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Ultimate SECRET WAR "Issue #0, Prelude to WAR"
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<blockquote data-quote="Kevin Perrine" data-source="post: 1640344" data-attributes="member: 20347"><p><strong>CAPTAIN AMERICA vs. the NAZI-bots</strong></p><p></p><p>the Triskelion, War-Simulator Room 5 (WSR-5)</p><p>HeadQuarters of the </p><p>United States Superhuman Defense Initiative, AKA: the ULTIMATES.</p><p>Mid-Evening [local time]</p><p>June 30, 2004…</p><p></p><p>and the voice recognition locks on ... RODGERS, Steve - Captain.</p><p><span style="color: Silver"><strong>"Good morning Captain Rodgers. MARK... Captain America Battle Simulation ‘Market Garden’...MARK and go in 3...2...1... MARK."</strong></span></p><p>As the simulator warms up, Captain tightens his gloves, hoist his shield and smiles… “Ok ya Krauts, come get some…”</p><p></p><p>the doors of the WSR lock and secure, as the red secure lamp lights and across the simulated battle terrain the sounds of war invade the old "Invaders" ears... nothing like the sound of movies, Cap hadn't even seen Saving Private Ryan - but it wasn't like that either... this had dimension, this had base, this was 'real' or as real as anyone would want it to be.</p><p></p><p>The BLITZKRIEG rolled over the line - in the distance Cap could easily see the wave of Luftwaffe approaching for straiffing runs protecting the German ground force...</p><p>Krackeling over a wall only several yards from the Star-Spangled Ultimate a Panzer-Tiger series crunched glass and steel, as 3 ... then 4 SS stormed forward... </p><p></p><p></p><p></p><p>With grace and power Cap lands slicing through the four troops in the first seconds of his session... They sparkle and hiss as they hit the ground as they came 1...2...3...4... </p><p>Androids, he knew it... not on the level of Pym's newest projects... neither Vision or Ultron series, these were from Os Corp and they were strong. But Captain America was stronger.</p><p>If he didn't concentrate on the blasts from the speaker units in the far top corners of the room Steve might get discouraged from his "escapist" time here... He might remember all those that left him behind... He might not be ready to face those demons.</p><p>For now he could continue HIS roleplaying........</p><p></p><p></p><p></p><p>The Panzer commander shouts (a convincing) order to </p><p><<span style="color: Silver"><strong>"TRACK the American SUPERMAN you fools!!"</strong></span>> in full German... </p><p><<span style="color: Silver"><strong>"I WILL have his colors for my TANK!!!"</strong></span>> </p><p>*as he yanks back on the Sub-Machine gun atop his Panzer*</p><p><span style="font-size: 15px"><span style="color: White"><strong>Rrraattt...ttatttt...ttttttt...tttt</strong></span></span></p><p><span style="color: Red">[missing with the three Auto-fire rolls]</span></p><p>A wall of bullets spackle acorss the wall behind Cap!!!</p><p></p><p></p><p></p><p>the disk shield slams into the crevasse of the Tiger-series Tank, the grey/green paint cracks in the radius surrounding - but the Panzer WON'T give up it's prize!!</p><p>Not having taken into account metal fatigue of the 40's, THIS is an area the Os Corp could improve upon... then again - maybe Cap's just getting weak in his OLD AGE!!</p><p></p><p></p><p>SUDDENLY!!! a gust of air...</p><p><span style="color: White"><strong>VwwoooOOSHHHH!!</strong></span></p><p></p><p><span style="color: White"><strong>VwwoooOOSHHHH!!</strong></span></p><p></p><p></p><p><span style="color: Red">[OOC: Okay.... prior to this combat round... (since he posted as I was writing) unlucky for Cap, Peitro just made things harder for Cap! Cap needs to make a contested check verses Quicksilver's Taunt of DC30 to not be "flustered".</span></p><p><span style="color: Red">It's a half action so, there is little chance Cap can react to him before he "gets away" - but if he want's to I'd let cap try if he can get ahead of in initiative somehow (maybe Extra Efforting?)... if not...</span></p><p><span style="color: Red">Cap resists with a contested Sense Motive or Taunt of his own. IF Cap doesn't beat the DC30, Quicksilver can choose one of these:</span></p><p><span style="color: Red">- Cap loses his dodge bonus to Defense against the next attack on him.</span></p><p><span style="color: Red">- Cap takes some action you're encouraging.</span></p><p><span style="color: Red">- Cap suffers a -4 on his attack rolls or skill checks (your choice) for his next round action.