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 Roll To Dodge 2 (RtD2) - Finished 
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
That's what she told me when I asked about stimulants. WHEN DA ROLL,YOLADY!?


Thu Jul 01, 2010 12:11 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Sorry guys, I've been busy the last few days. I've got a major party coming up on Sunday, so I'll try to do a roll on Saturday. This roll, however, will be done in about two hours.

So far all the discussion about armour is correct :P
And I thought I addad HighEndNoob/Kyle to the list...?


Fri Jul 02, 2010 12:25 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
On the first post it doesn't say my name anywhere. My post was also a bad character, so I changed it.


Fri Jul 02, 2010 12:30 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
http://forums.datarealms.com/viewtopic.php?p=352248#p352248

HighEndNoob () Kyle Berguard
Abilities
Marksmen(+1 to longrange combat)
Pyromaniac(+1 when using explosives or flame)
Weapons
Famas with Holographic sight and Underslung Shotgun (30 Rounds)
Dual Golden Desert Eagles (9 - 9 Rounds)
Katana
Inventory
Backpack
5 Flashbangs
5 Claymores
5 Molotov Cocktails
A lighter
4 Semtexes
4 C4 bombs
C4 detonator
5 Spare Magazines for each weapon
Recoil-countering Wristguards (100% Energy)
Condition(s)
Highly Explosive (Roll a 1 when shot and one of your explosives blow up, hurting you further)
Recoil-Countering (+1 accuracy, -1 when Energy has run out)
Explosives (Roll 3+ to successfully use, 2=fumble, 1=premature explosion, 6=dud)

The 'Highly Explosive' condition exists because you have so many explosives, and therefore needed to be balanced.

The wristguards can only counter so much energy from the recoil, so when they run out you get a negative modifier to your accuracy, since you are so used to having little recoil when firing. Again for balancing. You can recharge the Wristguards from a powerpoint on the wall or from a battery, but it takes two turns.

The 'Explosives' condition exists because it exists for everyone. 'Pyromaniac' should counter it, so you can't blow yourself up.

Roll in next post. I'm separating these posts because this one is not roll-related.


Last edited by Yoman987 on Fri Jul 02, 2010 3:19 am, edited 1 time in total.



Fri Jul 02, 2010 2:15 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Duh102 (1+1=2) Rachel Heuber
Rachel cleans Miss Smith's cut and wraps a bandage around her arm.
"Oooh, it's a bit tight, deary."
Rachel looks at Miss Smith's fingers, which have turned slightly purple. She undoes the bandage and does it up again, a bit less tight this time.
Abilities
Medical Aptitude (+1 or -1 to rolls involving medical action, to put the roll closer to 5)
Analytic Mind (+1 to rolls involving deciphering properties and uses of objects)
Weapons
CO2 charged repeating crossbow
9mm Uzi (20 rounds)
Carbon fiber combat knife
Inventory
Medical kit (5 Uses left, Max 5, refillable)
Cybernetic Enhancement Kit (1 Use left, cannot refill)
Magnifying glass
Sleeping bag
Crossbow Bolts (70)
12 Uzi Mags (240)
Phoenix Down Revival Device (In FedEx Bag and Bubblewrap, Single Use Only!)
Flashlight with damaged battery-compartment (0% Power!)
Condition(s)
Darkness (-1 to any actions) Rear of Truck is lit.
Tiredness (5) Not tired. (From previous turn)

Hyperkultra (4) Fiona Lovagale
Fiona rests in the sofachair, and tells Gyro to warn her of danger and to save power.
Abilities
Electronics Expert: +1 to rolls dealing with circuitry
Weapon Specialist: +2 to rolls using Railgun Sniper -1 when using other weapons
Enraged: +1 to damage and attack-related actions. Can only be triggered by anger.
Weapons
Railgun Sniper Rifle (5 rounds)
Multitool
Inventory
Incendiary and Kinetic Magazines (3 - 2, 6 rounds each)
6 Handgun Magazines (60)
Portable MicroFusion Generator (backpack)
Satchel of standard electronic components
1 Lithium-Ion Battery, fully charged.
One empty sack
Iridescent Lighter (Long-range light source, 95% fluid)
Two-way Radio (Battery)
Condition(s)
Darkness (-1 to any actions) Back storeroom is lit
Tiredness (6) Not tired, lasts one more turn but -1 for the turn after that. (From previous turn)
Comfortable (+1 to resting)
Sleeping (Roll 4 or higher to wake up. Rested for 0 turns = 0min)

