XCOM: Enemy Unleashed

Game Master JDPhipps

Originally assigned as UN Peacekeepers after a mysterious incident in the Middle East, a group of exceptional individuals have been recruited by a mysterious government organization after it's discovered that Earth is facing an imminent alien invasion.


451 to 474 of 474 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto
Richard Makeba wrote:

High Speed is not the word I'd use for them, considering I go with them twice a week.

The East Coast Main Line (London to Edinburgh) and the West Coast Main Line (London to Glasgow) all list service speeds of 125 mph. So we must be talking about a different train system. I know the commuter trains that run from Milan to Rome were certainly not going 125 mph.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

Aaaahhhhh!

This exists?!?

How awesome!


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto
Jon, The Evil DM wrote:
I misunderstood your intention on the alien as well. Following it to see how it escapes makes more sense than assuming it would walk back to its base which is how I interpreted your earlier statement.

In truth, I was just trying to roleplay a reason for Makeba to follow it, as I sensed that was something he wanted to do. Your hints in the previous post seemed to make it clear that this was not the plot path, which is why I did not suggest everyone follow it.

Quote:
In the future, feel free to ask me these kinds of questions.

Definitely, but I didn't want to get into a long back and forth as there are so many variables. Plus, I figured it'd be easier for you to answer questions that revolve around a specific course of actions so you'd have a better sense of how detailed the answers needed to be.

@Team - anyone can feel free to redirect the group based on the GM's answers. My goal in posting as team leader is primarily to keep things moving.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I understand not wanting to get into a long back and forth, it's no problem. I just want to clarify that I'm fine with people asking lots of questions; my players in my home games (which include Gavril and Rosa) typically ask a lot of questions before making decisions and so I'm definitely used to that mentality. I won't ever hold questions against you guys if you're following a line of questioning that I can't/won't answer, either. I know from experience that some GMs will do that kind of thing.

So, it seems like the current plan is we're going to track the alien to see if we can find how/if it escapes and where it's going. Meanwhile, the rest of you are working on putting the bodies on ice for dissection? Are you guys going to try to hide them on the train and conduct a field autopsy, or are you hoping to give XCOM command coordinates to come pick up the bodies to be examined at a later date in a laboratory setting?


Merry Christmas for those who celebrate, and a warm and happy winter's Monday for those who don't!


Merry Christmas and Happy Holidays everyone! I wish you all a wonderful time, lots of joy and overflowing plates!

I had no power for the better part of December and now I'm away. I'll be back before new years, and I'm looking forward to starting again!


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

@GM - I forget, what type of communication do we have from HQ's and can we get them to drop off extra ammo and guns at locations we identify?

As far as rendezvous points, I'm thinking at least one will be a second hotel that we've paid for two weeks in advance. The other should be some abandoned building a few blocks away.

So Alpha and Beta will each have two rendezvous points known only to them. And then we'll communicate two points for the team if we need to regroup. This way if someone is captured or has their mind-read, at least Beta and Alpha won't be completely compromised.

As far as pass phrases, I'm thinking of something like the first person always asks for food and the answering person always says "no," and responds with some sort of request for a drink, but never using the same combination twice. I'll assume we can forgo that in actual dialogue and you'll just tell us if someone fails the test.


Seems good to me.

Naomi is gonna hit up a grocery and liquor store on the way to the pharmacy, snagging some power bars, a few bottles (jugs) of water, a few bottles of strong booze (like 151 or everclear) and some booze.

Those aren't to drink so much as to give us some improvised molotovs if needed.

Also, beer to drink.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

A couple things:

1. Anyone going into the sewers can roll Notice, in order to search for clues. You can also try Knowledge in regards to anything like engineering, architecture, etc. to find good placement for the bombs. If you feel like you have any specialties for your characters that fit for that as well, feel free to roll them as Common Knowledge. If you have something else you want to roll down there too, let me know why and I'll let you know if I think it applies.

2. Anyone going to a bar, like Makeba, can roll Streetwise for me. You can spend some of your actual money (we don't need to track exacts if you don't want to, but we can) to gain a bonus on the check; this is to represent you spending more time there drinking without raising suspicion, but also for potentially buying other people a drink to loosen their tongues. If we don't want to track specific dollar amounts, just recognize that you will still be spending money, and I'll give you a general amount you still have to spend afterward.

3. HQ can send limited supplies, but not a lot for fear of raising suspicion. Things like assault weapons or even more serious body armor aren't really available, nor are grenades (you might be able to get away with flashbangs or smokes, but that's it). However, other small arms or ammo could be smuggled in, as well as anything else you could reasonably find in a small town. You guys have radio contact, and also cell phones.

