Roll To Dodge 2 (RtD2) - Finished
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ShadoWKilleR255
Joined: Fri Dec 12, 2008 12:45 pm Posts: 48
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 Re: (srs) Roll To Dodge 2 - The Aftermath
11:57AM, I woke up at ~8:00AM so not early morning for me 
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Sat Sep 25, 2010 10:58 am |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Hyperkultra (-) Fiona Lovegale "Hey, there's people out there!" Asfer remarks from outside. Fiona gets up and follows. Geez, I am tired. Gotta get me some coffee or something. As long as it's strong. 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 (4 rounds out of 6, Flashlight attachment) Slung over shoulder Dual Desert Eagles (3 Mags 12 rounds each. +1 to both ranged and melee) Wielded Multitool (Stored) Inventory Flashlight Attachment (On RailSniper, Battery Green) Portable MicroFusion Generator (1 slot used, 14 available) - Reactor Dump Container (Radioactive, 1 slot) Containment Unit (50 slots used. 0 available) - 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) - Two-way Radio (1 slot) - Phoenix Down Revival Device (In FedEx Bag and Bubblewrap, 1 use, 4 slots) Hessian Sack (8 slots used, 2 available) - Medical kit (2 Uses left, Max 5, refillable, 5 slots) - Cybernetic Enhancement Kit (1 Use left, nonrefillable, 1 slot) - 4 Desert Eagle magazines. Condition(s) Tiredness (1) Reeeeeeally tired.
Concussion (Random chance of negative modifier, -1 to that action) Bruised (-1 to taking melee damage, healed in 4 turns)
RotorDrone (-) Gyro ... 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 (Night Vision & Infrared, 1 slot) - 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 71%)
Energy Consumption (Decreases battery power by 2% per turn) No Power! Unable to Self-Reboot!
caekdaemon (4) Bob Jameson Jones "Hey, there's people out there!" Asfer exclaims from outside. BJJ doesn't care. He's more interested in looting. Following Fiona outside, he turns South to where he think Tyrone last was, and sets his Scouter to scan for excess latent heat, say from dead bodies and machinery. ENTITY SCAN: - 31 Y/O Male: SELF - 98% STEADY - HEAT SIGNATURE LOCATED - UNKNOWN - INVESTIGATE 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 an entity's Vital Signs in close proximity. ENABLED Weapons Pancor Jackhammer (10 Shots) Wielded Beretta 92FS (10 rounds, Holstered) Screwdriver (Stored) Inventory Night vision / Thermal Vision Monocle with Scouter Energy Detector WORN Armour Compartments (20 slots used, 5 available) - Diamonds (20 slots) HUGE backpack (39 slots used, 11 slots available) - Speargun parts (Handgrip, Hollow steel shaft, 2 stainless steel cables, 7 slots total) - Toolkit, also contains NV Goggles Left Lens (11 slots used, 9 available) - 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) Encumbered (-1 to any actions involving endurance, quick relexes etc) Rested for 8 turns, 9 turns before tiredness.