RotorDrone (3) Gyro
Gyro goes into Powersaving Mode, where he can only observe the environment and make decisions, but not act on them.
Abilities
Artificial Intelligence (Can act on it's own if instructed, +1 to precision actions, -1 to 'smart' actions)
Flight Control (+1 to flying and dodging actions)
Powersaving Mode (Reduces Power decrease to 0.5% per turn, observation actions only)
Weapons
Beretta U22 Neos (9 Rounds)
Inventory
Dual Rotors
Camera and wireless video link
Microphone
Speaker
Grasping Mechanism (Currently holding Beretta U22 Neos)
1 Spare Lithium-Ion Battery
Condition(s)
Battery (Limited actions in regards to Power Level, currently 91.5%)

caekdaemon (5-1=4) Bob Jameson Jones
Placing the Case on the ground, BJJ takes out his Sleeping Gear and lies on it, without removing it from the vacuum-compression sack. It works like a foam sleeping mat, and he closes his eyes. A rapid clicking comes from the Case, but stops after a few seconds.
Abilities
Mechanical Engineering: +1 to rolls involving mechanics
Unconventional Weapons: +1 to rolls using unique/strange weapons
Heavy Armour and Brunt-Force Absorbers: Always roll a 4 or 5 to absorb melee damage
Bulletproof Plating: immune to small arms fire, except you if roll a 1
NTE Monocle: +1 to actions involving seeing enemies in any light
Energy Detection: Able to detect the amount of energy in use by other entities
Earplugs: +1 to actions while there is loud noise Not in use
Lifesigns Detection: Able to determine your own Vital Signs at-will and others when in close proximity
Weapons
Pancor Jackhammer (10 Shots)
Beretta 92FS (10 rounds)
Screwdriver
Inventory
Tools (in pockets and whatnot)
Earplugs (around ears, not currently in use)
Night vision / Thermal vision Monocle with Scouter Energy Detector
HUGE backpack, containing:
Speargun parts (Handgrip, Hollow steel shaft, 2 stainless steel cables)
Toolkit, containing small fabric bags and Night-Vision Goggles Left Lens w/ housing.
Briefcase (broken lock, closed, contains all papers)
Sleeping Gear (in a vacuum-compression sack)
Ammo (3 drums of 12 Gauge shells, 5 Handgun magazines)
Condition(s)
Encumbered (-1 to any actions involving endurance, quick relexes etc)
Sleeping (Roll 4 or higher to wake up. Rested for 0 turns = 0min)

FoiL (5-2=3) Andrew Rodrigues
He picks himself up and looks around a bit more carefully. He sees the side of one truck has been pulled up and a temporary supplies shop has been set up inside. He heads in that direction, but has to wait in the line/crowd for a chance to get what he wants.
Abilities
Fists of fury (+1 to actions involving melee)
Forced Break & Entry (+1 to actions involving breaking things)
Hyper Focus (+1 to concentration. Can only be used 6 times before rest (Max 6) )
Weapons
AA-12 (Full Drum, 35 Rounds)
Colt 1911 (7 rounds)
Extendable baton
Inventory
Weapon case (SMAW)
SMAW and 3 rockets
Swiss army knife
Utility knife
Top gun sunglasses
Ammo (3 Drums, 4 Magazines)
Unknown Backpack containing:
Flare Gun and 4 red flares
A Shovel
Some Vials, one of them being purple
30ft of rope

Condition(s)
Darkness (-1 to any actions)
Stubbed Toes (-1 to walking for 2 turns)
Tiredness (5) Not tired. (From previous turn)

alphagamer744 (2) Tyrone
The Puppy refuses to leave him alone! He gets tangled up in his feet and yaps the whole time. Tyrone manages to get next to the sliding window, and looking out he can see the rear of the Main Building and the Garage roller door a fair way away. The Convoy is on the other side of the Main Building, but you can cover the rear flanks from here.
Abilities
Exo-suit (Allows large loads to be carried, +2 to any straight-line sprints when not encumbered)
Heavy Weapons (+1 to firing from a stationary/prone position)
IMMAFIRINMAHLAZAR (Roll a 5 or 6 and get an insta-kill against the targeted enemy. Can only use once per day. Any other roll means you miss.)
Weapons
Model 6 Shoulder-Fired Anti-Vehicle Heavy Railgun (Inactive, roll a 4 to activate and use immediately)
AUG HBAR Light machine gun /w extended mags, Holographic sight Lost!
H&K Mp5 /w grip, laser sight (150 rounds) Dropped!
MagNife (Crushed magazine with sharp edges, used as a knife)
Inventory
XOS Lower Body Exo-Suit /w attached equipment storage rack (See abilities)
Ammo (38 Railgun rounds, 6 AUG Mags, 10 MP5 Mags)
Small camo Day-Pack
3 days of Rations (9 meals)
Two water bottles
Condition(s)
Loud (-2 to sneaking, stealth etc)
Clawed Face (Will scar in 15 turns, -1 to Charismatic actions)
Darkness (-1 to any actions) Back storeroom is lit
Tiredness (5) Not tired. (From previous turn)

