower and has 8 of 8 remaining.
Nazi commando group 4 was firing at Red Dragon and has 8 of 8 remaining.
Nazi commando group 5 just took fire from British commando group 1 and has 6 of 8 remaining.
Nazi commando group 6 vanished from the battlefield and at that time had 8 of 8 remaining.

Unknown Shooter #1 is somewhere to the south of the group.
Unknown Shooter #2 vanished from the battlefield along with Nazi commando group 6 by passing through the circular hole of blackness.

Flamethrower
player, 51 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 1D/3D
Wed 28 Sep 2016
at 19:28
  • msg #80

Re: Mission 1: Baiting the Trap

Although he tries to rally, the truth is, this is Flamethrower's first real combat. Ever. And there are so, so many of them.

-1D Composure

15:26, Today: Flamethrower rolled 6 using 3d6 with rolls of 4,1,1.
Flamethrower
player, 52 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Wed 28 Sep 2016
at 20:10
  • msg #81

Re: Mission 1: Baiting the Trap

*Flamethrower jets flames from his hands in a wide swathe as he bathes the Nazi commandoes in heat*
16:08, Today: Flamethrower rolled 14 using 4d6 ((3,3,2,6)).
Sister Moon
player, 29 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Wed 28 Sep 2016
at 20:26
  • msg #82

Re: Mission 1: Baiting the Trap

Sister Moon maneuvered toward the group of Nazis and the two crescent blades in her hands multiplied into four.  She let them fly with a flick of her wrists.


OOC: Sister Moon rolled 17 using 4d6 ((6,2,5,4)).
Attacking group 2
This message was last edited by the player at 20:27, Wed 28 Sept 2016.
The Fury
player, 44 posts
Comp: 2D/2D, Fort: 3D/4D
Reac: 2D/3D, Will: 2D/2D
Wed 28 Sep 2016
at 20:27
  • msg #83

Re: Mission 1: Baiting the Trap

The slippery evasions of Nazi soldiers only further incensed Fury in that way one felt aggravated when flies evaded a sound swatting. "You slithered away once, Nazi scum, but you can't squirm out of the Fury's grasp forever!" She yanked a medium-sized tree from the ground and swung at the troop nearby with all her prodigious strength!


OOC:


16:23, Today: The Fury rolled 21 using 5d6 with rolls of 6,2,4,6,3.  Attack w/Super-Strength.

Red Dragon
player, 49 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 2D/2D
Thu 29 Sep 2016
at 07:13
  • msg #84

Re: Mission 1: Baiting the Trap

Red Dragon swings his head from left to right as the bullets come towards him bathing them in his super heated breath


OOC:08:12, Today: Red Dragon rolled 15 using 4d6 with rolls of 4,5,3,3.  flame defence.
Red Dragon
player, 50 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 2D/2D
Thu 29 Sep 2016
at 12:43
  • msg #85

Re: Mission 1: Baiting the Trap

OOC:13:39, Today: Red Dragon rolled 16 using 4d6 with rolls of 5,2,4,5.  claws and teeth attack.

As the screen of fire fades and the nazi commandos blink away the floating lights before their eyes the are witness to something out of mythology.... the huge form of a real life dragon striding across the sand towards them.

For a creature so big he moved with speed and grace and was in among them before they knew it rearing up clawed fore paws swept left and right at the same time the enormous reptilian head shot out jaws open wide ....a nightmare come to life
The Battleteller
GM, 163 posts
Thu 29 Sep 2016
at 18:06
  • msg #86

Re: Mission 1: Baiting the Trap

The battle explodes into a quick flurry of action. Flamethrower surrounds himself with intense flames causing 2 of the Nazi commandos around him to drop to the ground while the others are a bit scorched. Sister Moon flings her crescent blade and the group engaged with The Fury, taking a pair from that group out of the fight on a ricochet. Red Dragon rushes into the Nazi commando group that just shot at him, claws and fangs flashing. Some of the Nazis are able to roll out of the way but a pair are left bleeding on the ground.

The group surrounding The Fury lashes out at her with knives, trying to take her down but she lays out a pair of them with a small tree for their troubles. The Nazi commando group in a firefight with one of the British commando groups returns fire on them but they are able to duck and avoid being hit, in a stalemate for now.

OOC: Today: The Battleteller rolled 13 using 4d6 with rolls of 2,2,5,4.  Nazi Commando Group 3 defense vs. Flamethrower.
Today: The Battleteller rolled 17 using 4d6 with rolls of 5,6,3,3.  Nazi Commando Group 2 defense vs. Sister Moon.
Today: The Battleteller rolled 13 using 4d6 with rolls of 1,6,5,1.  Nazi Commando Group 4 defense vs. Red Dragon.
Today: The Battleteller rolled 13 using 3d6 with rolls of 5,5,3.  Nazi Commando Group 2 vs. The Fury.
Today: The Battleteller rolled 8 using 3d6 with rolls of 2,1,5.  Nazi Commando Group 5 vs. British Commando Group 1.
Today: The Battleteller rolled 11 using 3d6 with rolls of 2,3,6.  British Commando Group 1 defense vs. Nazi Commando Group 5.
Today: The Battleteller rolled 15 using 3d6 with rolls of 6,3,6.  Nazi Commando Group 2 defense vs. The Fury.

The Fury needs to make a defense roll vs. a 13.

Dr. Jetsetter is up and I need to know what Acie is going to be doing.

Dr. Jetsetter
player, 24 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 30 Sep 2016
at 12:09
  • msg #87

Re: Mission 1: Baiting the Trap

The missing Nazis were a nagging concern somewhere in Dr. Jetsetter's big brain, and he would need to deal with that shortly. Scanning the battlefield, he decided to help out the Tommies againt Nazi Commando Group 5. He also saw Acie making his way their as well, his pistol out and firing. Jetsetter opened fire with his machine guns.

OOC: Here is Acie's roll. 07:03, Today: Dr. Jetsetter rolled 7 using 2d6 ((2,5)). A very average 7.

OOC: Here is Dr. Jetsetter's roll: 07:04, Today: Dr. Jetsetter rolled 4 using 3d6 ((1,1,2)). A not very good 4.


As he was ineffectively blazing away at the Nazis, a thought struck Dr. Jetsetter. Teleportation! That could be how they were appearing and disappearing all over the battlefield.

Dr. Jetsetter had flirted with some technology before the war, but gave up on the idea as brain frying. He remembered the Navy seemed interested in picking up his work, something about teleporting an entire ship. He hoped those fools didn't proceed with that crazy idea.

He needed to get back to the radar station and check things out. He landed the turbobike and called for Acie to hop on board. It made Dr. Jetsetter smile to see him reluctantly slink over and give an affirmative grunt while climbing on board, because Jetsetter knew the big goon hated flying.
The Fury
player, 46 posts
Comp: 2D/2D, Fort: 3D/4D
Reac: 2D/3D, Will: 2D/2D
Sat 1 Oct 2016
at 15:38
  • msg #88

Re: Mission 1: Baiting the Trap

OOC:

11:38, Today: The Fury rolled 16 using 4d6 with rolls of 5,6,2,3.  Super-Leap Defense.




The Battleteller
GM, 164 posts
Sat 1 Oct 2016
at 15:53
  • msg #89

Re: Mission 1: Baiting the Trap

As Acie and Dr. Jetsetter both open fire on the unengaged Nazi commando group The Fury is able to leap away from the group she is engaged with. Seeing that they are being taken out left and right, the Nazi commando group engaged with Chen Zen breaks for the diminished group that had been engaged with The Fury. As they go they hurl grenades back in Chen Zen's direction. The blasts also catch the smaller British commando group and sends 4 of them flying away. The two remaining British commandos quickly move to tend to their fallen companions. The Nazi commando groups that were fighting with Chen Zen and The Fury regroup and prepare themselves to attack.

OOC: Today: The Battleteller rolled 13 using 3d6 with rolls of 6,2,5.  Nazi Commando Group 5 defense vs. Acie.
Today: The Battleteller rolled 15 using 3d6 with rolls of 6,6,3.  Nazi Commando Group 5 defense vs. Dr. Jetsetter.
Today: The Battleteller rolled 16 using 3d6 with rolls of 6,6,4.  Nazi Commando Group 1 grenades vs. Chen Zen & British Commando Group 1.
Today: The Battleteller rolled 8 using 3d6 with rolls of 1,4,3.  British Commando Group 1 defense vs. grenades.

