RolePlay onLine RPoL Logo

, welcome to The Oncoming Storm: Allies vs. Axis (WW2)

19:57, 30th April 2024 (GMT+0)

Mission 1: Baiting the Trap.

Posted by The BattletellerFor group 0
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)

Sign In