Ociamarru (2) Vladimir Ivanov
Vladimir is sleeping.
Abilities
Cybernetics (+2 to mobile actions, speed is doubled, can only use 5 times before rest (max 5) )
Athletic (+1 to mobile actions)
Resilience (Gains one extra roll before death)
Pilot Training (Able to fly aircraft)
Low-Light Goggles (Able to see in low light) Dropped
Weapons
Saiga-12 Combat Shotgun (9 shells)
Beretta 92FS (10 rounds)
Khazar-replicated knife
Inventory
Carved Wooden Statuette of self
Radio
Cellphone (Reception: |**...| )
Flare gun with 4 green flares
Ammo (4 mags of Shotgun Shells (40), 8 handgun magazines (80) )
5 days of Rations (15 meals)
Low-Light Goggles Dropped
TOP-SECRET Information File
Condition(s)
Low-light Goggles (Susceptible to bright light, -1 modifier in that case) Dropped
Wounded Face (Will scar in 13 turns, -1 to Charismatic actions)
Stubbed toes (-1 to walking/running etc for 2 turns)
Sleeping (Roll 4 or higher to wake up. Rested for 3 turns = 45min)

Game Events
The south side of the Compound is now lit thanks to Rachel. No Darkness modifiers when on the south side for anyone.
The time is 10:30pm. It is completely dark now. Make sure to use your lights and your abilities!
Tiredness Modifiers have been rolled. If you roll a 1 or 2 thrice in a row, you fall asleep during that turn. A 4 or higher must be rolled afterwards to wake up.


Fri Jul 02, 2010 3:09 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
> GO SLEEPY SLEEPY


Fri Jul 02, 2010 3:40 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
>Sleep. Zany dreams if possible.


Fri Jul 02, 2010 3:41 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Guess that's what i'll do.

Cover the rear flanks


Fri Jul 02, 2010 3:50 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Instead of how long they've BEEN sleeping, could you display how many more minutes they have to go until being rested?

Kanteenyu vith zee sliepeeng.


Fri Jul 02, 2010 3:58 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Yoman987 wrote:
HighEndNoob () Kyle Berguard
Abilities
Marksmen(+1 to longrange combat)
Pyromaniac(+1 when using explosives or flame)
Weapons
Famas with Holographic sight and Underslung Shotgun (30 Rounds)
Dual Golden Desert Eagles (9 - 9 Rounds)
Katana
Inventory
Backpack
5 Flashbangs
5 Claymores
5 Molotov Cocktails
A lighter
4 Semtexes
4 C4 bombs
C4 detonator
5 Spare Magazines for each weapon
Recoil-countering Wristguards (100% Energy)
Condition(s)
Highly Explosive (Roll a 1 when shot and one of your explosives blow up, hurting you further)
Recoil-Countering (+1 accuracy, -1 when Energy has run out)
Explosives (Roll 3+ to successfully use, 2=fumble, 1=premature explosion, 6=dud).


Looks like someones been playing some FPS game. Ive got to say though, that stuff whould really weigh you down. And that Bolded thing looks particularly nasty, and raises a Question. Can a Pheonix Down bring back someone who has been partly vaporized in a explosion and part chunked?

I also hope you get hold of a Explosive training manual, otherwise most of that stuff is kind of useless, as it whould be hard to use without training.


Fri Jul 02, 2010 4:58 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
I don't need no stinken manual. Its really simple to us explosives really. And do I get +2 when using Molotov cocktails sense they're both fire and explosive?


Fri Jul 02, 2010 5:41 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
He already has 'Pyromaniac', which gives him the plus 1, meaning he shouldn't hurt himself too bad.


Fri Jul 02, 2010 5:42 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
HighEndNoob wrote:
I don't need no stinken manual. Its really simple to us explosives really.

Its not really that simple. You got to time, angle, find optimum location, and various other junk.
And heres a nice little tip.
Dont forget to connect the radio signal reciever on the explosives to the detonater on it. Otherwise you will simply make a fool out of yourself.

Sleep some more, has a Dream about Machinery.


Fri Jul 02, 2010 6:43 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
caekdaemon wrote:
Can a Pheonix Down bring back someone who has been partly vaporized in a explosion and part chunked?