FoiL (3) Andrew Rodrigues I'll just sit here for a while. No harm, right? Vladimire stands up and stares off into space for a moment. "Hey Vlad, you right bro?" Vlad looks at him, then turns without a word and sprints back inside the toppled truck. "Hm. Barker, help me up would ya?" "Yeah, hang tight." Barker helps him up, and Vlad comes back out of the truck with weapons slung over one shoulder and his backpack over the other. "Great job bro, thanks!" Says Andrew. Vladimire cocks his head at him and doesn't say anything, then looks past him. "Hey guys!" says a female voice; Fiona. 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 2 3 more times before rest (Max 6) ) Anti-Laser (Immune to attacks using Pure Energy as a Main Source, unless rolling a 1) Blast-Proof (Immune to explosive forces, unless rolling a 1) RAGE FACE (+1 to intimidation, scariness etc) Mental Link - Vladimir (Bonding, Identical Twin 'Telepathy') Weapons
AA-12 (Full Drum=32 Rounds, Slung over shoulder) Colt 1911 (7 rounds, Holstered) Extendable baton (Holstered) Inventory Top gun sunglasses WORN Blast-Proof Jacket (Pockets: 1 slot used, 9 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) - Ammo (3 Drums, 4 Magazines, 10 slots total) Botanist's Backpack (12 slots used, 18 available): - Flare Gun and 4 red flares (6 slots) - A Folding Shovel (3 slots) - Some empty vials (3 slots) - 30ft of rope (5 slots) Condition(s) Heavyweight (-1 to any actions involving fast movement)
Broken Leg (Realigned, -1 to jogging and faster, belt-tied to stop blood flow) Broken Leg usable in 1 turn. No walking actions until then. Lost your weapons
Ociamarru (5) Vladimir Ivanov Zkrew zis. Aim loukin foh mai geer. Vlad stands, and a low voice says from behind him: "Heeeeeyyyyy Vvvlaaaaad, yooooouuuuu riiiiighhhhht brrrrrooooo ... ?" Vlad turns around and looks at Andrew. Hey closes his eyes for a few seconds and looks like he is taking deep breaths. Vlad just nods, then turns back and walks inside the toppled truck to find some of his gear and maybe weapons. As he stands inside, he looks straight left and up, directly at a shotgun lodged between some metal rods. He reaches up and pulls out the Saiga-12 Shotgun, slings it over his shoulder and shifts a metal panel away on the floor. Underneath said panel is an automatic shotgun, a little dented from bouncing around. He slings that too. Finally, he gingerly holds the arm of a dead man up and removes a Colt 1911A Handgun from its holster, and put it away. Back outside the truck, Barker is helping Andrew to his feet, very slowly, and Fiona with a giant robot companion are walking over to them. He holds the two straps on one shoulder and rolls the other one around to take the backpack's weight - Vait, vat? Vladimir looks to his other shoulder and sees that his Backpack has appeared there. Ztrainge. Barker and Andrew look to be moving normally again, and Fiona raises her voice: "Hey guys!" Abilities Cybernetics (+2 to mobile actions, speed is doubled, can only use 3 more times before rest (max 5) )
Athletic (+1 to mobile actions) Resilience (Gains one extra roll before death) Pilot Training (Able to fly aircraft, Cannot roll 1s) Scar-face (+1 Intimidation, -1 Charisma etc) Mental Link - Andrew (Bonding, Identical Twin 'Telepathy') Slow Motion (Uncontrollable) Instinctual Actions (Vladimir does things without thinking or knowing) Weapons Saiga-12 Combat Shotgun (9 shells, slung over shoulder) AA-12 Automatic Shotgun (Andrew's) Colt 1911A (7 rounds, holstered)[/s] Khazar-replicated knife Inventory Backpack (35 slots used, 15 available) - 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) Condition(s) Rested for ∞ turns, ∞ turns before tiredness. Flail Chest (-1 to some actions, needs surgery to recorrect)
Point.Blank (-) Asfer "Hey, there are people out here!" Asfer exclaims, and Fiona moves up next to him. They both walk across the gray-coloured dirt, eyeing the large crater carefully, and Fiona greets the three men. "Hey guys!" 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) READY Mk.II 5.7x28mm Vulcan Gun (250 rounds, 1 turn to reload) READY Bladed Shield (Left arm) RETRACTED Inventory MAF-EX103C Exo-suit (1 turn to enter/exit) Ultra-compact generator (Recharged by light, 15% per turn) 85% ++ 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)
Wounded Left Calf Muscle (-1 to using lower left leg) Mechanized Heavy Armour (Asfer's body is mostly safe from harm) Sunlight (Armour's power is being recharged)
Game Events The time is 5:45 am. In the distance, a helicopter is heard, by everyone, coming from the South East.
Hints: Tiredness can be stalled with caffiene or similar supplements.
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Sat Sep 25, 2010 11:32 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (srs) Roll To Dodge 2 - The Aftermath
"There you are you bloody fool." Get over there and get looting.
