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 Roll to Dodge - Psychic 
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Roll to Dodge - Psychic
We're ready to go!


Fri May 13, 2011 11:00 pm
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Post Re: Roll to Dodge - Psychic
By the way, Toko said the limit was 70kg - I'm carrying like 65kg right now, so I'm going to be crazy-slow I guess.

EDIT: Realized we don't have a scout, so I'm changing my ♥♥♥♥ again. Only reason I went with a heavy is because it was the only thing I could think of at the time.

EDIT2: About ♥♥♥♥ time, I'm definitively finished. Sorry about the delay, everyone - so I guess I'll be our Scout/Medic.


Fri May 13, 2011 11:03 pm
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Loose Canon
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Post Re: Roll to Dodge - Psychic
Now to laugh at you all who've finished your loadouts.
You're all allowed to take 1 Primary weapon, 1 Secondary Weapon, and 2 Armor/Grenade types/Other equipment.
Just too keep things non-insane.


Fri May 13, 2011 11:38 pm
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Post Re: Roll to Dodge - Psychic
Well I think I fixed mine - see any problems with it?


Fri May 13, 2011 11:45 pm
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DRLGrump
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Post Re: Roll to Dodge - Psychic
Why not make it four? I can't see anything too "insane" about my loadout, and it's only got 1 primary, one secondary, a small knife, two armor, something that's mainly aesthetic (load bearing system), and a communications thing.


Sat May 14, 2011 3:06 am
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Post Re: Roll to Dodge - Psychic
Tomaster wrote:
Why not make it four? I can't see anything too "insane" about my loadout, and it's only got 1 primary, one secondary, a small knife, two armor, something that's mainly aesthetic (load bearing system), and a communications thing.

For my Hyper said my Primary assault rifle, secondary SMG were fine. The helmet w/ goggles and armour count as one, and the knives count as another. The comm device is a free item, I believe. So, you should be set.


Sat May 14, 2011 3:27 am
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Loose Canon
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Post Re: Roll to Dodge - Psychic
Comm device is not free item, I'm just building it into your helmet because I feel nice.


Sat May 14, 2011 4:19 am
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DRLGrump
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Post Re: Roll to Dodge - Psychic
Quote:
Weaponry:
•M4A1 Carbine Rifle http://en.wikipedia.org/wiki/M4a1#M4A1
>>Re-chambered for .308 rounds
>>M26 Under-barrel shotgun http://en.wikipedia.org/wiki/M4a1#M4A1
>>Aimpoint CompM4 Red Dot Sight http://en.wikipedia.org/wiki/M4a1#M4A1
>>10 .308 AP magazines (30 rounds)
>>7 .308 hollowpoint magazines (30 rounds)
•Colt Delta Elite http://en.wikipedia.org/wiki/Colt_Delta_Elite
>>7 10mm hollowpoint magazines (9 rounds)


Equipment:
•IMTV body armor http://en.wikipedia.org/wiki/Ka-bar
•MICH helmet http://en.wikipedia.org/wiki/Modular_Integrated_Communications_Helmet
>>AN/PSQ-20 Enhanced Night Vision Googles http://en.wikipedia.org/wiki/AN/PSQ-20
>>Integrated Mic
•Improved Load Bearing Equipment http://en.wikipedia.org/wiki/Improved_Load_Bearing_Equipment

Do we have some sort of weight limit or item limit?


Sat May 14, 2011 6:00 pm
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Post Re: Roll to Dodge - Psychic
Just within what is reasonable.


Sat May 14, 2011 6:19 pm
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Post Re: Roll to Dodge - Psychic
So is that everyone?


Sat May 14, 2011 6:36 pm
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Post Re: Roll to Dodge - Psychic
Sure.
Rolling.

