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 Roll To Dodge 2 (RtD2) - Finished 
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Joined: Wed Jul 01, 2009 11:46 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
So now that I've used it, does that mean that I can no longer use it, or do I only avoid death by rolling a six?
EDIT: I'm in the dark, remember, Yolady, so I get a minus one to all actions. I don't know if that's a good thing or a bad thing, because I'd have rolled a five, and I don't know if that would've been good or bad. But yeah, I have a darkness modifier.


Wed Jul 28, 2010 4:36 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
You mean your Resilience ability? It can be used once per turn. Yes I know about the darkness, but you've shot a flair and there's a hole through the canvas of the truck, so there is a little light.


Thu Jul 29, 2010 3:22 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Yoman987 wrote:
Does Otto replace James Blond? You can't have two places in the waiting line.

No, it's just the rantings of a bored madman.


Thu Jul 29, 2010 10:59 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Stop stealing titles! I'm the most bored 1 here! I bet none of you did anything as odd as I did this past week! like making a guy fall in love with me, and then telling him I'm a guy, god it was sooo funyy! I'm still laughing thinking about it!!

but you can keep the madman if you like. not interested.


Thu Jul 29, 2010 7:47 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Yoman, when can we has roll?

Also, what was the point of the above post by Shadow, and who HASN'T ♥♥♥♥ with lonely people on the internet?


Fri Jul 30, 2010 7:51 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
he was just elaborating, take no notice :P roll will come when alphagamer decides to post. If he doesnt in a few hours then i just go with limited actions


Sat Jul 31, 2010 3:53 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Yolady987 wrote:
he was just elaborating, take no notice :P roll will come when alphagamer decides to post. If he doesnt in a few hours then i just go with limited actions


I vote that you roll now, Yolady, because I love you and you are kind to those that love you...right?


Sat Jul 31, 2010 6:38 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Hyperkultra (1) Fiona Lovagale
Turning to Gyro, Fiona instucts him to observe the area on high and he complies. However, his rotors just skim her hair when he rises and she ducks, hitting Tyrone behind her with a stray elbow and dropping the Lighter. It automatically deactivates to save its fuel, but with Tyrone's Lantern she can find it again, luckily.
Abilities
Electronics Expert: +1 to rolls dealing with circuitry
Weapon Specialist: +2 to rolls using Railgun Sniper -1 when using other weapons
Enrage: +1 to damage and attack-related actions. Can only be triggered by anger.
Weapons
Railgun Sniper Rifle (5 rounds, Wielded)
Multitool (Stored)
Inventory
Containment Unit (40 slots used. 10 available)
Portable MicroFusion Generator (15 slots)
Incendiary and Kinetic Magazines (3 and 2, six rounds each, 5 slots total)
6 Handgun Magazines (10 rounds each, 6 slots total)
Satchel of standard electronic components (10 slots)
1 Lithium-Ion Battery, fully charged (1 slot)
One empty sack (2 slots)
Iridescent Lighter (Long-range light source, 93% fluid) Held Dropped!
Two-way Radio (1 slot)
Condition(s)
Darkness (-1 to any actions) Lighter.
Rested for 8 turns, 30 turns before tiredness.

RotorDrone (6) Gyro
@Instructions confirmed
>>Increase Rotor speed
@Rotor speed increased to 5 RPS
@Altitude increasing
@Standing by for appropriate elevation

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, Wielded)
Inventory
Chassis Mounts (18 slots used, 2 available)
Dual Rotors (8 slots)
External Camera (1 slots)
Wireless Video streaming link (1 slot)
Wireless Radio link (1 slot)
External Microphone (1 slot)
External Speaker (1 slots)
Grasping Mechanism (3 slots, currently holding Beretta U22 Neos)
1 Spare Lithium-Ion Battery (1 slot)
Battery Compartment (1 slot)
Condition(s)
Battery (Limited actions in regards to Power Level, currently 83%)
Energy Consumption (Decreases battery power by 2% per turn)

caekdaemon (6) Bob Jameson Jones
"Im afraid I cant let you do that Guardsmen, I'm part of an important expedition to recover vital information. I could confirm with Captain Barker if you wish." BJJ grins.
The Guardsman's eyebrows shoot up, and he removes the weapon from BJJ's face.
"I apologise Sir, I did not realise. I have orders to stop everyone I don't recognise. But I will have to escort you somewhere more appropriate. I hope you understand, Sir."
He steps backward and picks up the Silver Case, then motions for BJJ to follow. Suddenly, a gunshot is heard from the nearby convoy and a flare shoots along the ground in front of them. The Guardsman drops the Silver Case and raises his Handgun and flashlight again. He speaks over his shoulder to BJJ.
"Head to the main office, Sir. I will clear things up here."
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 seeing in any light
Energy Detection: Able to detect the amount of energy in use by other entities
Lifesigns Detection: Able to determine your own Vital Signs at-will and others when in close proximity
Earplugs: +1 to actions while there is loud noise Not in use
Weapons
Pancor Jackhammer (10 Shots) Slung on shoulder
Beretta 92FS (10 rounds, Holstered)
Screwdriver (Stored)
Inventory
Earplugs (around ears, not currently in use)
Night vision / Thermal vision Monocle with Scouter Energy Detector WORN
HUGE backpack (61 slots used, 39 slots available)
Tools, loose (10 slots)
Speargun parts (Handgrip, Hollow steel shaft, 2 stainless steel cables, 7 slots total)
Toolkit (20 slots): small fabric bags and NV Goggles Left Lens (21 slots total)
Briefcase (broken lock, closed, contains secret papers, 4 slots)
Sleeping Gear (in a vacuum-compression sack, 8 slots)
Ammo (3 drums of 12 Gauge shells, 5 Handgun magazines, 11 slots total)
Condition(s)
Darkness (-1 to any actions) Night-Vision Scouter
Encumbered (-1 to any actions involving endurance, quick relexes etc)
Rested for 8 turns, 30 turns before tiredness.