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Sat Sep 25, 2010 12:00 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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 Re: (srs) Roll To Dodge 2 - The Aftermath
HighEndNoob wrote: Techniclly, there are 6 minutes left. But I progress. If bbbzzz345 does not post in 6 minutes, >come in to the camp somehow.
EDIT: Wow, I've posted more times in a row than in a period of 5 days. EDIT2: 3 minutes left. I've got to stop editing every time a minute gos by. FINAL EDIT3:And I'm am offically in. GOD DAMN IT T.T Why did I have to be assigned a DBQ this week?!!?
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Sat Sep 25, 2010 3:23 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: (srs) Roll To Dodge 2 - The Aftermath
>Why did I have to be assigned a DBQ this week?!!?
AP History? I feel your pain.
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Sat Sep 25, 2010 3:37 pm |
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HighEndNoob
Joined: Mon Feb 22, 2010 2:48 am Posts: 26
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 Re: (srs) Roll To Dodge 2 - The Aftermath
This is my character:
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)
>.Fly in on a pavelow
Last edited by HighEndNoob on Sun Sep 26, 2010 2:05 am, edited 1 time in total.
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Sat Sep 25, 2010 4:23 pm |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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 Re: (srs) Roll To Dodge 2 - The Aftermath
YAY! I never have to sleep anymore! Yay for super mushroom stimulants! Also, uncontrollable slow-motion and instinctual actions! So I'm assuming if we're constantly missing some object important to the plot, you'll have me grab it randomly or something?
Using my mental link, explain to Rodriguez what has happened since I ingested that stuff - assuming that I now realize that I'm living in slow motion. As my action, hand him his AA-12.
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Sat Sep 25, 2010 6:18 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Rodriguez makes me Explore the abilities of my connection with vlad
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Sat Sep 25, 2010 6:55 pm |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Ociamarru wrote: So I'm assuming if we're constantly missing some object important to the plot, you'll have me grab it randomly or something? Only if you know what it is and I can't give it to the group any other way.
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Sun Sep 26, 2010 12:48 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Yoman987 wrote: Ociamarru wrote: So I'm assuming if we're constantly missing some object important to the plot, you'll have me grab it randomly or something? Only if you know what it is and I can't give it to the group any other way. Sounds like alien hand syndrome or something. Just imagine if he threw a grenade with that... 
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Sun Sep 26, 2010 12:59 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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 Re: (srs) Roll To Dodge 2 - The Aftermath
caekdaemon wrote: Yoman987 wrote: Only if you know what it is and I can't give it to the group any other way. Sounds like alien hand syndrome or something. Just imagine if he threw a grenade with that...  Action: Go see if Rodriguez is okay. Result: You check up his injuries and he is fine except for a broken arm, hearing a sound like a gunshot nearby. You turn when you hear an explosion and it seems you must have thrown a grenade, taking out a small squad of enemies. Then, looking back at Andrew, you find his wounds completely dressed - oops.
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Sun Sep 26, 2010 1:28 am |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Ociamarru wrote: Action: Go see if Rodriguez is okay. Result: You check up his injuries and he is fine except for a broken arm, hearing a sound like a gunshot nearby. You turn when you hear an explosion and it seems you must have thrown a grenade, taking out a small squad of enemies. Then, looking back at Andrew, you find his wounds completely dressed - oops. I didn't know you were ambidextrous AS WELL  EDIT: SIGNATURES 
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Sun Sep 26, 2010 2:16 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Introduce myself to them strangers. (insert introduction here). So, what should we do now?
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Sun Sep 26, 2010 3:37 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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 Re: (srs) Roll To Dodge 2 - The Aftermath
Wait, do I have to craft a signature? Oh god, I suck at these - I'm sure I'll find something based off of all y'alls.
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Sun Sep 26, 2010 4:25 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: (srs) Roll To Dodge 2 - The Aftermath
"Asfer, may I taker a look at your mech?" > If he allows it, climb onto its back like a monkey and get looking. Try to find anything that I can easily modify/improve.
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Sun Sep 26, 2010 4:27 am |
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