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 Roll To Die - ENDED 
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Data Realms Elite
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Post Re: Roll To Die
So if I went for just flight I'd... fly without assistance?


Tue Aug 21, 2012 11:03 pm
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Data Realms Elite
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Post Re: Roll To Die
Roast Veg wrote:
So if I went for just flight I'd... fly without assistance?

Assuming you mean the Basic Flight Psychic power, then it would let you fly unassisted, but if you rolled badly you'd fall, and you would be limited in your use of other Psychic powers while flying.


Wed Aug 22, 2012 5:33 pm
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Data Realms Elite
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Post Re: Roll To Die
I modified my character to have a energy field instead of a physical shield. If you guys keep the regular field wall you normally use I should be completely untouchable, laying out doom with my minigun.


Wed Aug 22, 2012 7:18 pm
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Post Re: Roll To Die
Minigun, stronger limbs, powered armour


Sat Sep 01, 2012 7:40 pm
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Post Re: Roll To Die
Tokochiro wrote:
Minigun, stronger limbs, powered armour

Wooo. We can be minigun buddies. Dakka dakka.


Sat Sep 01, 2012 8:13 pm
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Post Re: Roll To Die
ROLLAN

Roast Veg
Clone #25969 [-] >Strong electrokinesis.
After making your selection, You awaken in a new room, You are now capable of projecting electric bolts and arcs of varying strength, from a minor tingle, to enough to fry a man where he stands.
Abilities:
-Strong Electrokinesis
Inventory:
-Rocket Launcher [2/2]
-Machinegun [50/50]
-Heavy Body Armour
Conditions:
-Damaged Stomach


Lucem
Clone #25970 [-] >Refund my Sniper Cannon and Assault Rifle - Purchase a Plasma Caster and Heavy Static Field Projector.
After making your selection, You awaken in a new room, You have now got a Plasma Caster, a large two handed cannon that projects a stream of superheated plasma, it can melt through almost anything, but loses power over range rather rapidly, you also have a Heavy Static Field Projector, it is capable of intercepting inbound munitions and destroying them, but drains energy rapidly when faced with massed fire.
Abilities:
Inventory:
-Plasma Caster [100%]
-Auto Grenade Launcher [Looted] [4/4]
-Medium Body Armour
-Heavy Static Field Projector [100%]
-Advanced Targeting System
Conditions:
-Boresight [+1 to shooting, -2 to rolls involving reactions to close events]


TorrentHKU
Clone #25981 [-] > Heavy Body Armor kthx.
After making your selection, You awaken in a new room, You are now wearing a bulky suit of Armour, thankfully it does not obstruct your Psychic powers in any way.
Abilities:
-Strong Electrokinesis
-Moderate Physical Barrier
-Moderate Psychic Barrier
Inventory:
-Assault Rifle [30/30]
-Heavy Body Armour
Conditions:
-Scarred Left Side [-1 to some actions involving left arm]
-Intensely Scarred Chest
-Damaged Right Leg [reduced movement speed]


Hyperion110
Clone #25982 [-] >Stealth generator, rocket launcher, moderate fire breath, fireproofing, minimal organic plating, and shotgun.
After making your selection, You awaken in a new room, You now have a slightly inferior stealth generator, a Rocket Launcher, a Shotgun can breathe gouts of flame that can easily ignite materials. you also note that your skin is slightly slimy, and cold to the touch as well as having Soft Plates under your skin on a large Portion of your Body.
Abilities:
Inventory:
-Rocket Launcher [2/2]
-Shotgun [6/6]
-Stealth Generator [100%]
Conditions:
-Fire Breath [2/2]
-FireProofing
-Minimal Plating
-Psychic Burn Scars [-1 to some rolls]
-Damaged Left Shoulder [-1 to some actions involving Left Arm]


