Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Roll To Dodge: Ethersphere (Roll 39)
May I recommend thoroughly examining your new equipment before you proceed?
A company would not leave experimental weaponry around without some sort of security measure, like a tracking chip.
The sniper rifles that require a external power supply could still be used - the marksman bot might have one that you could use.
The guardian weapons don't have to be used to be useful, why not cannibalize them or the shields?
Assuming the mech was attacked by Mr McNasty, I recommend searching it for a blackbox recorder of some kind. It's more likely to be found on a experimental mech as the company manufacturing the mech would probably desire information about the mech's performance, especially if something went wrong.
Sat Jun 09, 2012 4:20 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll To Dodge: Ethersphere (Roll 39)
Well the experimental weapons were never meant to leave the room, plus the one I've got is old as ♥♥♥♥, so I doubt it has a tracker. > Swap out repeater for PDW, leave on shelf with sniper. Worst comes to worst, I have to leave them behind and lose some inferior weaponry. Head over to big busted blast door.
Sat Jun 09, 2012 4:27 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Roll To Dodge: Ethersphere (Roll 39)
>Keep waiting on the others.
Sat Jun 09, 2012 10:35 pm
Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
Re: Roll To Dodge: Ethersphere (Roll 39)
Well, I can respect that. Just lookin' out for my own interests though, you understand. Stay charming. Make idle small talk.
Sun Jun 10, 2012 1:41 am
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
Re: Roll To Dodge: Ethersphere (Roll 39)
See if I can scavenge some rounds from that marksman rifle, and pocket the pistol.
Sun Jun 10, 2012 2:39 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Roll To Dodge: Ethersphere (Roll 39)
> See if I can slice up the brute for ZIGER ammo.
Sun Jun 10, 2012 4:09 am
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
Re: Roll To Dodge: Ethersphere (Roll 39)
Rollspaghetti
I don't know what was up with the low rolls, but luckily, no combat this roll
"Well, I can respect that. Just lookin' out for my own interests though, you understand," Jet says. "Mm. Jus' like everyone else. No offense, I don't pretend ta be a saint or anythin', but I've had some... unkind run-ins with people who were lookin' out for their own interests. Year ago, me and two others got left for dead by a greedy ♥♥♥♥ tryin' ta make a dirty buck. Luckily, security in the place we were in ripped him ta pieces and ignored us 'cause we weren't a threat. Karma of the universe, eh?" Jackson says with a sardonic smile. "But ya'll seem like a good lot. Somehow, I don't see no backstabbing going on in this little party." ============================================= Appearance: 6'1", short cut dark blue hair, brown eyes, medium build. ===Equipment=== Primary Weapon: K12 "Ripper" Carbine [20|170] // Underslung Shotgun [1|10] ---A state of the art carbine rifle, designed to fire normal, AP, or hollowpoint rounds as the situation demands. Moderate to long range, with a 3x scope that can be used as needed. For close quarters combat, it comes with an underslung shotgun, firing flechette rounds. Secondary Weapon: DefCore MGL [6HE|6 HE/6 FL/6 SM] ---The DefCore MGL (Multiple Grenade Launcher) is the next generation design of the tried and tested revolver style grenade launcher. Capable of firing six grenades without reloading, it allows for the elimination of multiple hostile personnel groups with minimal effort. Additionally, it can accommodate various different grenades types, allowing for a mixed load-out for maximum effectiveness. Tertiary Weapon: Plasma Torch "Sword" ---A converted plasma cutter that projects a 3' long concentrated plasma "sword" when activated. Can cut through almost anything, given enough time. Armor: Utataku Robot Helmet (+2 to head protection) ---The hollowed shell of an Utataku ALHPA-1 Security Bot. Well-fitting and very protective. ===Inventory=== ===Ether=== Passive Abilities -Sociopath (+1 to actions that involve inflicting extreme pain) -Endorphin Rush (+1 to injuries that would give a -1) -Charming (+1 to persuasion) Techniques Vapor Lance (Water, Single. Forms an extremely high pressured lance of water.) Torrent Cutter (Water, Directional. Forms an extremely sharp beam of water.) Conditions
TorrentHKU | John S. Freeman (Roll: 1)