FoiL (5) Andrew Rodrigues
Andrew opens his eyes in a flash and rips the covers off his bed. He jumps up, clacks the AA-12 into action and takes notice of the current happenings:
Through a great hole in the rear canvas cover, there are two men outside fighting. One fires a glowing shot, presumably a flare, that slams directly into the face of the other. The other staggers backward and this is where Andrew sees his chance. He stomps down the metal flooring and dives out the hole. In midair he fires his shotgun three times before airbourne crash-tackling the Blur. Even sitting atop the man, his face is still clouded, as if thick fog clings to his skin, yet his eyes are somehow crisp and misty at the same time. He groans and visibly relaxes, and the darkness around him shifts. His body contorts and he shoves Andrew off of him, then stands. Anger? Hate. No, absolute RAGE covers his features, and you know you have just pissed him right off.
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) )
Anti-Laser (Immune to attacks using Energy as a Main Source, unless rolling a 1)
Blast-Proof (Immune to explosive forces, unless rolling a 1)
Weapons
AA-12 (Full Drum=32 Rounds, Offhand)
Colt 1911 (7 rounds, Holstered)
Extendable baton (Holstered)
Inventory
Blast-Proof Jacket (Pockets: 1 slot used, 19 available)
Jacket Usage Manual (1 slot)
Waist Pockets (18 slots used, 2 available)
3 rockets for a SMAW (6 slots)
Swiss army knife (1 slot)
Utility knife (1 slot)
Top gun sunglasses (on face)
Ammo (3 Drums, 4 Magazines, 10 slots total)
Botanist's Backpack (13 slots used, 17 available):
Flare Gun and 4 red flares (6 slots)
A Shovel (3 slots)
Some Vials, one of them being purple (4 slots)
30ft of rope (5 slots)

Condition(s)
Darkness (-1 to any actions) Flare.
Heavyweight (-1 to any actions involving fast movement)
Semi-Rested: 9 turns before tiredness.

alphagamer744 (5) Tyrone
Fiona instructs Gyro to do something, but Tyrone isn't interested. By the little light of Fiona's Lighter, he picks up his Lantern again and lights it. As he raises his head, Fiona's elbow or something cracks him over the head. "Ow!" He cries. There is a flicker of light below him as Fiona's Lighter is dropped and goes out.
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 (Nicknamed 'Survivor', Unready)
AUG HBAR LMG Lost!
H&K Mp5 /w grip, laser sight (75 rounds, Wielded)
MagNife (Crushed magazine with sharp edges, used as a knife, Stored)
Inventory
XOS Lower Body Exo-Suit /w attached equipment storage rack (45 slots used, 5 available)
Ammo (38 Railgun rounds, 6 AUG Mags, 10 MP5 Mags, 33 slots total)
Small camo Day-Pack (2 slots)
3 days of Rations (9 meals, 3 slots)
Two water bottles (4 uses each, 2 slots)
3 Synthetic Oil Cubes (last 10 turns each, 3 slots)
Old Style Self-lighting Lantern (Contains an Oil Cube, 8 turns left, 2 slots)
Condition(s)
Loud (-2 to sneaking, stealth etc)
Clawed Face (Will scar in 4 turns, -1 to Charismatic actions)
Darkness (-1 to any actions) Lantern
Tiredness (6) Not tired. -1 next turn.