Chen Zen needs to make a defense roll vs. a 16 then I can finish the round.

Chen Zen
player, 45 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Sat 1 Oct 2016
at 17:17
  • msg #90

Re: Mission 1: Baiting the Trap

13:16, Today: Chen Zen rolled 7 using 3d6 with rolls of 2,2,3.  composure defense against grenade.
The Battleteller
GM, 165 posts
Sun 2 Oct 2016
at 04:48
  • msg #91

Re: Mission 1: Baiting the Trap

Round 5

Some of the Nazi commandos finish regrouping and prepare to attack/counterattack. Everyone is far too involved in the battle now to really pay much attention to what is going on outside of the immediate area with gunfire and explosions happening right there. As everyone hangs on the moment Chen Zen feels an outthrust of air near him and a strange sensation as something slips into him from somewhere behind...something more spiritual than physical perhaps...

OOC:Time for round number 5, inits posted below as usual:

Unknown Shooter #1 20
Chen Zen 19
Nazi Commando Group #5 15
Nazi Commando Group #4 14

British Commando Group #2 13
Bunker Commando Group 13
Nazi Commando Group #6 12
Bunker Commander 12
Sister Moon 11
Unknown Shooter #2 11
Nazi Commando Group #2 11

Dr. Jetsetter 9
Flamethrower 8
Red Dragon 8
Nazi Commando Group #3 7
The Fury 6

Today: The Battleteller rolled 21 using 5d6 with rolls of 2,3,6,5,5.  Unknown Shooter vs. Chen Zen.

Chen Zen needs to make a defense roll vs. a 21.

This message was last edited by the GM at 13:04, Mon 10 Oct 2016.
Chen Zen
player, 46 posts
Comp: 3D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 3D/3D
Mon 3 Oct 2016
at 12:25
  • msg #92

Re: Mission 1: Baiting the Trap

08:24, Today: Chen Zen rolled 20 using 4d6 ((6,6,2,6)).
The Battleteller
GM, 166 posts
Mon 3 Oct 2016
at 22:25
  • msg #93

Re: Mission 1: Baiting the Trap

The master martial artist grimaces as the spiritual sensation starts to take on a physical feeling. He feels as though something is materializing inside his body. With a sudden jerk he dodges his body away from the sensation although the idea of something like that happening again is something he hopes to avoid...

OOC: Chen Zen chose to take the 1D of damage to Will.

Chen Zen is up then a bunch of Nazis and Brits...

Chen Zen
player, 47 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Fri 7 Oct 2016
at 14:30
  • msg #94

Re: Mission 1: Baiting the Trap

Now, truly angered, Chen snaps out, fists and feet flying in all directions.


10:27, Today: Chen Zen rolled 18 using 5d6 with rolls of 2,4,3,4,5.  attack.
The Battleteller
GM, 167 posts
Mon 10 Oct 2016
at 13:22
  • msg #95

Re: Mission 1: Baiting the Trap

Chen Zen lashes out with feet and fists all over like a whirling dervish but does not feel that he has hit anything. Gunfire explodes all around outside as Nazi commando groups seek to take out their targets. One group of Nazi commandos and the remaining fighting British commandos exchange fire with the Nazis coming out unharmed and the British losing 4 out of the 8 commandos as they try and dive for cover. Another group of Nazi commandos open fire on the massive form of Red Dragon. From inside the bunker gunfire can be heard as the Nazis engage the British bunker crew. Screams are heard but whether they are Nazi, British, or both is unclear from outside...

OOC: Today: The Battleteller rolled 13 using 3d6 with rolls of 2,5,6.  Nazi Commando Group 5 vs. British Commando Group 2.
Today: The Battleteller rolled 10 using 3d6 with rolls of 1,6,3.  Nazi Commando Group 4 vs. Red Dragon.
Today: The Battleteller rolled 7 using 4d6 with rolls of 1,2,2,2.  British Commando Group 2 defense vs. Nazi Commando Group 5.
Today: The Battleteller rolled 9 using 3d6 with rolls of 2,6,1.  British Commando Group 2 vs. Nazi Commando Group 5.
Today: The Battleteller rolled 13 using 3d6 with rolls of 2,5,6.  Nazi Commando Group 5 defense vs. British Commando Group 2.
Today: The Battleteller rolled 14 using 3d6 with rolls of 4,6,4.  Bunker Commando Group 2 vs. Nazi Commando Group 6.
Today: The Battleteller rolled 18 using 4d6 with rolls of 1,6,5,6.  Nazi Commando Group 6 defense vs. Bunker Commando Group.
Today: The Battleteller rolled 14 using 4d6 with rolls of 5,2,1,6.  Nazi Commando Group 6 vs. Bunker Commando Group.
Today: The Battleteller rolled 14 using 3d6 with rolls of 4,4,6.  Bunker Commando Group defense vs. Nazi Commando Group 6.
Today: The Battleteller rolled 13 using 3d6 with rolls of 6,5,2.  Bunker Commander vs. Unknown Shooter #2.
Today: The Battleteller rolled 12 using 3d6 with rolls of 3,6,3.  Unknown Shooter #2 Armor defense vs. Bunker Commander.

Red Dragon needs to make a defense roll vs. a 10

Sister Moon is up.

This message was last edited by the GM at 21:29, Mon 10 Oct 2016.
Sister Moon
player, 30 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Mon 10 Oct 2016
at 13:27
  • msg #96

Re: Mission 1: Baiting the Trap

Sister Moon let more crescent blades fly at the Nazis.  It was a complicated mess and her accuracy had to be true lest she hit allies instead of the enemy!


Sister Moon rolled 14 using 4d6 with rolls of 3,4,4,3.  attack group 2.
Red Dragon
player, 51 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 2D/2D
Mon 10 Oct 2016
at 13:37
  • msg #97

Re: Mission 1: Baiting the Trap

OOC:14:34, Today: Red Dragon rolled 10 using 3d6 with rolls of 2,6,2.  armour defense.

With a sweep of his wings Red Dragon wrapped them round himself tensing the membranes, the bullets bounced off them like hitting the side of a tanks armour plating... though he had to admit to himself it stung like hell
Flamethrower
player, 54 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Mon 10 Oct 2016
at 14:24
  • msg #98

Re: Mission 1: Baiting the Trap

10:23, Today: Flamethrower rolled 10 using 4d6 with rolls of 2,3,2,3.
*Flamethrower continues bathing the Nazis in flame*
The Battleteller
GM, 168 posts
Mon 10 Oct 2016
at 21:38
  • msg #99

Re: Mission 1: Baiting the Trap

Sister Moon throws a pair of crescent blades at the group of Nazi commandos surrounding The Fury, taking out a pair of them. Red Dragon appears surprised that the bullets were able to affect him through the armor in any way. The team hears a cry of denial from within the bunker, in English, which cuts off suddenly.....before finishing near to where the spotlights are as the bunker commander appears partially merged with the ground before being shunted out of it. He looks around and appears disoriented for a moment before pulling himself together and yells to everyone; "You need to get IN there NOW! There are 8 Nazis and some black-armored Nazi that touched me and next thing I know I am out here in pain like I never experienced! There's only 4 of my boys down there and if they fall the Nazis will have access to do what they came for!"

The group of Nazi commandos surrounding The Fury, now down to 6 of them, send a hail of gunfire at her. Moments later Flamethrower is able to send a pair of the 6 Nazi commandos he has been dealing with dropping to the ground, badly burned and out of commission.

OOC: Today: The Battleteller rolled 10 using 4d6 with rolls of 2,5,1,2.  Nazi Commando Group 2 defense vs. Sister Moon.
Today: The Battleteller rolled 15 using 4d6 with rolls of 3,2,6,4.  Unknown Shooter #2 vs. Bunker Commander.
Today: The Battleteller rolled 11 using 3d6 with rolls of 3,5,3.  Bunker Commander defense vs. Unknown Shooter #2.
Today: The Battleteller rolled 14 using 3d6 with rolls of 6,2,6.  Nazi Commando Group 2 vs. The Fury.
Today: The Battleteller rolled 8 using 3d6 with rolls of 3,4,1.  Nazi Commando Group 3 defense vs. Flamethrower.