Sure can. The 'Victim' wouldn't be too happy though, missing body parts and all. :P

caekdaemon wrote:
Looks like someones been playing some FPS game.

Hehe, you got me. Far Cry 2. BURNING FIELDS OF FLAME

I'll do a roll now and add in Foil|Andrew when he posts his action, since I won't Roll tomorrow. Big Party. Lots of people. Alcohol. :grin:
I wonder what a Drunken Roll would look like? ...


Sat Jul 03, 2010 10:55 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Duh102 (5) Rachel Heuber
After bandaging up Miss Smith and helping Cooper out a bit, Rachel decides it's a good idea to find a place to sleep. She goes into the truck next door where the light is dim and there is already several people sleeping. She rolls out her sleeping bag (with inbuilt cushiony padding for a pillow!) and falls asleep with ease.
Abilities
Medical Aptitude (+1 or -1 to rolls involving medical action, to put the roll closer to 5)
Analytic Mind (+1 to rolls involving deciphering properties and uses of objects)
Weapons
CO2 charged repeating crossbow
9mm Uzi (20 rounds)
Carbon fiber combat knife
Inventory
Medical kit (5 Uses left, Max 5, refillable)
Cybernetic Enhancement Kit (1 Use left, cannot refill)
Magnifying glass
Sleeping bag
Crossbow Bolts (70)
12 Uzi Mags (240)
Phoenix Down Revival Device (In FedEx Bag and Bubblewrap, Single Use Only!)
Flashlight with damaged battery-compartment (0% Power!)
Condition(s)
Darkness (-1 to any actions) Rear of Truck is dimly lit.
Sleeping (Roll 4 or higher to wake up. Rested for 4 turns = 60min)

Hyperkultra (-) Fiona Lovagale
Fiona is sleeping.
Abilities
Electronics Expert: +1 to rolls dealing with circuitry
Weapon Specialist: +2 to rolls using Railgun Sniper -1 when using other weapons
Enraged: +1 to damage and attack-related actions. Can only be triggered by anger.
Weapons
Railgun Sniper Rifle (5 rounds)
Multitool
Inventory
Incendiary and Kinetic Magazines (3 - 2, 6 rounds each)
6 Handgun Magazines (60)
Portable MicroFusion Generator (backpack)
Satchel of standard electronic components
1 Lithium-Ion Battery, fully charged.
One empty sack
Iridescent Lighter (Long-range light source, 95% fluid)
Two-way Radio (Battery)
Condition(s)
Darkness (-1 to any actions) Back storeroom is lit
Comfortable (+1 to resting)
Sleeping (Roll 4 or higher to wake up. Rested for 1 turns = 15min)

RotorDrone (-) Gyro
Gyro watches Tyrone wrestle with the Puppy and take watch out of the rear window of the Back Storeroom.
Abilities
Artificial Intelligence (Can act on it's own if instructed, +1 to precision actions, -1 to 'smart' actions)
Flight Control (+1 to flying and dodging actions)
Powersaving Mode (Reduces Power decrease to 0.5% per turn, observation actions only)
Weapons
Beretta U22 Neos (9 Rounds)
Inventory
Dual Rotors
Camera and wireless video link
Microphone
Speaker
Grasping Mechanism (Currently holding Beretta U22 Neos)
1 Spare Lithium-Ion Battery
Condition(s)
Battery (Limited actions in regards to Power Level, currently 91%)
Powersaving Mode

caekdaemon (-) Bob Jameson Jones
BJJ is sleeping.
Abilities
Mechanical Engineering: +1 to rolls involving mechanics
Unconventional Weapons: +1 to rolls using unique/strange weapons
Heavy Armour and Brunt-Force Absorbers: Always roll a 4 or 5 to absorb melee damage
Bulletproof Plating: immune to small arms fire, except you if roll a 1
NTE Monocle: +1 to actions involving seeing enemies in any light
Energy Detection: Able to detect the amount of energy in use by other entities
Earplugs: +1 to actions while there is loud noise Not in use
Lifesigns Detection: Able to determine your own Vital Signs at-will and others when in close proximity
Weapons
Pancor Jackhammer (10 Shots)
Beretta 92FS (10 rounds)
Screwdriver
Inventory
Tools (in pockets and whatnot)
Earplugs (around ears, not currently in use)
Night vision / Thermal vision Monocle with Scouter Energy Detector
HUGE backpack, containing:
Speargun parts (Handgrip, Hollow steel shaft, 2 stainless steel cables)
Toolkit, containing small fabric bags and Night-Vision Goggles Left Lens w/ housing.
Briefcase (broken lock, closed, contains all papers)
Sleeping Gear (in a vacuum-compression sack)
Ammo (3 drums of 12 Gauge shells, 5 Handgun magazines)
Condition(s)
Encumbered (-1 to any actions involving endurance, quick relexes etc)
Sleeping (Roll 4 or higher to wake up. Rested for 1 turns = 15min)