Ociamarru (5+2=6) Vladimir Ivanov
Vladimir spins around and grabs the Blur's arms as he goes to grab him. He pulls one knee up and boots him in the gut, then fires a second flare straight into his face, then backpedals. The Blur staggers back, and somebody comes flying out of the truck they just left. Three loud cracks later and Andrew has the Blur on the ground. The flare sits sparking off to the side, casting an eerie glow upon all three. The Blur groans and shoves Andrew off of him, who stumbles back and topples into Vlad, knocking them both to the ground. The Blur stands and darkness slides all over his face, dripping like slick mud and swirling at his feet. He is pissed.
Abilities
Cybernetics (+2 to mobile actions, speed is doubled, can only use 4 more 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 in use
Inventory
Backpack (35 slots used, 15 available)
Low-Light Goggles (2 slots) Dropped
Carved Wooden Statuette of self (1 slot)
Radio (1 slot)
Cellphone (Reception: 3/5, 1 slot)
Flare gun with 2 green flares (4 slots total)
Ammo (4 mags of Shotgun Shells (40), 8 handgun magazines (80), 12 slots total )
5 days of Rations (15 meals, 5 slots)
TOP-SECRET Information File (4 slots)
Puppy in Cardboard box with air holes (4 slots)
Condition(s)
Wounded Face (Will scar in 5 turns, -1 to Charismatic actions)
Darkness (-1 to any actions) Flare
Rested for 8 turns, 30 turns before tiredness.
Cybernetics (+2 to mobile actions, speed is doubled, 3 more turns left or deactivate)

Point.Blank (3) Asfer
Asfer scrunches himself down as best he can, then pushes all of his weight up and kicks the floor with his toes. The chair tilts backward and he hears a snap. One leg breaks in half and he crashes to the floor on his side. Neither his ankles or hands are freed, but luckily he didn't skewer himself on that splintered, sharp leftover of the chair leg.
Abilities
Large Muscle Mass (+1 to action requiring strength)
Sixth sense (+1 to detecting enemies, traps etc)
Weapons
Mk.III 40mm Revolver Cannon (6 rounds, 1 turn to reload) NOT IN USE
Mk.II 5.7x28mm Vulcan Gun (250 rounds, 1 turn to reload) NOT IN USE
Bladed Shield (Left arm) Retracted
Inventory
ALL OF YOUR INVENTORY AND WEAPONS HAVE BEEN TAKEN
MAF-EX103C Exo-suit (1 turn to enter/exit)
Ultra-compact generator (Recharged by light, 15% per turn) 100%
Sensor node (Left Shoulder, IR, NV, auto-targeting camera)
Rear cargo container: (18 slots used, 32 slots available)
40mm cannon rounds (6xHE, 6xFrag, 6xSmoke, 6xStun, 12 slots total)
500 spare Vulcan rounds (6 slots total)
Condition(s)
Loud (-2 to sneaking, stealth etc)
Heavyweight (-1 to any actions involving fast movement)
Bound to a chair (-1 to moving limbs independently)
Pinned (-1 to moving his right shoulder, bruised)

Game Events
The south side of the Compound is lit, no Darkness modifiers when in that area.
The time is 1:15am and is dark. Make sure to use your lights and your abilities!
Image
Fiona and Tyrone are next to the Hummer;
Andrew and Vladimir are fighting the Blur;
Asfer is trying to excape custody;
BJJ is just around the corner from Andy and Vlad with the choice of Fight or Flight.


Sat Jul 31, 2010 6:55 am
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Data Realms Elite
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Take my gun out and run into the HQ, With the silver Case.
Chould have sworn I already had the case...


Last edited by caekdaemon on Sat Jul 31, 2010 1:39 pm, edited 1 time in total.



Sat Jul 31, 2010 9:51 am
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
take the case too, I think it's important.


Sat Jul 31, 2010 12:02 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
ShadoWKilleR255 wrote:
take the case too, I think it's important.
:grin:


Sat Jul 31, 2010 12:14 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
"Vlad cooperate with me on this"

Use Hyper-Focus and B&E to break the blurs right arm. And have an ultimate rage face while I do it



So, will I have a +3 in this case?


Last edited by FoiL on Sat Jul 31, 2010 1:52 pm, edited 1 time in total.



Sat Jul 31, 2010 1:49 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
...♥♥♥♥.
Spin the chair around to face the SHARP chair leg piece, then use BOTH HANDS to grab it and cut the bindings loose.

Assuming I'm bound to the chair and not just myself. If I am not bound to the chair, then:

Wiggle around to face the SHARP chair leg piece, and use BOTH HANDS to cut the bindings loose.


Sat Jul 31, 2010 1:52 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
Point.blank wrote:
...♥♥♥♥.
Spin the chair around to face the SHARP chair leg piece, then use BOTH HANDS to grab it and cut the bindings loose.

Assuming I'm bound to the chair and not just myself. If I am not bound to the chair, then:

Wiggle around to face the SHARP chair leg piece, and use BOTH HANDS to cut the bindings loose.


Can you explain/elaborate a bit on this? I'm a bit confused what you mean.
Asfer is still completely bound to the chair. The only thing that has changed is that the rear right leg has a piece snapped off, and he AND the chair have fallen onto the right side. Complete 90 degree rotation.

Each ankle is tied to a leg of the chair as well as a piece connecting the two ankles, and your wrists are tied together behind the chair's back.

@FoiL: *Sigh* Yes, you get a +3. But that could be a bad thing remember. 6's are bad, as well as the top end of the roll. Meaning, for example, 5+3 = 6.


Sat Jul 31, 2010 4:16 pm
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Post Re: (srs) Roll To Dodge 2 - Hijacked until further notice
>Just go shoot the goddamn blur already.


Sat Jul 31, 2010 5:30 pm
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