The Fury needs to make a defense roll vs. a 14.

Dr. Jetsetter and Red Dragon are both up.

This message was last edited by the GM at 14:07, Sat 15 Oct 2016.
Dr. Jetsetter
player, 25 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Wed 12 Oct 2016
at 12:27
  • msg #100

Re: Mission 1: Baiting the Trap

"Hang on Acie," Dr. Jetsetter told his bodyguard, "But keep firing at this Ratzi bastards."

Jetsetter gunned the turbobikes engines and headed straight for the group of Nazi soldiers, whipping a 180 degree turn to head back to the bunker with a jet engine blast.

OOC: 07:25, Using his flight as an attack Today: Dr. Jetsetter rolled 15 using 5d6 ((6,3,3,1,2)).

OOC:Acie keeps blazing away with his pistol, 07:26, Today: Dr. Jetsetter rolled 7 using 2d6 ((3,4)).


Well, that could have gone better, Dr. Jetsetter thought, at least they were headed back to the bunker.
This message was last edited by the GM at 12:51, Wed 12 Oct 2016.
Red Dragon
player, 53 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 1D/2D
Wed 12 Oct 2016
at 13:06
  • msg #101

Re: Mission 1: Baiting the Trap

Hearing the shout from the commando about the intrusion into the station Red gathered fire in his belly and swinging his head from left to right fanned a devastating blast of super heated breath at the nazi unit attacking him

OOC 14:06, Today: Red Dragon rolled 11 using 4d6 with rolls of 2,2,4,3.  fire breath area attack.
This message was last edited by the player at 13:06, Wed 12 Oct 2016.
The Battleteller
GM, 172 posts
Wed 12 Oct 2016
at 13:41
  • msg #102

Re: Mission 1: Baiting the Trap

OOC: The final Nazi group engaged with Flamethrower is delaying their action so The Fury can take her action with the group she is engaged with.

I will roll the appropriate defenses for Dr. Jetsetter and Acie's attacks once I confirm which group they attacked.

Dr. Jetsetter
player, 26 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Wed 12 Oct 2016
at 22:43
  • msg #103

Re: Mission 1: Baiting the Trap

In reply to The Battleteller (msg # 102):

OOC: Sorry, I believe that was Nazi group 5.
The Fury
player, 48 posts
Comp: 2D/2D, Fort: 3D/4D
Reac: 2D/3D, Will: 2D/2D
Fri 14 Oct 2016
at 08:38
  • msg #104

Re: Mission 1: Baiting the Trap

The Fury attempted to evade the attacks by powering through her attackers. Unfortunately, she felt uncertain of her odds of success as she likely leapt into oncoming fire...


OOC:
04:35, Today: The Fury rolled 7 using 5d6 with rolls of 1,1,2,1,2.  Super-Strength Attack.
04:34, Today: The Fury rolled 12 using 4d6 with rolls of 1,4,6,1.  Super-Leap Defense.

Yep, Dice Roller definitely hates me in this game...


   

The Battleteller
GM, 173 posts
Sat 15 Oct 2016
at 14:13
  • msg #105

Re: Mission 1: Baiting the Trap

Red Dragon sends out a gout of flame at the Nazi commandos he has been engaged with but they timed things just right and were able to dodge out of the way. Dr. Jetsetter makes a beeline for the bunker, flying low through the Nazi commando group that have been shooting at the Brits. He is able to smash into two of them and sends them sprawling leaving 4 still standing. Acie shoots his pistol from the back of the jetbike but they are able to avoid the gunfire. The Fury tries to leap out of the way of the gunfire leveled at her but is caught by it. The bullets make her timing off and her attempt to bull-rush the Nazi commandos is dodged. The 4 Nazi commandos remaining engaged with Flamethrower scan the battlefield and see the group that just lost members due to the jetbike overrun. Knowing more numbers are better they high-tail it across the open area to rendezvous with that group, now with 8 commandos. As they move away from Flamethrower they fling grenades behind them, the blasts trying to catch the burning hero...

OOC: Wed 12 Oct: The Battleteller rolled 12 using 3d6 with rolls of 6,1,5.  Nazi Commando Group 4 defense vs. Red Dragon.
Thu 13 Oct: The Battleteller rolled 10 using 3d6 with rolls of 3,4,3.  Nazi Commando Group 5 defense vs. Dr. Jetsetter.
Thu 13 Oct: The Battleteller rolled 12 using 2d6 with rolls of 6,6.  Nazi Commando Group 5 defense vs. Acie.
Today: The Battleteller rolled 13 using 3d6 with rolls of 5,6,2.  Nazi Commando Group 2 defense vs. The Fury.
Today: The Battleteller rolled 10 using 3d6 with rolls of 4,1,5.  Nazi Commando Group 3 grenades vs. Flamethrower.

Flamethrower needs to make a defense roll vs. a 10.

The Battleteller
GM, 174 posts
Sat 15 Oct 2016
at 14:50
  • msg #106

Re: Mission 1: Baiting the Trap

Round 6

A couple of the Nazi commando group remnants combine to become a stronger force so there are 3 groups visible on the battlefield. The bunker commander is trying to get his bearings and one of the British commando groups is still in the fight. Dr. Jetsetter is arriving at the entrance to the bunker with Acie to lend support. Chen Zen is trying to get a bead on the now-obviously invisible Nazi shooter, feeling he is close-by still. Red Dragon and The Fury have Nazi commando groups they are fighting while Flamethrower and Sister Moon appear to be in the clear....for now.

OOC: On to round 6, inits below:

Chen Zen 19
Nazi Commando Group #2 15
Unknown Shooter #1 14

Flamethrower 12
Dr. Jetsetter 11
Unknown Shooter #2 10
Red Dragon 10
Nazi Commando Group #1 10
The Fury 9
British Commando Group #2 9
Bunker Commando Group 9
Nazi Commando Group #3 8
Nazi Commando Group #4 8

Sister Moon 7
Bunker Commander 5

So a sit-rep on the Nazi commandos with the regroup:

Group 1 is facing off with The Fury
Group 2 is currently engaged with Red Dragon
Group 3 is currently unengaged(was Group 3 and group 5)
Group 4 is in the bunker

Chen Zen is up.

Flamethrower
player, 58 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Sat 15 Oct 2016
at 17:36
  • msg #107

Re: Mission 1: Baiting the Trap

13:35, Today: Flamethrower rolled 6 using 3d6 ((3,2,1)

A few of the Nazi's bullets make it through the flames, although they do not find full purchase.

(-1 Fortitude)
Chen Zen
player, 48 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Sun 16 Oct 2016
at 16:32
  • msg #108

Re: Mission 1: Baiting the Trap

Chen Zen focuses all his senses on location the invisible shooter.


12:31, Today: Chen Zen rolled 9 using 3d6 with rolls of 2,1,6.  awareness.
Flamethrower
player, 60 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Mon 17 Oct 2016
at 14:18
  • msg #109

Re: Mission 1: Baiting the Trap

"Concentrate fire on [Group 2]! Then [Group 1]! Let's wipe the board of these Nazi bastards!"
Red Dragon
player, 54 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 1D/2D
Thu 20 Oct 2016
at 10:31
  • msg #110

Re: Mission 1: Baiting the Trap

Red roars with frustration that he had not been able to finish off the nazis in front of him. With rage boiling up inside him he rushed into the group jaws snapping and claws slashing


OOC:11:31, Today: Red Dragon rolled 14 using 4d6 with rolls of 4,5,1,4.  claws and fangs.
This message was last edited by the player at 10:32, Thu 20 Oct 2016.
Dr. Jetsetter
player, 27 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Thu 20 Oct 2016
at 17:29
  • msg #111

Re: Mission 1: Baiting the Trap

"Cover me Acie!" Dr. Jetsetter commands after bringing the Turbobike down for a hard landing, hopping off and racing into the radar station.

Acie grunted and followed.
The Battleteller
GM, 176 posts
Sat 22 Oct 2016
at 21:55
  • msg #112

Re: Mission 1: Baiting the Trap

The team looks to start positioning themselves to try and finish off the Nazi commandos. Chen Zen lashes out with fists and feet in the direction he feels the invisible Nazi is but to no effect. A moment later that same sensation of something passing into him and starting to manifest within him starts to build. The Nazi commandos facing off against Red Dragon send bursts of gunfire at him, hoping against hope to take out the mighty form.