FoiL (3-2=1) Andrew Rodrigues
People push and shove around Andrew, and somehow he winds up back at the end of the crowd. He tries to shove past a few people to get his place again but the crowd is packed tight.
Abilities
Fists of fury (+1 to actions involving melee)
Forced Break & Entry (+1 to actions involving breaking things)
Hyper Focus (+1 concentration. Can only be used 6 times before rest (Max 6) )
Weapons
AA-12 (Full Drum, 35 Rounds)
Colt 1911 (7 rounds)
Extendable baton
Inventory
Weapon case (SMAW)
SMAW and 3 rockets
Swiss army knife
Utility knife
Top gun sunglasses
Ammo (3 Drums, 4 Magazines)
Unknown Backpack containing:
Flare Gun and 4 red flares
A Shovel
Some Vials, one of them being purple
30ft of rope

Condition(s)
Darkness (-1 to any actions)
Stubbed Toes (-1 to walking for 1 turns)
Tiredness (1) In danger of falling asleep standing up!

alphagamer744 (3) Tyrone
Tyrone falters, and the Puppy takes it's chance. It jumps up to his face and licks his nose furiously. Tyrone manages to bat him off, but losing concentration for just a moment could let the enemy sneak past.
Abilities
Exo-suit (Allows large loads to be carried, +2 to any straight-line sprints when not encumbered)
Heavy Weapons (+1 to firing from a stationary/prone position)
IMMAFIRINMAHLAZAR (Roll a 5 or 6 and get an insta-kill against the targeted enemy. Can only use once per day. Any other roll means you miss.)
Weapons
Model 6 Shoulder-Fired Anti-Vehicle Heavy Railgun (Inactive, roll a 4 to activate and use immediately)
AUG HBAR Light machine gun /w extended mags, Holographic sight Lost!
H&K Mp5 /w grip, laser sight (150 rounds) Dropped!
MagNife (Crushed magazine with sharp edges, used as a knife)
Inventory
XOS Lower Body Exo-Suit /w attached equipment storage rack (See abilities)
Ammo (38 Railgun rounds, 6 AUG Mags, 10 MP5 Mags)
Small camo Day-Pack
3 days of Rations (9 meals)
Two water bottles
Condition(s)
Loud (-2 to sneaking, stealth etc)
Clawed Face (Will scar in 14 turns, -1 to Charismatic actions)
Darkness (-1 to any actions) Back storeroom is lit
Tiredness (1) In danger of falling asleep standing up!

Ociamarru (-) Vladimir Ivanov
Vladimir is sleeping.
Abilities
Cybernetics (+2 to mobile actions, speed is doubled, can only use 5 times before rest (max 5) )
Athletic (+1 to mobile actions)
Resilience (Gains one extra roll before death)
Pilot Training (Able to fly aircraft)
Low-Light Goggles (Able to see in low light) Dropped
Weapons
Saiga-12 Combat Shotgun (9 shells)
Beretta 92FS (10 rounds)
Khazar-replicated knife
Inventory
Carved Wooden Statuette of self
Radio
Cellphone (Reception: |**...| )
Flare gun with 4 green flares
Ammo (4 mags of Shotgun Shells (40), 8 handgun magazines (80) )
5 days of Rations (15 meals)
Low-Light Goggles Dropped
TOP-SECRET Information File
Condition(s)
Low-light Goggles (Susceptible to bright light, -1 modifier in that case) Dropped
Wounded Face (Will scar in 12 turns, -1 to Charismatic actions)
Stubbed toes (-1 to walking/running etc for 2 turns)
Sleeping (Roll 4 or higher to wake up. Rested for 4 turns = 60min)

Game Events
The south side of the Compound is lit, no Darkness modifiers when in that area.
The time is 10:45pm and is dark. Make sure to use your lights and your abilities!
Tiredness Modifiers: If you roll a 1 or 2 thrice in a row, you fall asleep during that third turn. A 4 or higher must be rolled afterwards to wake up, as is normal for waking up.
For those sleeping, every hour of sleep gives you an hour of being awake. Simulants, eg coffee, give an hour boost (four turns) but a negative modifier after that for falling asleep. Stimulants may be used to counter against a 6 when waking up.


Last edited by Yoman987 on Thu Jul 08, 2010 10:53 am, edited 1 time in total.



Sat Jul 03, 2010 11:16 am
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