On second thought, John leaves his Quasi BF-14 on the shelf and picks up a UXPDW. "Sexy." He heads over to join the rest of the group by the broken blast door when he trips over a particularly trippy section of nothing, falling to the ground and preventing injury only by stopping his tumble with his hands. John gets up, a little flushed, and finishes his walk. ============================================= Appearance: Goatee. ===Equipment=== Primary Weapon: Utatku Experimental Anti-Material Rifle (UXAMR) [10|40] ---High-caliber bullpup rifle. Features a variable zoom scope with optional thermal imaging. Lightweight and easy to control. Secondary Weapon: Utataku Experimental Personal Defense Weapon (UXPDW) [75|150] ---Experimental PDW. Lightweight, with a fully symmetrical design, and a high-capacity magazine, this PDW is similar to the FN P90 in design, but with a lower recoil and more dependable operation. Tertiary Weapon: Fluted Knife (Accelerates using Air) ---6 inch combat knife designed so that Air can be pushed into it, causing it to vent out the back and speed up. ===Inventory=== -Pack of Gum (5 pieces) -Multitool -Medkit (Bandages, morphine syringes, gauze pads, anti-septic cleanser) ===Ether=== Passive Abilities -Wind at my Back (+1 to Air Techniques) ---Wind in my Veins (Able to shape and control generated air at will) -Gum Nom Nom (Chewing gum calms John down and reduces pain for three turns) Techniques Kamaitachi (Air, Single. Launches scything blades of air at a target.) Rasenshuriken (Air, Area. Launches a condensed ball of rapidly rotating wind that explodes on contact, creating a sphere of effect where anything inside is slashed to pieces by razor winds.) Conditions
Amazigh | Aicaya (Roll: 1)
Aicaya waits, still occasionally staring at the downed mecha in the next room. REALLY glad we didn't have to fight that thing. ============================================= Appearance: Shoulder-length black hair, green eyes, muscular build. ===Equipment=== Primary Weapon: PUSHKA Artillery Cannon [1 HE|9 HE/8 FG/4 AP/12 AB] ---High power long range cannon. Secondary Weapon: Utataku Experimental Multiple Grenade Launcher (UXMGL) [4 HE|0] ---The grenade launcher used by the Utataku Support squad-bot. Made of steel, it is hefty, durable, and has almost negligible recoil. Uses 40mm grenades. Can fire high-explosive, fragmentation, incendiary, flashbang, and smoke grenades. Tertiary Weapon: CERBERUS Pile Bunker [2|16] ---Mounted on the back of the left forearm. Armor: HIBISCUS Heavy Powered Combat Armour (+1 to all defense; +1 to strength) ---Powered armor that is highly durable and offers a great deal of all-around protection. Also increases user strength. Somewhat cumbersome. ===Inventory=== -10 High Explosive shells -8 Fragmentation shells -4 Armor Piercing shells -12 “Hellfire” Airburst shells ===Ether=== Passive Abilities -Target Prediction (+1 to shooting at long range targets) -Grounded (+1 to defense if stationary) -Durable (Can carry an increased load) Techniques Terra Spike (Earth, Single. Launches a rock spike at the target.) Terra Shatter (Earth, Directional. Launches a rock spike that then fragments into hundreds of small, razor-sharp rocks, which spread like buckshot. Effective over a wide area.) Conditions
DSMK2 | DEYE-5 (Roll: 2)
D goes over to the fallen Brute to see if he can collect any ammo, but most of the robot's body is quite inaccessible, still covered with the nearly impenetrable reinforced armor. The busted armor pieces around the bot are too large and too resistant to cut up, and the reactive armor pieces are basically all disintegrated. ============================================= Appearance: 6' dull grey humanoid skeletal cyborg with a red mono-eye. ===Equipment=== Primary Weapon: Custom ZIGER Rotary Autocannon [155|0] (FOLDED) Secondary Weapon: Utataku Experimental Personal Defense Weapon (UXPDW) (Right/Left) [75/75|300] ---Experimental PDWs. Lightweight, with a fully symmetrical design, and a high-capacity magazine, these PDWs are similar to the FN P90 in design, but with a lower recoil and more dependable operation. Tertiary Weapon: Bladed Shield ===Inventory=== -D-Series Armor Shell (Equipped) ---Heavy armor designed around the D-Series cyborg bodies, made from strong plasteel, they provide strong frontal protection compared to the armor's other parts. Doesn't restrict movement. Has five convenient compartments for storing things. Has Twin Lens-Based Lasers on the palms as a close to medium range weapon and Nano Blade Claw Fingers as a last resort close-quarters weapon. -Monkey Wrench ---A heavy monkey wrench was one of the first things D-EYE5 found, he's fascinated by its use as a bludgeoning tool and adjustable size. -Cherry Bombs [20] ---Harmless explosives made for children to play with. Not for human consumption. -Rotten Sandwich ---Unlucky custodian's