OOC: Thu 20 Oct: The Battleteller rolled 17 using 5d6 with rolls of 4,2,3,4,4.  Unknown Shooter #1 defense vs. Chen Zen.
Thu 20 Oct: The Battleteller rolled 14 using 5d6 with rolls of 3,1,1,6,3.  Unknown Shooter #1 attack vs. Chen Zen.
Thu 20 Oct: The Battleteller rolled 8 using 3d6 with rolls of 1,3,4.  Nazi Commando Group 2 vs. Red Dragon.

Chen Zen needs to make a defense roll vs. a 14 and Red Dragon needs to make one vs. an 8.

Dr. Jetsetter, Acie, and Flamethrower are up. (I will resolve Red Dragon's attack after Unknown Shooter #2 acts)

Dr. Jetsetter
player, 28 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Sat 22 Oct 2016
at 22:27
  • msg #113

Re: Mission 1: Baiting the Trap

Dr. Jetsetter figures to go for the element of fast surprise rather than slow stealth surprise, drawing his heater weapon and racing into the radar station looking for any trouble.

Acie follows, barely able to keep up with the spry septuagenarian.
Flamethrower
player, 61 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Sat 22 Oct 2016
at 22:55
  • msg #114

Re: Mission 1: Baiting the Trap

"Or flail around at whatever attracts your attention at the moment. Whichever is fine."

This last word is accompanied by a mighty blast of flame against the second group.

18:54, Today: Flamethrower rolled 16 using 4d6 ((5,6,4,1)).
Chen Zen
player, 49 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Sun 23 Oct 2016
at 16:27
  • msg #115

Re: Mission 1: Baiting the Trap

12:26, Today: Chen Zen rolled 15 using 4d6 with rolls of 5,2,5,3.  reaction defense.
Red Dragon
player, 55 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 1D/2D
Mon 24 Oct 2016
at 07:13
  • msg #116

Re: Mission 1: Baiting the Trap

OOC:08:11, Today: Red Dragon rolled 15 using 3d6 with rolls of 5,5,5.  armour.

Red Dragon was so enraged he just ploughed further into the group attacking him, their bullets bouncing off his scales.
Dr. Jetsetter
player, 29 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 28 Oct 2016
at 15:46
  • msg #117

Re: Mission 1: Baiting the Trap

Seeing the Nazi commandos arrayed before him Dr. Jetsetter sets his heat ray device and focuses on sweeping the entry area with it. The device fires then fizzles out.

Acie goes barreling into the Nazi commandos once the heat ray stops, scooping one up and attempting to body slam the Nazi into a bunch of his companions.

OOC: Today: The Battleteller, on behalf of Dr. Jetsetter, rolled 18 using 4d6 with rolls of 6,5,3,4.  Heat ray vs. Nazi Commando Group 4 (Full Attack).
Today: The Battleteller, on behalf of Dr. Jetsetter, rolled 16 using 5d6, keeping the 3 highest rolls with rolls of 1,1,5,6,5.  Acie wrestling attack vs. Nazi Commando Group 4 (Full Attack).

The Battleteller
GM, 177 posts
Fri 28 Oct 2016
at 16:15
  • msg #118

Re: Mission 1: Baiting the Trap

Chen Zen is able to dodge to the side and narrowly avoid the physical presence manifesting itself inside him. Dr. Jetsetter drops a pair of the Nazi commandos in the bunker with his heat ray before it fizzles out then Acie scoops up one of the remaining commandos and slams him into his companions. A bunch of them are knocked around the room and drop to the ground leaving a pair of Nazi commandos with VERY surprised expressions on their faces. The gunfire from the Nazi commando group Red Dragon is facing off against bounces of the thick dragonscales and Flamethrower's blast against them drops 2 of them to the ground. Dr. Jetsetter and Acie hear a long burst of gunfire down in the bunker followed by screams in English then silence. A German voice calls loudly up the stairs. Red Dragon tears into the remaining 4 Nazi commandos before him with teeth and claws, sending all of them flying about to drop onto the ground motionless and bleeding. The Nazi commandos facing off with The Fury send a hail of gunfire in her direction to try and take out the Greek powerhouse.

OOC: Today: The Battleteller rolled 15 using 4d6 with rolls of 6,6,1,2.  Nazi Commando Group 4 defense vs. Dr. Jetsetter.
Today: The Battleteller rolled 10 using 3d6 with rolls of 3,2,5.  Nazi Commando Group 4 defense vs. Acie.
Today: The Battleteller rolled 15 using 3d6 with rolls of 6,6,3.  Unknown Shooter #2 vs. Bunker Commandos.
Today: The Battleteller rolled 7 using 2d6 with rolls of 4,3.  Bunker Commandos defense vs. Unknown Shooter #2.
Today: The Battleteller rolled 11 using 3d6 with rolls of 6,2,3.  Nazi Commando Group 1 vs. The Fury.
Today: The Battleteller rolled 3 using 3d6 with rolls of 1,1,1.  Nazi Commando Group 2 defense vs. Red Dragon.

The Fury needs to make a defense roll vs. an 11.

Nazi Commando Group 2 is decimated and the Nazi Commando Group 4 in the bunker is down to 2 members out of 8. Nazi Commando Group 1 fighting The Fury has 6 members while Nazi Commando Group 3 (currently unengaged) has 8 members.

The Fury (and British Commando Group) are up.

(I rolled for Dr. Jetsetter because he was in position to attack and I wanted to push things forward. Was busy at work this week so had to wait until today.)

This message was last edited by the GM at 23:18, Sat 29 Oct 2016.
Dr. Jetsetter
player, 30 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Sat 29 Oct 2016
at 04:11
  • msg #119

Re: Mission 1: Baiting the Trap

The Battleteller:

(I rolled for Dr. Jetsetter because he was in position to attack and I wanted to push things forward. Was busy at work this week so had to wait until today.)


Thanks, that was awesome!
The Fury
player, 50 posts
Comp: 2D/2D, Fort: 3D/4D
Reac: 2D/3D, Will: 2D/2D
Sat 29 Oct 2016
at 20:56
  • msg #120

Re: Mission 1: Baiting the Trap

"Ordinary Nazis fuck my character up AGAIN, Rage, Gnashing of Teeth, blah-blah, retaliate."


OOC:
16:53, Today: The Fury rolled 21 using 5d6 with rolls of 6,6,3,3,3.  Super-Strength vs. Nazi Fuckers.
16:49, Today: The Fury rolled 5 using 3d6 with rolls of 2,1,2.  Reaction vs. Nazi fuckers.



The Battleteller
GM, 180 posts
Sat 29 Oct 2016
at 21:53
  • msg #121

Re: Mission 1: Baiting the Trap

The Nazi commandos around The Fury rake her with machine gun fire, drawing blood and enraging the Greek heroine. She grabs up a big rock and spins, striking all 6 in turn and sending them flying to lie in broken heaps all around. The (currently) unengaged Nazi commando group sees the havoc caused by Red Dragon and send bursts of SMG fire at the giant form. In the bunker the remaining pair of Nazi commandos cook off and toss grenades behind Dr. Jetsetter and Acie, sprinting down the stairs with the grenades exploding moments later sending shrapnel flying all around the old tech wizard and his bodyguard.

OOC: Today: The Battleteller rolled 4 using 3d6 with rolls of 2,1,1.  Nazi Commando Group 1 defense vs. The Fury.
Today: The Battleteller rolled 9 using 4d6 with rolls of 1,3,2,3.  Nazi Commando Group 3 vs. Red Dragon.
Today: The Battleteller rolled 10 using 3d6 with rolls of 3,6,1.  Nazi Commando Group 4 grenades vs. Dr. Jetsetter/Acie.

Red Dragon needs to make a defense roll vs. a 9 and Dr. Jetsetter/Acie need to make defense rolls vs. a 10. Because they each made a Full Attack they can only defend with Resistances so I know this might hurt...

Sister Moon (and the Bunker Commander) are up then a wrap-up and I will post inits for the next round.

