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 Roll to Dodge - Mecha ON HOLD 
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Joined: Sun Oct 11, 2009 7:47 pm
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Post Re: Roll to Dodge - Mecha
Commodore111 wrote:
Wait, is there anything else I need to change? I'm not in the waiting list.

*ahem*


Mon Feb 28, 2011 3:28 am
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Post Re: Roll to Dodge - Mecha
When I say railgun, I mean magnetic acceleraction weapons in general, including gauss. Rail just sounds the coolest. You've still got it firing full automatic.


Mon Feb 28, 2011 3:31 am
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Post Re: Roll to Dodge - Mecha
I've always imagined gauss rifles to be faster but weaker, but alright. It's a gun now.


Mon Feb 28, 2011 4:59 am
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Post Re: Roll to Dodge - Mecha
Alright Hyper. Character sheet has been edited.


Mon Feb 28, 2011 4:44 pm
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Post Re: Roll to Dodge - Mecha
HEN, waiting on you. Again.


Mon Feb 28, 2011 7:07 pm
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Post Re: Roll to Dodge - Mecha
School >.>
> try to find something to do beside annoy people


Tue Mar 01, 2011 12:00 am
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Post Re: Roll to Dodge - Mecha
So... why am I not on the waiting list?


Tue Mar 01, 2011 12:31 am
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Post Re: Roll to Dodge - Mecha
Commodore111 wrote:
So... why am I not on the waiting list?

Wait till hyper updates it. Godam


Tue Mar 01, 2011 12:33 am
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Post Re: Roll to Dodge - Mecha
Hyper, may as well add me to the waiting list, if you re-approve this.

Quote:
Pilot

Name: Banrax
Age: 23
Physical Description: 5'10", med-short blonde hair, average build. Dressed casual-smart. Aviator's leather cap is a must, for style.
Backstory: A university graduate, his main research consisted of basic AI and new electricity generation methods. He was soon picked up by NovaCorp, and helped produce the reactors that this generation of mechs run on. He himself was given one, as part of the deal to keep him away from other companies.

Mecha

Name: ReactorMech - Gyro Class
Height/Weight: 14M/80T
Physical Description: A medium sized, bulky, heavy mech, in humanoid shape, but lacking a head, instead having a flip-up hatch for entry to the chest, where the pilot resides. Whilst mostly unremarkable, the striking feature of this mech is the large reactor on the back of the mech, with a Gyro docking station either side. Holding it to the mech are large steel straps, held together with a large body plate on the chest.
Classification: Heavy
Combat Role: Support
Primary Weapon: Gyro Dock - Allows up to two laser-firing Gyros to dock to the mech at any time, to recharge and rearm.
Secondary Weapon: Taser - A sharp taser, fired from the mech's shoulder, and connected to the external reactor. High amounts of electricity travel down the steel cables, from the battery to the enemy mech, aiming to overload sensory or core systems.
Abilities:
-- Dexterous (+1 to actions using the mech's dexterous hands)
-- Team Player (+1 to rolls involving an action involving another party member)
-- Learned (+1 to salvaging mechs and mech parts)
SuperWeapon: Electrical Storm - The reactor quickly raises it's output to it's top level. Rather than becoming unstable, however, it converts it's energy into electricity rather efficiently, resulting in a large number of powerful bolts firing off the reactor for a short period of time. For this to happen, it does not need to be attached to the ReactorMech, but without it the mech cannot recharge the gyros, or use the taser, instead having to rely on an internal power source. The reactor cannot function until retrieved, repaired and being reattached.


Tue Mar 01, 2011 1:46 am
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Post Re: Roll to Dodge - Mecha
What the hell's a gyro?


Tue Mar 01, 2011 2:43 am
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Post Re: Roll to Dodge - Mecha
Rolling.

HighEndNoob
Pierre Berguard [5]: You just float around the room, looking for something entertaining.
You find nothing. Bah, this is pointless. You should go back to the Mecha Bay, maybe you can find something to help out with.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:


Tomaster
Vladimír Shurla [10]: Happily, you take the elevator cart up to your cockpit, and enter in, sealing the hatch behind you. You flip the Main Power switch, and your mech hums to life. It runs through the basic diagnostic fine, but that just detects if anything is overtly broken. Just to be safe, you run the weapon diagnostic utility, and after 20 long seconds of waiting, a big green OK pops up on your screen!
"Hell yeah, let's rock some bi-"
You glance down at the Weapons display to your right.
0 Ammo. For all weapons. Oh futs, you forgot that recalibration entailed removal of ammunition from the weapon.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:


Mecha
Name: Goliath Mk.V
Class: Heavy
Weaponry:
- Two Heavy Cannons
-- Empty
- Hellfire FaF Missile Pod
-- Empty
Inventory:
Abilities:
- Heavily Armored (+1 to defense rolls, -1 to dodging attacks)
- Depleted Uranium Slugs (+1 to attacks using the main guns)
- Morale Boost (+1 to all allied rolls at the beginning of the battle, or when the Goliath arrives on the battle scene)
- Ypsilon Strike [SW]
Conditions:
Status:
Arms: OK
Legs: OK
Torso: OK
Etc: OK[/size]