uneaten lunch, salami, Swiss cheese, with everything, used to be delicious. A little squishy. -Case of ZIGER Autocannon Ammo [155] ---Ammo that was actually made for D-EYE5's autocannon! -UXPDW Magazines [4] ---Ammunition for the PDWs. They contain 75 rounds each. -Bladed Shield ---An oblong plate made of refined titanium; one side has a very sharp, curved blade ===Ether=== Passive Abilities Innate Targeting (+1 to ranged attacks) -Plasteel Chassis (+1 to Defense) -Nanobot Blood (Auto-repairs damage over time; takes longer to repair more extensive damage) Techniques Psycho Mode (Lightning, Self. Overcharge self for increased reaction speed at the significant cost of accuracy of all attacks.) Conditions
alphagamer774 | Michael "Mike" Rocksford (Roll: 3)
Mike is delighted to find that the marksman rifle uses the same heavy rounds as his own modded rifle. It even has 5-round count magazines! He takes the magazine out of the DMR and finds three more in an ammo locker, leaving him with quite a bit of ammunition in reserve. He also pockets the automatic pistol. ============================================= Appearance: 5'9" ===Equipment=== Primary Weapon: Jackson [5|44] ---A heavily modified semi-automatic rifle, derivative of the twentieth century M14. It has a significantly shorter barrel, a forward mounted grip, heavy metal plating, and several gruesome looking blades, enhancing its durability for and usefulness in close quarters combat. It's been re-chambered for the heavier rounds usually found in precision rifles. Secondary Weapon: I-2 Custom [20|20] ---An older variant of the current standard issue ISC sidearm, it fires the same low velocity ammunition of the new handguns. Fitted with a lighter polymer slide and a shaved down grip, it sacrifices balance and accuracy to make it one of the lightest weapons produced. Tertiary Weapon: Bayonet blades on Jackson ===Inventory=== -Backpack (Closed with zippers 'n ♥♥♥♥, so fairly inaccessible. Quite durable, and fireproof) -- Toolbox (Various low-tech tools, wrenches, screwdrivers, wire-cutters etc) -- Flashlight (With spare batteries) -- 5 Rations -- Combat Knife -- Lighter -- Utataku Experimental Recoilless Automatic Pistol (UXRAP) [20|60] ---A .45 caliber pistol using an experimental design, coupling a shock-absorbing frame, enlarged muzzle brake, ported barrel, and heavy grip to dramatically reduce recoil, leading to high accuracy even when using fully automatic fire. A high-capacity magazine and full-auto fire make this gun absolutely devastating at close to mid range. ===Ether=== Passive Abilities -Improvise (+1 to creating and using improvised weapons in combat) Techniques Surge (Lightning, Self. Improves muscle reaction and strength in the legs to vastly increase running speed and stamina.) Conditions
NPC | Jackson (Roll: 2)
"Hm. Alrighty then..." (continued in Game Events) ============================================= Appearance: White skin, dirty blonde hair, orange eyes, roughly 6', medium build. ===Equipment=== Primary Weapon: JS-319 Shredder [30|0] ---This battle rifle made by Jirachi Systems has plenty of stopping power and accuracy, making it a reliable weapon at long range, but its full-auto fire selection means it's a monster at close range, too. Secondary Weapon: JS-44 Rhino [6|20] ---A hefty .44 caliber revolver, the Rhino packs an enormous punch and is highly accurate even at long range. It uses special concussive cartridges that explode on contact to combine heavy penetrating power with the high damage of fragmentation. Tertiary Weapon: Shredder Bayonet ===Inventory=== -M88 Grenades [4] -Flashlight ===Ether=== Passive Abilities -Gunslinger (+1 to reflexes and reaction speed) Conditions
Game Events Jackson whistles to get everyone's attention. "Right, so uh, there's some kinda mecha in the next room, but that thing from earlier took it out already. I don't know how security'll be as we go further. Maybe everything's been wiped out. And, maybe, if we keep goin', we'll have to fight that thing- it seemed to be helpin' us but we can't be sure. So like I said earlier, the way out right now is clear, an' anyone who wants to can leave. Now let's go." He turns and walks through the large hole in the blast door, the group following closely behind. As Jackson said and as Aicaya personally observed, the next room is huge- at least four times the area of the previous one- and in the center is a large mecha. Bipedal, heavily armored, bristling with armaments, and standing taller than the heights of everyone in the group combined, they're quite grateful that it's out of operation. Two large holes in the abdomen and head of the mecha are proof of that.