</span></p><p><span style="color: Red">IF Cap WINS with a Sense Motive nothing happens, if Cap WINS with a Taunt on Quicksilver he can choose one of those effects on Quicksilver!!</span></p><p><span style="color: Red">IF Quicksilver doesn't reply (in the Talking the Talk thread PLEASE) with his choice of the three above prior to Cap making the check I'll choose for him. In the future - try and remember to list very briefly your outcome choice.]</span></p><p></p><p></p><p></p><p>MEANWHILE... </p><p><span style="color: Red"></span></p><p><span style="color: Red">ROUND 2</span></p><p><span style="color: Red">(PS. I gave Cap the initiative since he was starting the program for the first round, no surprise round. and then the 1st tank commander attacked. This time more Nazi and Tanks and the air support is coming!!)</span></p><p><span style="color: Red">Initiative for the 2nd ROUND of combat!</span></p><p><span style="color: Red"><strong>PANZERS: 16</strong></span></p><p><span style="color: Red"><strong>NAZI TROOPS: 14</strong></span></p><p><span style="color: Red"><strong>LUFTWAFFE: HIDDEN</strong></span></p><p><span style="color: Red">I'm assuming Cap (with his bonus) will go first so I'll set the situation in reverse initiative order prior to my attacks so Cap can see what they're doing!(if you roll badly for Initiative I may go first!)</span></p><p></p><p></p><p>The sky is crimson, dark reds mixed with smoke with the dawn breaking... Pharamones have been let out into the ventalation for the room to give the scent of burnt flesh and heated metals, meshed with the fish and livestock of the market scene.</p><p>The buzz of a trinity squad of German planes swarm closer... they'll be on the scene within 6-12 seconds Cap could estimate. <span style="color: Red">[for exact round, roll a tactics knowledge skill check]</span>...</p><p>With 2 tanks within 30' of Cap, the ground support of Nazi Soldiers barge through into the market square!! Seven BrownCoats blast away with their MG-34s toward the Ultimate!</p><p></p><p><span style="color: Red">[Normally I'd try Aiding one another to have a better chance of hitting!! They each get 3 auto-fire shots at -6 each but the Aid negates that minus for the lead shooter to attack 3 times. BUT for Cap it'll be near impossible anyway... I have a better chance to just attack 21 times!! and hope for Natural 20s. NOW... rolls... and I get TWO natural 20s!! </span></p><p><span style="color: Red">That means Cap can choose to use actions to Deflect if he wants... Choose then tell me your results and we'll continue. Damage Save will be total of 19 for each of the two machine gun hits]</span></p><p></p><p></p><p>As the PANZER main guns track Rodgers, their 2 Tank Commanders also fire their top mounted machine guns.... </p><p><span style="font-size: 15px"><span style="color: White"><strong>BBrraattt...ttatttt...ttttttt...tttt</strong></span></span></p><p><span style="color: Red">[the first missing with the three Auto-fire rolls, the second rolls 1 Natural 20!!]</span></p><p>Most of the shots track acorss the wall behind Cap!!! But this may be too much for the Ultimate!! One gets through!</p><p></p><p><span style="color: Red">[As before... That means Cap can choose to use actions to Deflect if he wants... Choose then tell me your results and we'll continue. Damage Save will be total of 21 for the Panzer machine gun hits]</span></p><p></p><p>The Panzers crush and twist through the market, aiming to roll over Rodgers if in range soon... (currently at a right angle above at Cap's 2 O'clock [vertical tank #1 facing him] and 11 O'clock [the horizontal tank #2 turning to face him])</p><p></p><p><span style="color: Silver"><strong><"Commander, hold we have ze American in sites... and firing on my mark... MARK"></strong></span></p><p><span style="font-size: 18px"><span style="color: White"><strong>BOOOM!!!</strong></span></span></p><p>and the Blitzkrieg Tank commander from the second Panzer cries out (in German)...</p><p><span style="color: Silver"><strong><"Lead-Tank, on our mark... AGAIN... AGAIN!!!"></strong></span></p><p>and from the first tank...</p><p><span style="font-size: 18px"><span style="color: White"><strong>BOOOM!!!</strong></span></span></p><p></p><p><span style="color: Red">[Both Panzers fire their main gun into the square that Cap is in. Focusing to hit him NEITHER hit (Reflex Save for half Damage, Cap) but the blast that shakes his area is sufficient! Total Dmg SV: 25. If Relex Save HALF: 20.]...</span></p><p><span style="color: Red">Cap should be okay - if he doesn't roll too bad...