Roast Veg
Aark-han [4]: Peeking around the barrier, you see several large guns poking out from around the barriers on the other side, aimed in your general direction. Well, aimed towards the side you're on at least. Taking advantage of the opportunity, you fire off a couple rounds with the Innardsplatter. Being an armor piercing grenade launcher, you don't bother aiming for the small amount of exposed gun, instead going for where you think the one with the big cannon's center of mass is behind the thick blast door. True to their nature, the grenades work. The first blows a hole through most of the barrier, and the second penetrates it completely, dumping most of its force on the surprised mech behind it. The mecha falls over from behind the barrier, now with a large charred crater in what would be its pelvis.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Belt
Conditions:

Mecha
Name: The Han Van
Class: Light
Weaponry:
- Innnardsplatter
-- Set to Long Range
-- 3/5 Rounds Loaded
- "Le Big Tweezers"
- Some Kinda Acid Sprayer [SW]
Inventory:
- 18 AP Grenades
Abilities:
- Scream Siren
Conditions:
Status:
Arms: DANGER
-- Left Shoulder Damaged, armor at 23%, motor function at 87%
Legs: OK
Torso: OK
Etc: OK


Amazigh
"Amazigh" [7]: You remove your shirt from around your pants, and put it back on. To simulate a belt, you put one hand into your pocket, and use that to hold it up. Awkward, but it works for now. With that handled, you cautiously go over to Erroni. She seems to be recovered, and is giving orders to people again, albeit with a bit of a twitch. You notice her nervously glancing around more than once.
"Hey, uh, Erroni? Do you uh, know where my mech Barbaroi might be? Please?"
She looks over at you, then squints as if trying to remember something. Thankfully for you, she forgets whatever she was trying to remember, and goes to her clipboard.
"Y-yeah. It's getting a general tune-up, just making sure everything is working. Unusable at the m-moment."
You seem to make her nervous. Time to get out of here before she remembers who you are.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Makeshift Belt (Right Hand Disabled)


JJA79
James Argus [10]: You swiftly move between barrier panels, going past your allies and around the circle. Somehow, the enemies haven't seen you. Surprising, but not unwanted. Then, as you get into position to attack, a pair of loud blasts erupt from the middle mecha's barrier, and it falls over. The other two shift behind the barrier for a better view of what the hell just happened, and happen to see you. The one to the fallen mech's left, the one furthest from you, opens fire with a chest mounted laser. You duck back behind cover as quickly as you can, but a glance at your screens tells you that the bastard nailed your left arm, right in the elbow joint. Crap, the thing is entirely fused, there's no moving it now. Your MG still responds, but your range of movement is much more limited now.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:
- Panic (-1 to actions when in close combat)

Mecha
Name: Stinger
Class: Medium
Weaponry:
- Machine Gun
- Light Rail Sniper
Inventory:
- 8 LRS Slugs
- 750 .50 rounds
Abilities:
- Energy Blast [SW]
Conditions:
Status:
Arms: DANGER
-- Left Elbow Joint Damaged, Motor Function 0%
Legs: OK
Torso: OK
Etc: PROBLEM
-- Error in Primary Computer, Secondary Computer functioning


Tokochiro
John Kosloswa [9]: You decide to take the rude man's advice and ask her.
"Hey Erroni, d'y'know-"
"Where your mech is, yes, yes I do. Slot 19, go get em."
"Thanks. Also, do you have a cigarette by chance?"
"I don't smoke. Sure feels like I could use one right now though. Here."

She reaches inside her jacket and pulls out a crisp white cigarette, and hands it to you.
"Usually keep a few for emergency gambling, but whatever."
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Cigarette
Conditions:


Game Events: The Stinger ducks back behind its barrier, along with the enemy mecha. The allied mechs are disconcerted, but willing to help and still waiting for anyone to say anything about a plan. If noone says anything, they'll just charge in.
The Mech that RV shot is disabled, but not dead. It can't move or aim, but it is still online. So yeah, be careful.

Image


Tue Mar 01, 2011 3:32 am
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Post Re: Roll to Dodge - Mecha
I'm assuming a gyro is a gyroscope, and he has laser-gyroscopes that just ♥♥♥♥ everything up at eye level or something.


Tue Mar 01, 2011 3:44 am
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Post Re: Roll to Dodge - Mecha
Ociamarru wrote:
I'm assuming a gyro is a gyroscope, and he has laser-gyroscopes that just ♥♥♥♥ everything up at eye level or something.

...that doesn't even make sense. Do you know what a gyroscope is or does?


Tue Mar 01, 2011 3:46 am
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Post Re: Roll to Dodge - Mecha
It makes perfect sense. He has little gyroscopes that he straps on to his back, and then they start spinning, and they have lasers on them but somehow retain their perfect balance. And they ♥♥♥♥ everything up at eye level by lasering it.

(I'm just kidding, I thought the ludicrousness of the statement made it pretty obvious.)


Tue Mar 01, 2011 4:30 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha
...♥♥♥♥!
Power down Goliath, and go find Cpt. Lovegale.


Tue Mar 01, 2011 4:45 am
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