Sister Moon
player, 32 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Sat 29 Oct 2016
at 23:53
  • msg #122

Re: Mission 1: Baiting the Trap

Sister Moon let fly with more crescent blades as she attacked the Nazis.  It was hard to tell, but it appeared they were making headway, but they nevertheless seemed like an endless hoard.

OOC: Sister Moon rolled 12 using 4d6 with rolls of 4,5,2,1.  attack.
Dr. Jetsetter
player, 31 posts
Comp: 2D/2D, Fort: 2D/2D
Reac: 2D/2D, Will: 2D/2D
Sun 30 Oct 2016
at 03:48
  • msg #123

Re: Mission 1: Baiting the Trap


22:34, Today: Dr. Jetsetter rolled 6 using 2d6 ((5,1)). Dr. Jetsetter rolls his reaction for defense, taking 1 damage (to his Fortitude).

22:37, Today: Dr. Jetsetter rolled 13 using 4d6 ((5,2,5,1)). Acie rolls his fortitude successfully, taking no damage.


The grenade explodes as Dr. Jetsetter tries to dive for cover and Acie tries to use his body to shield the old man. Unfortunately, his move only manages to protect him somewhat from the explosive shrapnel.

Acie hovers over the wounded Jetsetter, blood starting to seep through the sleeve of his flight suit. "Ugh," he says.

"Don't worry about me, you big galoot," Dr. Jetsetter tells his bodyguard. "They barely clipped me. Now go get the rest of them ratzis!"

While Acie storms toward the remaining Nazi soldiers, the Doctor looks around the radar station for something that could give the G-Man an advantage. Using his super brain and super science knowledge should help him come up with something.
The Battleteller
GM, 182 posts
Sun 30 Oct 2016
at 13:27
  • msg #124

Re: Mission 1: Baiting the Trap

The Nazi commandos were slightly off with their throws and Dr. Jetsetter is wounded but not nearly as badly as he could be and Acie managed to escape injury completely. Sister Moon flings her crescent blades at the remaining group of Nazi commandos and is able to take out a pair of them. The bunker commander fires his weapon at the Nazi commandos but they are able to scatter and his shots go wide.

OOC: Today: The Battleteller rolled 12 using 4d6 with rolls of 4,5,2,1.  Nazi Commando Group 3 defense vs. Sister Moon.
Today: The Battleteller rolled 9 using 2d6 with rolls of 3,6.  Bunker Commander vs. Nazi Commando Group 3.
Today: The Battleteller rolled 10 using 3d6 with rolls of 3,4,3.  Nazi Commando Group 3 defense vs. Bunker Commander.

So that's a wrap for this round, new inits coming.

The Battleteller
GM, 183 posts
Sun 30 Oct 2016
at 13:45
  • msg #125

Re: Mission 1: Baiting the Trap

Round 7

The tides of battle have obviously swung strongly to the team and their British allies now. Only 6 Nazi commandos remain standing topside to fight off EVERYONE. One of the Nazi shooters is still unseen but people know he is around. In the bunker Dr. Jetsetter and Acie both look down the stairs after the pair of Nazi Commandos and can barely hear German voices yelling loudly over the ringing in their ears. The second Nazi shooter is likely down their with the Nazi commandos. Off in the distance the sounds of planes, gunfire, and explosions are more easily heard with less people shooting here and flashes of light are seen to the northeast and southwest. One way or another it looks like the battle for this pivotal radar installation will be coming to an end...

OOC: Inits for this round posted below, you have the Nazis on the ropes:

Chen Zen 15
Nazi Commando Group #3 12
Unknown Shooter #2 11
Unknown Shooter #1 10
British Commando Group #2 8
Sister Moon 7
Dr. Jetsetter 7
Bunker Commander 7
Red Dragon 6
Flamethrower 5
The Fury 4
Nazi Commando Group #4 1

As things stand now:

Nazi Commando Group 3 is basically going to be engaged with everyone (6 members)
Nazi Commando Group 4 is deep in the bunker, likely with Unknown Shooter #2 (2 members)
Unknown Shooter #1 is still around invisible, has been fighting Chen Zen

Chen Zen gets to start things off.

This message was last edited by the GM at 13:48, Sun 30 Oct 2016.
Chen Zen
player, 50 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Sun 30 Oct 2016
at 16:09
  • msg #126

Re: Mission 1: Baiting the Trap

Chen Zen grins, his feet bouncing and hands bobbing, constant motion he lashes out with a powerful kick.

12:08, Today: Chen Zen rolled 17 using 5d6 with rolls of 3,5,3,3,3.  strike(forgot to change the dice).

12:08, Today: Chen Zen rolled 13 using 3d6 with rolls of 3,5,5.  awareness
The Battleteller
GM, 184 posts
Sun 30 Oct 2016
at 18:40
  • msg #127

Re: Mission 1: Baiting the Trap

Chen Zen strikes out in all directions and doesn't connect with anything but air. He hears an inrushing of air near him and moments later a pair of shots ring out some distance away. One shot comes at him and the other at Sister Moon. The remaining Nazi commandos toss grenades so the blasts try and catch both Flamethrower and Red Dragon who had just decimated one of their groups moments ago. The British commandos remaining topside fire upon the remaining Nazi commandos but their shots go wide as the Nazis duck for cover.

OOC: Today: The Battleteller rolled 22 using 5d6 with rolls of 6,4,1,5,6.  Unknown Shooter #1 defense vs. Chen Zen.
Today: The Battleteller rolled 16 using 3d6 with rolls of 5,6,5.  Nazi Commando Group grenades vs. Red Dragon and Flamethrower. (area effect attack)
Today: The Battleteller rolled 16,15 using 6d6,6d6, keeping the 3 highest rolls with rolls of 5,2,6,3,5,4,6,1,6,3,1,1.  Unknown Shooter #1 vs. Chen Zen and Sister Moon.
Today: The Battleteller rolled 10 using 3d6 with rolls of 3,5,2.  British Commando Group 2 vs. Nazi Commando Group 3.
Today: The Battleteller rolled 14 using 3d6 with rolls of 5,4,5.  Nazi Commando Group 3 defense vs. British Commando Group 2.

Flamethrower and Red Dragon both need to make defense rolls vs. a 16, Chen Zen needs to make a defense roll vs. a 16, and Sister Moon needs to make a defense roll vs. a 15.

Everyone else is up before Nazi Commando Group 4 although Unknown Shooter #2 is yet to act (he is delaying although the PCs don't know that).

Flamethrower
player, 65 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 2D/3D
Sun 30 Oct 2016
at 18:44
  • msg #128

Re: Mission 1: Baiting the Trap

Flamethrower calls up massive sheets of flame to protect himself, but it's not quiet enough. His Will has nearly failed him.


14:43, Today: Flamethrower rolled 14 using 4d6 ((1,6,2,5)).
Flamethrower
player, 66 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 1D/3D
Sun 30 Oct 2016
at 18:46
  • msg #129

Re: Mission 1: Baiting the Trap

Lashing out wildly, Flamethrower tries to tackle a couple of Nazis.

14:45, Today: Flamethrower rolled 9 using 3d6 with rolls of 2,3,4.
This message was last edited by the player at 18:46, Sun 30 Oct 2016.
Red Dragon
player, 56 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 1D/2D
Mon 31 Oct 2016
at 08:10
  • msg #130

Re: Mission 1: Baiting the Trap

In the heat of it Red dragon decided to turn the temperature up somewhat as the volley of bullets headed towards him. With a blast of fire he attempted to melt them before they could do him harm

08:10, Today: Red Dragon rolled 11 using 4d6 with rolls of 4,2,4,1.  fiery breath as defence.
This message was last edited by the player at 08:11, Mon 31 Oct 2016.
Chen Zen
player, 51 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Mon 31 Oct 2016
at 16:10
  • msg #131

Re: Mission 1: Baiting the Trap


12:10, Today: Chen Zen rolled 12 using 4d6 with rolls of 3,1,6,2.  reaction defense.
Sister Moon
player, 33 posts
Comp: 1D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Mon 31 Oct 2016
at 16:19
  • msg #132

Re: Mission 1: Baiting the Trap

Whatever the mystical forces that were at work in Sister Moon's life warned her just a tad late as the shooter fired.  She whirled a crescent blade a split second late and the bullet nearly took her head off.