</span></p><p><span style="color: Red"></span></p><p></p><p></p><p></p><p></p><p></p><p><span style="color: Gray">[OOC: on future rounds if you notify me FIRST (in the text before the attempt to hit) that you want to do this, I'm fine with it.... it would be a -4 to hit the area you want normally, on a big Tank I'd say it's more like a -2. I'd allow you to attack the weapon itself, similar to the way a Neutralize would target a power... and I'll reduce or add to the Hardness of the object (or the Dmg SV) as makes sense for the area hit]...</span></p><p><span style="color: Gray">Of course if you want to "Disable Device" you can do that with a skill check... I'd let you add your Strength modifier INSTEAD of your normal Int Modifier for your skill check. Is that fair? Make sense?</span></p><p></p><p></p><p></p><p></p><p>[THIS is a great way to handle it, nice job Karl.]</p></blockquote><p></p>
[QUOTE="Kevin Perrine, post: 1640344, member: 20347"] [b]CAPTAIN AMERICA vs. the NAZI-bots[/b] the Triskelion, War-Simulator Room 5 (WSR-5) HeadQuarters of the United States Superhuman Defense Initiative, AKA: the ULTIMATES. Mid-Evening [local time] June 30, 2004… and the voice recognition locks on ... RODGERS, Steve - Captain. [COLOR=Silver][B]"Good morning Captain Rodgers. MARK... Captain America Battle Simulation ‘Market Garden’...MARK and go in 3...2...1... MARK."[/B][/COLOR] As the simulator warms up, Captain tightens his gloves, hoist his shield and smiles… “Ok ya Krauts, come get some…” the doors of the WSR lock and secure, as the red secure lamp lights and across the simulated battle terrain the sounds of war invade the old "Invaders" ears... nothing like the sound of movies, Cap hadn't even seen Saving Private Ryan - but it wasn't like that either... this had dimension, this had base, this was 'real' or as real as anyone would want it to be. The BLITZKRIEG rolled over the line - in the distance Cap could easily see the wave of Luftwaffe approaching for straiffing runs protecting the German ground force... Krackeling over a wall only several yards from the Star-Spangled Ultimate a Panzer-Tiger series crunched glass and steel, as 3 ... then 4 SS stormed forward... With grace and power Cap lands slicing through the four troops in the first seconds of his session... They sparkle and hiss as they hit the ground as they came 1...2...3...4... Androids, he knew it... not on the level of Pym's newest projects... neither Vision or Ultron series, these were from Os Corp and they were strong. But Captain America was stronger. If he didn't concentrate on the blasts from the speaker units in the far top corners of the room Steve might get discouraged from his "escapist" time here... He might remember all those that left him behind... He might not be ready to face those demons. For now he could continue HIS roleplaying........ The Panzer commander shouts (a convincing) order to <[COLOR=Silver][B]"TRACK the American SUPERMAN you fools!!"[/B][/COLOR]> in full German... <[COLOR=Silver][B]"I WILL have his colors for my TANK!!!"[/B][/COLOR]> *as he yanks back on the Sub-Machine gun atop his Panzer* [SIZE=4][COLOR=White][B]Rrraattt...ttatttt...ttttttt...tttt[/B][/COLOR][/SIZE] [COLOR=Red][missing with the three Auto-fire rolls][/COLOR] A wall of bullets spackle acorss the wall behind Cap!!! the disk shield slams into the crevasse of the Tiger-series Tank, the grey/green paint cracks in the radius surrounding - but the Panzer WON'T give up it's prize!! Not having taken into account metal fatigue of the 40's, THIS is an area the Os Corp could improve upon... then again - maybe Cap's just getting weak in his OLD AGE!! SUDDENLY!!! a gust of air... [COLOR=White][B]VwwoooOOSHHHH!![/B][/COLOR] [COLOR=White][B]VwwoooOOSHHHH!![/B][/COLOR] [COLOR=Red][OOC: Okay.... prior to this combat round... (since he posted as I was writing) unlucky for Cap, Peitro just made things harder for Cap! Cap needs to make a contested check verses Quicksilver's Taunt of DC30 to not be "flustered". It's a half action so, there is little chance Cap can react to him before he "gets away" - but if he want's to I'd let cap try if he can get ahead of in initiative somehow (maybe Extra Efforting?)