CaveCricket48 (Raphael) [8]:
Everyone decides to head to the armory to continue their debriefing. One walk later, the entire group is in the sizable armory, with Mana already flitting around getting whatever she wants. The rest of you turn into kids in a candy store, and go free among the rows of weapons.
"Alright all of you, be economical with what you choose. You aren't the only ones who use this armory."
You choose a Spas-12 and an MP7, and attach a carrying strap to both. You then go over to the equipment and grab 4 bandoliers. Two across your chest diagonally, one holding buckshot for your Spas, the other with concussive and flash grenades clipped on. The other two go around your legs since you can't put them on your torso, and they have baton rounds for your Spas, and magazines for the MP7.
You then grab a backpack and throw in a roll of duct tape, plus any ammo you couldn't fit on the bandoliers.
"Alright, I'm ready to go."
Name: Raphael
Age: 24
Appearance: Light skin, black hair and grey eyes. Not stronger than a normal person, but very agile.

Ociamarru (Vadim Ivanov) [5]:
As a group, everyone decides to go get some guns.
At the armory, you first go for an FN F2000, selecting a suppressor and holographic sight to go along with it. Next is a Sig Saur P226, to complement your pew pew with some Bang Bang. You also get an MBAV vest for protection, and a radio earpiece for communication. Strangely, no one thinks of using Mind Reading for communication.
Lastly, you sling a satchel full of extra ammo and a medkit over your back. You can never be too prepared!
Name: Vadim Ivanov
Age: 37
Appearance: Russian features, pale skin. Striking green eyes and dirty blonde hair. Large, at around 6'4", with a slender build. One may say he's almost skeletal-looking, although he isn't incredibly skinny; his height just adds to the illusion and makes him seem rather thinner than he really is. As is, he isn't weak, but he isn't particularly muscular. More lean than skinny.

Emogotsaone (Jamal) [6]:
You're not too concerned with your loadout, so you go simple. You grab the first sniper rifle that catches your eye, an SVD Dragunov, then a combat knife and what is probably a kevlar vest. You know it'll stop a bullet though, so you're cool with it.
Name: Jamal
Age: 35
Appearance: Light skin, brown hair and green eyes. Strong.

Tokochiro (Mana) [9]:
You go about gathering up weaponry, gleeful oblivious to anything around you.
You finish up just after the others arrive.
Name: Mana
Age: 23
Appearance: 5' 8" tall, tan skin, brown hair, black eyes, thin and a b cup.

Tomaster (Sir Charles) [1]:
In the Armory, you immediately go for an M4A1. You wish it could be chambered for .308, but beggars can't be choosers. You grab your equipment, and watch the remaining few people gather up their stuff.
Name: Sir Charles the Thirty-Second
Appearance: Tall and regal looking.

Barnox (Dane) [9]:
GO TO ARMORY.
GET GUNS.
HAPPY DAY.
Name: Dane
Age: 27
Appearance: Large, wide shoulders, rippling muscles.


Game Events: Everyone leaves the remains of the metal cylinder behind, since they seem useless.
Once every gets fully suited up, they mull around for a bit, waiting for something to happen. Dane wonders where Castor and Pollux are.
Suddenly, the door opens, and two identical looking bald men enter. The two of them address the group.
"Welcome, young masters. I are here to assist you all in learning our ways of the Psychic."
They both talk at the same time. Creepy as hell.


Sat May 14, 2011 9:44 pm
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Post Re: Roll to Dodge - Psychic
Follow them while loading frag rounds inside the MGL


Sat May 14, 2011 11:28 pm
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Post Re: Roll to Dodge - Psychic
Everyone should reload their weapons - I guess I was the only one who specified that their guns be loaded.

Ask what their psychic abilities are, personally.
"What exactly can you two do, then?"


Sat May 14, 2011 11:30 pm
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Post Re: Roll to Dodge - Psychic
"Hey, would you happen to have a Spas 12 with 10-round ammo capacity? This one only has 8."
> Grab a Spas 12 with 10-round ammo capacity if there is one, else load buckshot shells from BACKPACK into the gun and insert an MP7 magazine into the SMG. Follow the men after.


Sun May 15, 2011 12:03 am
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DRLGrump
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Post Re: Roll to Dodge - Psychic
Hyper, where's my under-barrel shotgun? :(
Search for an M4A1 with under-barrel shotgun attachment. If I find one, ditch the old one and grab that one. Then reload all guns, grab another two magazines to compensate, and then listen to the debriefing.


Sun May 15, 2011 1:36 am
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