Shaken, Sister Moon took cover behind a bunker wall as her life flashed before her eyes.

OOC:
Sister Moon rolled 10 using 4d6 with rolls of 4,4,1,1.  defend vs 15.
Take the damage off her Composure.  Since I used all my dice to defend, that's her turn.

The Fury
player, 51 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/3D, Will: 1D/2D
Tue 1 Nov 2016
at 02:24
  • msg #133

Re: Mission 1: Baiting the Trap

Galvanized by her earlier devastation of the enemy, the Fury roared at the Nazis. "PREPARE TO MEET YOUR GODS!" With a bellow, Fury uprooted another tree and swung at the fourth unit!

OOC:
22:20, Today: The Fury rolled 19 using 5d6 with rolls of 4,6,3,4,2.  Super-Strength vs. Group 4.



   

Red Dragon
player, 57 posts
Comp: 1D/2D, Fort: 3D/4D
Reac: 2D/2D, Will: 1D/2D
Tue 1 Nov 2016
at 09:46
  • msg #134

Re: Mission 1: Baiting the Trap

needing time for his fire to ignite again in his stomach Red Dragon pressed the attack with claws and teeth


OOC:09:46, Today: Red Dragon rolled 15 using 4d6 with rolls of 3,3,6,3.  claw and teeth attack.
This message was last edited by the player at 09:47, Tue 01 Nov 2016.
The Battleteller
GM, 186 posts
Tue 1 Nov 2016
at 15:27
  • msg #135

Re: Mission 1: Baiting the Trap

OOC: I am waiting to hear from Dr. Jetsetter's player about what they will be doing. Unknown Shooter #2 will use his delayed reaction to intercept them if they choose to descend into the bunker.

I am trying to remember if I did anything with languages. I feel like I did but wasn't able to quickly see where it was. It is important because if Dr. Jetsetter speaks German he will understand the orders being barked out down below.

The Battleteller
GM, 188 posts
Tue 1 Nov 2016
at 22:09
  • msg #136

Re: Mission 1: Baiting the Trap

The team members topside burst into action. Injured and shaken after being hit by the bullet despite his attempts to shield himself with flame, Flamethrower tries to tackle members of the remaining Nazi commando group but they easily sidestep his attempt. Unfortunately this puts them right into the paths of Red Dragon and The Fury. Red Dragon takes down two of the six Nazi commandos with his claws and bite and The Fury sends the other four flying in all directions with the sweep of a small tree. The British commandos and bunker commander look around to try and pinpoint the invisible shooter's location but are unable to do so.

OOC: Sun 30 Oct: The Battleteller rolled 13 using 3d6 with rolls of 5,5,3.  Nazi Commando Group 3 defense vs. Flamethrower.
Today: The Battleteller rolled 14 using 3d6 with rolls of 3,5,6.  Nazi Commando Group 3 defense vs. Red Dragon.
Today: The Battleteller rolled 9 using 2d6 with rolls of 4,5.  Nazi Commando Group 3 defense vs. The Fury.

With that sequence all the Nazi commandos topside are out of the fight. Only the invisible shooter remains *somewhere*. Still waiting on further info from Dr. Jetsetter so Unknown Shooter #2 knows what to react to.

Dr. Jetsetter
player, 32 posts
Comp: 2D/2D, Fort: 1D/2D
Reac: 2D/2D, Will: 2D/2D
Sun 6 Nov 2016
at 14:42
  • msg #137

Re: Mission 1: Baiting the Trap

In reply to The Battleteller (msg # 136):

Dr. Jetsetter is looking around the radar station. If only they could calibrate the radar with a slight shift downward, he speculates, they may be able to detect the invisible opponent that has been giving them fits, or at least disrupt him if he's teleporting around. Acie was mopping up the remaining Nazi soldier in the station.
Red Dragon
player, 58 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Fri 11 Nov 2016
at 14:25
  • msg #138

Re: Mission 1: Baiting the Trap

Red dragon gave an almighty roar as he last of the enemy outside died.

Turning his head he looked towards the bunker and raced across the open ground towards it. Knowing there was still a sniper out there somewhere he hoped that he made a big enough target to get his attention. He strained all his incredible senses ready to pick up any sign of the enemy if he opened fire on him.

He felt the fire in his gut boiling with rage wanting to get out. He held it in check waiting for a possible location of the gun man before he released the fiery of his race on them
The Battleteller
GM, 191 posts
Mon 14 Nov 2016
at 15:06
  • msg #139

Re: Mission 1: Baiting the Trap

As Dr. Jetsetter and Acie move down the stairs to take care of the Nazi commandos and possibly try and re-orient the radar a black-armored Nazi steps out in front of the stairs down and gestures with his hand, a circular hole of blackness opening before them.

OOC: Today: The Battleteller rolled 16 using 4d6 with rolls of 4,4,5,3.  Unknown Shooter #2 gateway vs. Dr. Jetsetter/Acie.

Dr. Jetsetter/Acie need to make defense rolls vs. a 16 to try and make it past the gateway as it forms otherwise they stop short with it blocking their path or go through it.

Once that is done and they take whatever action they can post-defense roll I can wrap-up the round.

This message was last edited by the GM at 14:51, Thu 17 Nov 2016.
Dr. Jetsetter
player, 34 posts
Comp: 2D/2D, Fort: 1D/2D
Reac: 2D/2D, Will: 2D/2D
Tue 15 Nov 2016
at 11:35
  • msg #140

Re: Mission 1: Baiting the Trap

"So it is teleportation then," Dr. Jetsetter muses. "I wonder if it's using the qubits encoded method or quantum entanglement theory...interesting."

Acie grunts and tries to charge the Nazi beyond the gateway, trying to shove aside some of the miscellaneous equipment to either side of the gate.


05:27, Today: Dr. Jetsetter rolled 13 using 4d6 ((5,2,1,5)).

Unfortunately, the gateway increases in size much to his surprise. He falls into and through it.

"Ahhh, so I see we're going to explore what's on the other side then," Dr. Jetsetter snaps out of his scientific musings. "I'm right behind you." He follows the G-Man through the gateway.

Considering he can only roll a 12 at best, he'll just follow Acie through the gateway.
The Battleteller
GM, 192 posts
Thu 17 Nov 2016
at 14:49
  • msg #141

Re: Mission 1: Baiting the Trap

Dr. Jetsetter and Acie try and rush past the rift as it is forming but are unsuccessful. Before they pass into it they see a pair of Nazi commandos behind the armored Nazi working feverishly to set-up demolition charges in strategic places. An instant later they pass into the rift and after a moment of blackness and a sensation of motion they appear topside near their teammates. Unfortunately they appear 15 feet in the air and fall to the ground with a thud. They do notice there are no Nazi commandos standing but everyone is still looking around, probably trying to find the invisible Nazi shooter.

OOC: So with the failure Dr. Jetsetter and Acie are teleported back outside and each one takes 1D of damage from the fall.

New initiatives will be coming up.

This message was last edited by the GM at 14:52, Thu 17 Nov 2016.
The Battleteller
GM, 193 posts
Thu 17 Nov 2016
at 15:06
  • msg #142

Re: Mission 1: Baiting the Trap

Round 8

The others of the team are taken aback for an instant by the sudden appearance of Dr. Jetsetter and Acie in the air and their fall to the ground. With all the Nazi commandos topside out of commission it is remarkably quiet in the area although everyone is aware somewhere out there is an invisible shooter who moves around VERY quickly. The British commandos continue to work on ministering to their injured but the bunker commander joins the others in the search for the Nazi. There is a pause while the others wait to hear what Dr. Jetsetter has to report about what he has seen in the bunker...

OOC: Here are the inits for the new round:

Chen Zen 19
Unknown Shooter #1 19
Unknown Shooter #2 15

Dr. Jetsetter 10
Flamethrower 9
Red Dragon 9
Bunker Commander 8
The Fury 6
Nazi Commando Group 5
Sister Moon 4

Dr. Jetsetter can feel free to report what he has seen and to the best of his knowledge it will take several rounds at least to set the demolition charges properly (IIRC combat rounds are only a handful of seconds long).