... if not... Cap resists with a contested Sense Motive or Taunt of his own. IF Cap doesn't beat the DC30, Quicksilver can choose one of these: - Cap loses his dodge bonus to Defense against the next attack on him. - Cap takes some action you're encouraging. - Cap suffers a -4 on his attack rolls or skill checks (your choice) for his next round action. IF Cap WINS with a Sense Motive nothing happens, if Cap WINS with a Taunt on Quicksilver he can choose one of those effects on Quicksilver!! IF Quicksilver doesn't reply (in the Talking the Talk thread PLEASE) with his choice of the three above prior to Cap making the check I'll choose for him. In the future - try and remember to list very briefly your outcome choice.][/COLOR] MEANWHILE... [COLOR=Red] ROUND 2 (PS. I gave Cap the initiative since he was starting the program for the first round, no surprise round. and then the 1st tank commander attacked. This time more Nazi and Tanks and the air support is coming!!) Initiative for the 2nd ROUND of combat! [B]PANZERS: 16 NAZI TROOPS: 14 LUFTWAFFE: HIDDEN[/B] I'm assuming Cap (with his bonus) will go first so I'll set the situation in reverse initiative order prior to my attacks so Cap can see what they're doing!(if you roll badly for Initiative I may go first!)[/COLOR] The sky is crimson, dark reds mixed with smoke with the dawn breaking... Pharamones have been let out into the ventalation for the room to give the scent of burnt flesh and heated metals, meshed with the fish and livestock of the market scene. The buzz of a trinity squad of German planes swarm closer... they'll be on the scene within 6-12 seconds Cap could estimate. [COLOR=Red][for exact round, roll a tactics knowledge skill check][/COLOR]... With 2 tanks within 30' of Cap, the ground support of Nazi Soldiers barge through into the market square!! Seven BrownCoats blast away with their MG-34s toward the Ultimate! [COLOR=Red][Normally I'd try Aiding one another to have a better chance of hitting!! They each get 3 auto-fire shots at -6 each but the Aid negates that minus for the lead shooter to attack 3 times. BUT for Cap it'll be near impossible anyway... I have a better chance to just attack 21 times!! and hope for Natural 20s. NOW... rolls... and I get TWO natural 20s!! That means Cap can choose to use actions to Deflect if he wants... Choose then tell me your results and we'll continue. Damage Save will be total of 19 for each of the two machine gun hits][/COLOR] As the PANZER main guns track Rodgers, their 2 Tank Commanders also fire their top mounted machine guns.... [SIZE=4][COLOR=White][B]BBrraattt...ttatttt...ttttttt...tttt[/B][/COLOR][/SIZE] [COLOR=Red][the first missing with the three Auto-fire rolls, the second rolls 1 Natural 20!!][/COLOR] Most of the shots track acorss the wall behind Cap!!! But this may be too much for the Ultimate!! One gets through! [COLOR=Red][As before... That means Cap can choose to use actions to Deflect if he wants... Choose then tell me your results and we'll continue. Damage Save will be total of 21 for the Panzer machine gun hits][/COLOR] The Panzers crush and twist through the market, aiming to roll over Rodgers if in range soon... (currently at a right angle above at Cap's 2 O'clock [vertical tank #1 facing him] and 11 O'clock [the horizontal tank #2 turning to face him]) [COLOR=Silver][B]<"Commander, hold we have ze American in sites... and firing on my mark... MARK">[/B][/COLOR] [SIZE=5][COLOR=White][B]BOOOM!!![/B][/COLOR][/SIZE] and the Blitzkrieg Tank commander from the second Panzer cries out (in German)... [COLOR=Silver][B]<"Lead-Tank, on our mark... AGAIN... AGAIN!!!">[/B][/COLOR] and from the first tank... [SIZE=5][COLOR=White][B]BOOOM!!![/B][/COLOR][/SIZE] [COLOR=Red][Both Panzers fire their main gun into the square that Cap is in. Focusing to hit him NEITHER hit (Reflex Save for half Damage, Cap) but the blast that shakes his area is sufficient! Total Dmg SV: 25. If Relex Save HALF: 20.]... Cap should be okay - if he doesn't roll too bad... [/COLOR] [COLOR=Gray][OOC: on future rounds if you notify me FIRST (in the text before the attempt to hit) that you want to do this, I'm fine with it.... it would be a -4 to hit the area you want normally, on a big Tank I'd say it's more like a -2. I'd allow you to attack the weapon itself, similar to the way a Neutralize would target a power... and I'll reduce or add to the Hardness of the object (or the Dmg SV) as makes sense for the area hit]... Of course if you want to "Disable Device" you can do that with a skill check... I'd let you add your Strength modifier INSTEAD of your normal Int Modifier for your skill check. Is that fair? Make sense?[/COLOR] [THIS is a great way to handle it, nice job Karl.] [/QUOTE]
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Ultimate SECRET WAR "Issue #0, Prelude to WAR"
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