There's nothing else in the room other than large metal crates lining the perimeter and a sort of observational chamber visible high up on the right side, a long, dark window pane, somewhat similar to the entrance hall in the previous room. The exit in this mecha room is not located at the north end, but rather, at the east end, under the observational chamber. "I think I've got the place figured out. The layout, at least. These rooms seem to all be testing chambers for whatever bots or bioweapons these guys made. I'm thinkin' that if we'd taken the other door in the atrium, we'd have ended up in the R&D department. Looks like these rooms are gonna coil in a kinda "S" pattern, so in the next room, the exit'll be on the south side, then it'll be east again, and then finally north. Jus' a pattern of north-east-south-east. The facility's pretty big, but these rooms are huge, too, so maybe we'll only see one iteration of this layout." By the time Jackson's done talking, the group has reached the eastern exit- also a blast door with a huge hole in it. "Convenient."
The party steps through the door into the next room, which is roughly the same size as the first room, but there are large containers, random sections of wall, and other obstacles throughout the room. "BEGINNING COMBAT ASSESSMENT THREE: CLOSE QUARTERS PERFORMANCE TEST." D's scanners start picking up enemies as they're released on the other side of the room. "Looks like we've got another fight on our hands!" MAP
Note: The dark grey obstacles are too tall to jump or climb, but you can still lob grenades over them.
Letters: Characters A = Aicaya D = D-EYE5 JS = John JT = Jet M = Mike J = Jackson
Mon Jun 11, 2012 11:05 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Roll To Dodge: Ethersphere (Roll 40)
>Move to the top of the vertical wall to the right of our current position, take aim towards the gap at the edge of the long horizontal wall.
Tue Jun 12, 2012 1:36 am
Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
Re: Roll To Dodge: Ethersphere (Roll 40)
Why didn't you let me loot the ♥♥♥♥ outta the Mecha Take cover behind the western-most block, and quickly swap my load-out in the MLG to FL-HE-HE-FL-HE-HE. Prepare to fire when the group comes into sight.
Last edited by Tomaster on Tue Jun 12, 2012 4:56 am, edited 1 time in total.
Tue Jun 12, 2012 1:54 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll To Dodge: Ethersphere (Roll 40)
"..." > Holster Sniper Rifle, take out PDW, ready a Kamataichi in free hand.
Tue Jun 12, 2012 2:09 am
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
Re: Roll To Dodge: Ethersphere (Roll 40)
Hey guys, I think I'll be able to tell where you want to go on descriptions alone, but if you want to be sure, just copy/paste that map into Paint and put your desired location with a blue dot or something, then put it up here.
Tue Jun 12, 2012 2:48 am
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
Re: Roll To Dodge: Ethersphere (Roll 40)
> Scan the ceiling, obstacles, and the walls enclosing the room. "Scanning for force fields or any booby traps... I think we should fall back behind the entrance to this room, our enemies will have a small passage to enter."[/u]
Tue Jun 12, 2012 3:16 am
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
Re: Roll To Dodge: Ethersphere (Roll 40)
Haiguise. So I made a major herpderp that nobody has thus far pointed out. If you payed attention to the game events, you know that the party moved into this new room going in an easterly direction, so they should be on the left side of the room, and the enemies should be on the right. Sorry, but you'll probably have to re-action. Here is the updated map. I'm putting it in the Game Events, too.
Tue Jun 12, 2012 5:59 pm
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
Re: Roll To Dodge: Ethersphere (Roll 40)
Run like five feet forwards and lay down in that little opening and go for the multispray.
Tue Jun 12, 2012 6:49 pm
Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
Re: Roll To Dodge: Ethersphere (Roll 40)
Same loadout as last action, move to the block directly north of me, and prepare to assault the group as it comes down the straightaway.
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