Chen Zen is up first (well, tied with Unknown Shooter #1 but go ahead)

Chen Zen
player, 52 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Fri 18 Nov 2016
at 16:04
  • msg #143

Re: Mission 1: Baiting the Trap

Chen Zen will try to find and attack the shooter again, his lack of success frustrating him.


11:04, Today: Chen Zen rolled 16 using 5d6 with rolls of 3,4,3,3,3.  strike.
11:04, Today: Chen Zen rolled 9 using 3d6 with rolls of 3,2,4.  awareness.
The Battleteller
GM, 195 posts
Mon 21 Nov 2016
at 23:12
  • msg #144

Re: Mission 1: Baiting the Trap

Chen Zen moves in the direction he last remembered the shots coming from. As he rushes to the area another pair of shots ring out, one at him and one at Red Dragon. While unable to see the shooter Chen Zen arrives at the area they came from and strikes out. This time his fist strikes something solid with a *thud* and he hears an shout of "Scheisse!" from in front of him although he cannot see anything.

OOC:Today: The Battleteller rolled 9,14 using 5d6,5d6, keeping the 3 highest rolls with rolls of 6,2,1,1,1,1,3,1,6,5.  Unknown Shooter #1 vs. Chen Zen and Red Dragon.
Today: The Battleteller rolled 15 using 5d6 with rolls of 5,2,3,1,4.  Unknown Shooter #1 defense vs. Chen Zen.

Chen Zen needs to make a defense roll vs. a 9 and Red Dragon needs to make a defense roll vs. a 14.

Everyone else can decide what they are doing since no-one knows what the black-armored Nazi or the 2 remaining Nazi commandos are doing as they are underground in the bunker.

Flamethrower
player, 67 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 1D/3D
Tue 22 Nov 2016
at 01:32
  • msg #145

Re: Mission 1: Baiting the Trap

Flamethrower throws bolt after bolt of flame around where the martial artist struck, hoping to strike paydirt.
20:30, Today: Flamethrower rolled 13 using 4d6 with rolls of 4,2,4,3.

"Sister Moon! Fury! I suggest you head to the bunker."
Red Dragon
player, 59 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Tue 22 Nov 2016
at 07:43
  • msg #146

Re: Mission 1: Baiting the Trap

OOC:07:42, Today: Red Dragon rolled 14 using 4d6 with rolls of 4,2,4,4.  flame defence.
Dr. Jetsetter
player, 35 posts
Comp: 2D/2D, Fort: 1D/2D
Reac: 2D/2D, Will: 2D/2D
Wed 23 Nov 2016
at 11:48
  • msg #147

Re: Mission 1: Baiting the Trap

Dr. Jetsetter is going to look around for some kind of spotlight, preferably of the mobile kind (didn't he see one mounted on the back of a jeep over there?). When he finds one, he hopes to sweep it across the field. "Look for any unusual shadows," he explains to Acie. "It may be our invisible friend." "Ugh" Acie responds.
Sister Moon
player, 36 posts
Comp: 1D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Wed 23 Nov 2016
at 15:02
  • msg #148

Re: Mission 1: Baiting the Trap

In response to Flamethrower, she called back, "Agreed!" and went toward the bunker, crescent blades in her hands.
The Fury
player, 52 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/3D, Will: 1D/2D
Thu 24 Nov 2016
at 02:21
  • msg #149

Re: Mission 1: Baiting the Trap

At first, Fury hesitated, but she couldn't let a sister go into battle alone. "Let's find these Nazi scum, Sister!" Fury ran alongside Sister Moon to the bunker's defense.
Chen Zen
player, 53 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Mon 28 Nov 2016
at 15:41
  • msg #150

Re: Mission 1: Baiting the Trap


10:40, Today: Chen Zen rolled 8 using 4d6 with rolls of 1,1,2,4.  reaction defense.
The Battleteller
GM, 196 posts
Thu 1 Dec 2016
at 14:28
  • msg #151

Re: Mission 1: Baiting the Trap

Sister Moon and The Fury rush to the bunker, entering it and looking down the stairs. They see a black-armored Nazi with his hand outstretched and a shimmering black rift blocking most of the stairway. Behind him two Nazi commandos work feverishly with demolition charges.

Topside Acie guards Dr. Jetsetter as he lights the spotlight and moves it over the area that they heard the Nazi swear from but don't see any unusual shadows. Flamethrower sends a blast of flame where the curse was heard, setting the immediate area ablaze but there are no signs of a burning Nazi. The bunker commander unleashes a volley of gunfire in the same area but no sounds of pain or signs of injury are seen. The group has an idea roughly where the Nazi is at this moment but just can't seem to pinpoint him.

OOC: Today: The Battleteller rolled 15 using 4d6 with rolls of 3,5,6,1.  Unknown Shooter #1 defense vs. Flamethrower.
Today: The Battleteller rolled 7 using 2d6 with rolls of 2,5.  Bunker Commander vs. Unknown Shooter #1.
Today: The Battleteller rolled 9 using 3d6 with rolls of 3,4,2.  Unknown Shooter #1 defense vs. Bunker Commander.
Today: The Battleteller rolled 12 using 4d6 with rolls of 5,1,4,2.  Unknown Shooter #2 gateway roll.

So Sister Moon and The Fury can try and get by the gateway. If Sister Moon wants to throw her crescent blades past she needs to equal or beat a 12 to get past the gate unimpeded. If successful I will apply the roll vs. her target (I would assume the Nazi commandos setting the demolition charges). The Fury can try to leap past, also needing to equal or exceed a 12.

Red Dragon is the last person to act topside and I sent a PM with some information only he would have.

Red Dragon
player, 60 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Thu 1 Dec 2016
at 16:00
  • msg #152

Re: Mission 1: Baiting the Trap

OOC:15:58, Today: Red Dragon rolled 7 using 2d6 with rolls of 5,2.  super senses.

Now the fighting had subsided Red stood still for a moment and taking in great lung full of air he tried to use his sense of smell to filter out the odour of battle to allow him to find a trace of the hidden snipper and his possible location
The Fury
player, 53 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/3D, Will: 1D/2D
Thu 1 Dec 2016
at 20:14
  • msg #153

Re: Mission 1: Baiting the Trap

When Fury saw the Nazi saboteurs, her eyes narrowed. With a grunt, she leapt over the strange gate toward her enemies!

OOC: 15:09, Today: The Fury rolled 18 using 4d6 with rolls of 5,5,6,2.  Leap past the gate.

IC:

Fury hurtled over the portal, landing in a tuck-and-roll of sheer acrobatic talent! Springing into a fighting stance, she clutched at the pair of Nazis rigging the explosives. If successful, the Warrior Woman would hurl them at their armored compatriot--HARD!

OOC2: 16:27, Today: The Fury rolled 17 using 5d6 with rolls of 5,1,2,5,4.  Super-Strength vs. Demolition Nazis.
Slam them against Armored Nazi!

This message was last edited by the GM at 22:20, Thu 01 Dec 2016.
The Battleteller
GM, 197 posts
Thu 1 Dec 2016
at 22:34
  • msg #154

Re: Mission 1: Baiting the Trap

The Fury grabs each of the Nazi commandos despite their throwing themselves into a desperate effort to avoid her. The strength of her grip causes each to pass out and they dangle limply in her mighty fists. The lone Nazi standing in the bunker is the black-armored one who eyes The Fury warily.

OOC: Today: The Battleteller rolled 8 using 2d6 with rolls of 5,3.  Nazi Commando Group 5 full defense vs. The Fury.

Nice roll. You can try and strike the Nazi next round.

Waiting on actions from Red Dragon and The Shroud. The only Nazis left standing are the two obvious ubermenschen.

Sister Moon
player, 37 posts
Comp: 1D/2D, Fort: 2D/2D
Reac: 2D/3D, Will: 2D/3D
Thu 1 Dec 2016
at 22:59
  • msg #155

Re: Mission 1: Baiting the Trap

Sister Moon deftly leaps over the debris left behind by Fury's tremendous, well, fury, and flung her blades at the armored Nazi.