The only way you'd be able to get any bigger guns is if you were in a position of expecting a serious firefight, as in the enemy had you significantly outnumbered or you had multiple threats to deal with. At that point, keeping you alive might be worth someone asking questions.

4. Buying other stuff, including hotel rooms, will also obviously cost money. If we want to track exact money, you were all given $1200 in local currency and I can elaborate on how much each thing costs. The stuff on code words and such is fine, I'll tell you if someone fails. Same with having separate rendezvous points. You all can communicate via radio and cell phone, so not a big deal.

Lastly, both Jacob and Gavril are not here for the time being. Gavril was and is still very busy with work, and isn't sure when he'll be back (but is coming back at some point). I talked to Jacob a while ago and he was busy with school, but I haven't heard from him since. I'm going to shoot him a message about it, but I expect he'll show back up soon enough.

Any other questions, or stuff I missed?


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

I'll definitely radio for basic medical supplies, water, rations, and extra ammo for the weapons we are carrying plus any additional fire arms that they can spare, extra radios, etc. Don't expect will get anything more than handguns and tazers.

Regarding hotels, If we can find some cheap roach motels, I'd be curious on what a week would cost.

Also, are will want to locate any abandon buildings that might be suitable for a short term hideout.

Finally, what do we need to roll to find out about any recent purchases of large warehouses?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

You could find abandoned buildings with a Streetwise check as well, same with looking for the cheapest possible hotel.

You could find purchase records at city hall, although the town doesn't have any huge warehouses. You could probably find some empty businesses that would have served the same purpose, though. You could also find building records at city hall for abandoned buildings as well. As for getting to those records, you could try to sneak in or use Persuasion to get in based on your cover identities or something similar.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Okay thanks for the info.

@Team - Borax has nothing more to say and the respective team leaders should take over.

If Jacob is out, then Makeba and David can do the streetwise thing until Jacob returns, especially if you guys think that will be more enjoyable.

Grand Lodge

Male
Abilities:
Strength d6 Agility d8 Spirit d6 Smarts d8 Vigor d6
Stats:
Toughness: 5(7) Parry: 5 Pace: 8 Run: d10 Charisma: 0 Bennies: 3/3
Skills::
Fighting d8, Notice d8, Repair d8, Investigation d4, Streetwise d6, Stealth d8, Shooting d8

Oi mates, I'm back!
I already told Jon that life kicked me in the vitals and kept me down, but still I should have warned you all that I was going to be out of comission for a while.

I am really sorry in any case.

As I'm back in the game, as soon as Jon gives us the signal we can start sewercrawling and bombplanting. I'm pretty sure it will be interesting.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Good to have you back.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Oh, you guys can go ahead. I was waiting for everyone to post up what they were doing, making rolls if necessary, and then I was going to post. I haven't really heard anything from most of you on what specifically you're going to do. I'm mostly waiting for the people who need to roll.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Rosa will need to tell Borax what she thinks he should be doing to assist her game plan.


Wounds: 0/3 | Bennies: 2/3 | Parry: 4 | Toughness: 8/10 (2/4) | Charisma: +2 | Pace: 6

My plan is basically just convincing them that we're from the Department of Health and that we're here investigating the strange cases of memory loss. Since Rosa and Stein both have official medical credentials, it should be a believable lie. Frankly, if you have any ideas to support the story, go ahead. Otherwise I don't have much to add.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

I'm drawing a blank,, which is why I was soliciting marching orders. If Rosa needs Borax to do something, just let him know.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Just checking in, haven't seen any posts in a few days.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto
Jon, The Evil DM wrote:
Just checking in, haven't seen any posts in a few days.

Still here. Borax has nothing to add as he is letting Rosa direct this one above ground.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

What is an "investigation roll?", a Notice roll?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

No, Investigation is a separate skill.


Toughness: 7 (Flak vest: 9) Parry: 6 (Bayonet: 7) Wounds 0/3: Rounds=5| Shooting d10 | Notice d6| Fighting d10 |Survival/tracking d6| Healing d6 | Stealth d6 | STR 6, AGI 10, VIG 8, SMA 8, SPI 8
Weapons:
Desert Eagle (.50) 15/30/60 2d8 1 w8 r7 — AP 2, Semi-Auto

Any of the players still around?


I'm still kicking

451 to 474 of 474 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / XCOM: Enemy Unleashed Discussion All Messageboards

Want to post a reply? Sign in.