caekdaemon
Clone #25993 [-] >Take the Minigun, Powered Armour and a medium force barrier.
After making your selection, You awaken in a new room, You are holding a Minigun, a weapon with an unsurpassed fire rate that is even capable of tearing through armour with concentrated fire, it is ranked as a 3 on the Auto-Reload speed scale. Your Powered Armour is heavy and covers you whole body and face in thick Ceramic composite armour, but thanks to the servo joints it doesn't slow you at all, your Force Barrier will activate on detecting incoming fire and will bring up a barrier that will remain until it is destroyed by incoming fire.
Abilities:
Inventory:
-Minigun [400/400]
-Powered Armour
-Medium Force Barrier [100%]
Conditions:
-Scarred Face


Tokochiro
Clone #25994 [-] >Minigun, stronger limbs, powered armour
After making your selection, You awaken in a new room, You are holding a Minigun, wearing a suit of Powered Armour and your Muscles are also extremely Strong, they are reaching the peak of Human fitness. Unfortunately this makes your Armour slightly uncomfortable, you doubt that you could even fit into it if you had any more organic bod modifications.
Abilities:
Inventory:
-Minigun [400/400]
-Powered Armour
Conditions:
-Stronger limbs
-Scarred Back


Game Events:
You awaken in a square room which appears to be made from concrete, roughly 60*60 meters in size.
You are in the centre of the room with four rather small concrete barriers around you.
In each corner of the room there is a box made from metal and marked with hazard stripes along it's base.
This is vaguely familiar to #25969 and #25970.

Map:
Image


Last edited by Amazigh on Sun Sep 02, 2012 11:08 pm, edited 1 time in total.



Sun Sep 02, 2012 4:33 am
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Post Re: Roll To Die
Stay ready.


Sun Sep 02, 2012 6:04 am
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Post Re: Roll To Die
> Lie down, erect barrier surrounding the center of the room, then pull out my grenade launcher and target the northeastern box.


Sun Sep 02, 2012 6:44 am
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Post Re: Roll To Die
> Rocket launcher a box.


Sun Sep 02, 2012 2:09 pm
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Post Re: Roll To Die
> If any bunkers open, form a Physical Barrier between us and it. If multiple open, form one between us and the nearest.


Sun Sep 02, 2012 2:14 pm
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Post Re: Roll To Die
Go near my minigun buddy, spin zoy minigun up.

NEED MOAR DAKKA DAKKA


Sun Sep 02, 2012 2:56 pm
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Post Re: Roll To Die
Lucem wrote:
> Lie down, erect barrier surrounding the center of the room, then pull out my grenade launcher and target the northeastern box.

You Static Field Projector automatically activates on detecting projectiles that are approaching you [and even some of those that are merely approaching your general area] and destroys them with arcs of energy, it doesn't deploy barriers.

Tokochiro wrote:
Go near my minigun buddy, spin zoy minigun up.

Fortunately your Minigun doesn't need to be spun up, due to it being an infantry model with a lower fire rate than standard vehicle mounted models, and as such it reaches maximum spin speed so fast that spinning it up is redundant.


Sun Sep 02, 2012 5:19 pm
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Post Re: Roll To Die
Oh, ok. That's convenient. I guess you can just ignore that part about me deploying a barrier.

Also, what's the maximum range on the grenade launcher, and how effective will the plasma caster be at this range?


Sun Sep 02, 2012 7:29 pm
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Post Re: Roll To Die
You seem to have miscalculated my points - I used them all, no leftovers. Anyways:
>Prepare to quickly activate stealth and get to cover depending on which barrier opens. If they all open at once, get behind Torrent's barrier and/or lay down.

Also:
Amazigh wrote:
Cold and slimy

8)


Sun Sep 02, 2012 8:40 pm
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Post Re: Roll To Die
Hyperion110 wrote:
You seem to have miscalculated my points - I used them all, no leftovers.

oops I just forgot to remove that line when writing the roll, just edited it out.


Sun Sep 02, 2012 11:09 pm
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