OOC: Sister Moon rolled 16 using 4d6 with rolls of 4,6,1,5.  Crescent Blades.
Dr. Jetsetter
player, 36 posts
Comp: 2D/2D, Fort: 1D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 2 Dec 2016
at 04:03
  • msg #156

Re: Mission 1: Baiting the Trap

Dr. Jetsetter continues to take in the scene, hoping to find some clue as to the whereabouts of the invisible Nazi. "It looks like Big Red is going to go bloodhound for us," he leaned over and whispered to Acie. "If the dragon sniffs something out and tries to toast it, I'll get the spotlight pointed in the general vicinity. You get ready to unload that pistol."

Acie, of course, just grunted an affirmation.
Red Dragon
player, 62 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Fri 2 Dec 2016
at 08:04
  • msg #157

Re: Mission 1: Baiting the Trap

Smelling the odour of the sniper on the wind a wicked smile spread across the dragon's face as he suddenly moved with amazing speed swinging his huge lizard head in an arc towards the source of the sent and bathing the area in hot dragon breath

OOC:08:04, Today: Red Dragon rolled 15 using 4d6 with rolls of 5,6,1,3.  fire attack
The Battleteller
GM, 200 posts
Fri 2 Dec 2016
at 18:11
  • msg #158

Re: Mission 1: Baiting the Trap

Sister Moon flings her crescent blades at the black-armored Nazi as he clenches one hand into a fist. The blades cut through the armor, drawing blood as the Nazi vanishes just a split second too late, his words echoing in the underground chamber; "Das ist nicht vorbei, englische Schweine!". There is a whooshing sound as the air collapses in to fill the void where he was a moment ago. Sister Moon eyes The Fury who holds 2 limp Nazi commandos, demolition charges incomplete on the floor of the bunker.

Red Dragon pinpoints the location of the invisible Nazi by scent and sends a massive blast of flame at him. She smells him right there, the flames must have hit, they HAD to have hit but there is no cry of pain or signs of anyone on fire. An instant later the black-armored Nazi appears at the far edge of the clearing, his voice calling out loudly; "Zeit zu gehen Schleier, es ist nur wir links! Die Mission ist ein Versagen!"

OOC: Today: The Battleteller rolled 16 using 4d6 with rolls of 5,3,4,4.  Unknown Shooter #1 defense vs. Red Dragon.

New inits coming up!

The Battleteller
GM, 201 posts
Fri 2 Dec 2016
at 18:29
  • msg #159

Re: Mission 1: Baiting the Trap

Round 9

Down in the bunker The Fury holds 2 limp Nazi commandos and both her and Sister Moon see the limp bodies of 8 British commandos who were defending the bunker. It is unknown if all of them are dead or just unconscious at a glance.

Outside the bunker the black-armored Nazi is on the far end of the clearing, a long run for anyone at normal speed. The invisible Nazi is around somewhere and is yet to respond to the other one. The bunker commander turns to face where the armored Nazi is standing, readying his rifle.

OOC: Here are the inits for the round:

Schleier 15
Chen Zen 15
Red Dragon 12
Flamethrower 11
Bunker Commander 10
The Fury 9
Black-Armored Nazi 7
Dr. Jetsetter 6
Sister Moon 6

It will take a round for anyone on-foot (except for The Fury with Super Running) to get to the black-armored Nazi although anyone with a ranged attack could take a shot on the way.

Chen Zen
player, 54 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Thu 8 Dec 2016
at 13:56
  • msg #160

Re: Mission 1: Baiting the Trap

Chen tries once more, fruitlessly, to locate the invisible Nazi, his punch looking more like a child throwing a tantrum than anything else.

08:55, Today: Chen Zen rolled 16 using 5d6 with rolls of 2,6,1,1,6.  strike.
08:55, Today: Chen Zen rolled 5 using 3d6 with rolls of 1,1,3.  awareness.
Flamethrower
player, 70 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 1D/3D
Thu 8 Dec 2016
at 14:29
  • msg #161

Re: Mission 1: Baiting the Trap

Flamethrower runs across the field to the black-armored German, pumping flame ahead of him to strike the man, and behind him to increase his speed.

09:28, Today: Flamethrower rolled 12 using 4d6 ((3,2,1,6)).
Dr. Jetsetter
player, 37 posts
Comp: 2D/2D, Fort: 1D/2D
Reac: 2D/2D, Will: 2D/2D
Fri 9 Dec 2016
at 03:52
  • msg #162

Re: Mission 1: Baiting the Trap

When it's his turn, Dr. Jetsetter will look around for his Turbojetbike. "I can never remember where I park the darn thing," he thinks to himself.
Red Dragon
player, 64 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Fri 9 Dec 2016
at 11:37
  • msg #163

Re: Mission 1: Baiting the Trap

Red moved towards where he'd sensed the sniper and took another sniff, he couldn't understand that he'd missed the target but he was determined to relocate the enemy.

He stood still once more and sniffed the air
The Battleteller
GM, 204 posts
Fri 9 Dec 2016
at 17:54
  • msg #164

Re: Mission 1: Baiting the Trap

Chen Zen seeks the invisible Nazi who conveniently fades into view right in front of him. Dressed in the black SS uniform with blonde hair and striking blue eyes he cuts a picture of the Aryan ideal. Chen Zen's punch is right on target but passes through the Nazi as if he isn't there. He winks and grins at the martial artist and his ghostly voice calls across to the black-armored Nazi across the battlefield; "Durchgang, treffen sich am Treffpunkt Omega!" and disappears a heartbeat later with an inrush of air to where he was standing.

Across the battlefield the black-armored Nazi stands and Flamethrower charges across to try and meet him. He sends a blast of flame towards the Nazi to try and immolate him but an instant before the flames reach the Nazi also disappears from view, another inrush of air barely heard from where the team is.

Dr. Jetsetter locates his jetbike just outside the entrance to the bunker as The Fury comes tearing up the stairs and through the door. Red Dragon had the scent of the invisible Nazi but once he disappeared the scent left, likewise the scent of the black-armored Nazi. Visually no one is seen anywhere other than the team, the few British commandos left standing, the bunker commander, and the strewn bodies of British and Nazi commandos. The sounds of air battle from the different directions are also fading and the normal sounds of the wind and waves in the distance are present in the quiet.

The bunker commander looks around with a low whistle then looks at the team; "Well mates, it looks like you drove them off and they didn't succeed in their task. We are all right glad you were here because I think things would have turned out different. I don't know how many of the Gerries are still alive but I have to check on my remaining troops and see who of the fallen is still among the living. I thank you all and I know that England thanks you as well." He gives a smart salute then moves to check in with the British soldiers who have been tending to the fallen...

OOC: Today: The Battleteller rolled 14 using 4d6 with rolls of 3,1,5,5.  Durchgang defense vs. Flamethrower.

I know you all wanted to take down the supers, but the team accomplished the primary objective and teleporters are hard to catch if you don't have things just so. Despite some rocky parts you all did a good job once you settled in together. Feel free to dialogue here a bit amongst yourselves and/or the bunker commander as well as providing any aid as able. I will move things to the Situation/Ready Room thread soon enough for de-briefing. :)

This message was last edited by the GM at 18:01, Fri 09 Dec 2016.
Flamethrower
player, 72 posts
Comp: 1D/2D, Fort: 2D/3D
Reac: 2D/2D, Will: 1D/3D
Fri 9 Dec 2016
at 18:33
  • msg #165

Re: Mission 1: Baiting the Trap

"I REALLY wanted to burn that damned teleporter. Next time."

*to the Commander*

"Sincerely our pleasure. Hope we didn't damage your base too much in the meantime."
Chen Zen
player, 55 posts
Comp: 2D/3D, Fort: 2D/2D
Reac: 4D/4D, Will: 2D/3D
Mon 19 Dec 2016
at 16:20
  • msg #166

Re: Mission 1: Baiting the Trap

Chen Zen puts a fist in his palm and bows to the spot where the sniper stood. He was a worthy adversary, respect had been earned this day. Chen returned with the other and listened to the commander speak, "I am only sorry we did not get them all, sir." he says with slightly broken english.
Red Dragon
player, 65 posts
Comp: 1D/2D, Fort: 2D/4D
Reac: 2D/2D, Will: 1D/2D
Wed 21 Dec 2016
at 14:29
  • msg #167

Re: Mission 1: Baiting the Trap

Red, seeing the battle was over cast his transformation spell and the large red dragon started to shrink back to human size. Naked but not at all embarrassed he grabbed a tarp and wrapped it round him until he could get back into uniform....
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