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 Roll To Dodge 2 (RtD2) - Finished 
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Joined: Mon Feb 22, 2010 2:48 am
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Post 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.



Sat Sep 25, 2010 4:23 pm
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Post 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.


Sat Sep 25, 2010 6:18 pm
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
Rodriguez makes me :(

Explore the abilities of my connection with vlad


Sat Sep 25, 2010 6:55 pm
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post 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.


Sun Sep 26, 2010 12:48 am
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Data Realms Elite
Data Realms Elite
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Joined: Sun Nov 01, 2009 3:00 pm
Posts: 4144
Location: Hell.
Post 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... :0


Sun Sep 26, 2010 12:59 am
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Post 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... :0


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.


Sun Sep 26, 2010 1:28 am
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Post 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 :D

EDIT:
SIGNATURES :shock:


Sun Sep 26, 2010 2:16 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
Introduce myself to them strangers.
(insert introduction here). So, what should we do now?


Sun Sep 26, 2010 3:37 am
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Post 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.


Sun Sep 26, 2010 4:25 am
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Loose Canon
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Post 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.


Sun Sep 26, 2010 4:27 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
Waiting List updated, roll coming soon (if everyone has posted? I think they have).


Sun Sep 26, 2010 4:56 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
Hyperkultra wrote:
"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.

By all means.

Hmm, I wonder if the rotor-drone is salvageable...


Sun Sep 26, 2010 5:15 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
If we can find Gyro, I have no doubts that I could fix it.


Sun Sep 26, 2010 5:15 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
Hyperkultra (3) Fiona Lovagale
"Asfer, may I taker a look at your mech?" Fiona asks as they come to the group.
"By all means." He replies, and kneels to the ground.
Fiona climbs up the back and finds a handhold, then gets to work searching for upgradable components. There are many small hatches and panel around with ambiguous labelling, so Fiona pokes around. She eventually finds a data override terminal, and plugs a transceiver into it. A quick adjustment to her radio lets it talk to the transceiver; voice commands directed at the Exo-Suit's AI give her some control over the suit, but Asfer is ultimately in charge of everything from the cockpit.
She climbs back down to greet the others.
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 (4) Not tired this turn.
Bruised (-1 to taking melee damage, healed in 3 turns)

caekdaemon (5) Bob Jameson Jones
"There you are you bloody fool."
BJJ follows the trace to a mess of tents and crates just south of the Armoury, where he finds a quite gory scene. A pair of robotic exo-pants sticks out from underneath a large , broken-open crate; there is blood all around.
"Urgh. Yuck."
Ignoring the disgusting tid-bits, BJJ starts looting what's not crushed: the Exo-Pants.
Across the storage rack, many of the objects are broken or missing. BJJ manages to scavange some Rations, a Water Bottle and a MP5 Submachine Gun that was lodged in. The magazine in it is empty, but another quick search finds two magazines.
BJJ stashes the lot in his armour compartments for easy access, and the Beretta is exchanged for the HK MP5 SMG
ENTITY SCAN:
- 31 Y/O Male: SELF - 98% STEADY
- ERR Y/O Male: ERR% - ELEVATED HEARTRATE DETECTED
- 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
H&K Mp5 (75 rounds, Slung over shoulder)
Screwdriver (Stored)
Inventory
Night vision / Thermal Vision Monocle with Scouter Energy Detector WORN
Armour Compartments (25 slots used, 0 available)
- Diamonds (20 slots)
- 3 days of Rations (9 meals, 3 slots)
- A water bottle (2 uses, 1 slot)
- Spare MP5 Magazine (75 rounds, 1 slot)
HUGE backpack (41 slots used, 9 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)
- Beretta 92FS (10 rounds)
Condition(s)
Encumbered (-1 to any actions involving endurance, quick relexes etc)
Rested for 8 turns, 8 turns before tiredness.

FoiL (6) Andrew Rodrigues
Andrew and Barker turn around as one to see the newcomers. Fiona is walking beside a giant robot, who doesn't look that threatening - it's just walking. Vladimire walks up beside Andrew.
Here. I found this.
He holds Andrew's AA-12 out in front of him, and he hastily grabs it.
Cheers bro.
Vlad looks at him funny, like he just picked his nose or something.
Andy looks back to Roboman to see that Fiona is hanging off the back of it, messing with something. The robot doesn't seem to mind. In fact, the robot speaks!
"Hey. Name's Asfer. Don't worry 'bout the suit, it's just for show."
"Nice to know. I'm Andrew, that's Vladimir-"
Vlad nods.
"- and this is Captain Barker."
Asfer's helmet nods, "Sir."
Fiona jumps down from Asfer's back and dusts her hands off.
"Nice to see you two again. And you too, Cap'n."
"A pleasure. Any plans?" Barker sweeps his hand around at the landscape.
Unknowingly, Barker shifts his weight and Andrew leans on his bad leg, causing a little pain. Owie.
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 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, Weilded)
Colt 1911 (7 rounds)
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)
Slight Pain (-1 next turn)

Ociamarru (4) Vladimir Ivanov
Andrew and Barker turn around to see the newcomers and Vladimire walks up beside Andrew. He opens his mind to Andrew and lets a thought sneak through:
Here. I found this.
He holds the AA-12 out in front of Andrew, and he hastily grabs it.
A response: Cheers bro.
Suddenly, a swarm of words and images floods Vlad's mind, swirling around his head like a hurricane, but it stops again as soon as it started. He looks at Andrew, but Andrew just raises an eyebrow and looks back to Fiona and the robot, which speaks:
"Hey. Name's Asfer. Don't worry 'bout the suit, it's just for show."
"Nice to know. I'm Andrew, that's Vladimir-"
Vlad nods.
"- and this is Captain Barker."
Asfer's helmet nods, "Sir."
Fiona jumps down from Asfer's back and dusts her hands off.
"Nice to see you two again. And you too, Cap'n."
"A pleasure. Any plans?" Barker sweeps his hand around at the landscape.
Vlad looks up to see little flashing lines and swirls above everyone's head, moving about on their own. Obviously he is seeing things. Zat coodnt bee zeir zoughts?! Cood eet?
He puts a hand to his forehead as it gets too much for him.
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 (Can project thoughts to others and 'see' theirs)
Slow Motion (Uncontrollable)
Instinctual Actions (Vladimir does things without thinking or knowing)
Weapons
Saiga-12 Combat Shotgun (9 shells, slung over shoulder)
Colt 1911A (7 rounds, holstered)
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)
Headache (-1 to next turn)

Point.Blank (4) Asfer
"Asfer, may I taker a look at your mech?" Fiona asks as they come to the group.
"By all means." He replies, and kneels to the ground.
Fiona climbs up the back for a quick look around and Asfer introduces himself.
"Hey. Name's Asfer. Don't worry 'bout the suit, it's just for show."
"Nice to know. I'm Andrew, that's Vladimir-"
Vladimir nods.
"- and this is Captain Barker."
Asfer nods, "Sir."
Fiona jumps down from Asfer's back and dusts her hands off.
"Nice to see you two again. And you too, Cap'n."
"A pleasure. Any plans?" Barker sweeps his hand around at the landscape.
SIXTH SENSE: BJJ is missing!
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) 70%
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)

HighEndNoob (-) Kyle Berguard
"ETA to drop: 2 minutes. Ready up!" instructs his CO.
"Yes Sir!" Kyle responds.
He quick-checks his pack - everything's there - and take hold of the bar above him.
"Soon as we get down, Berguard, I want you out and on the ground!"
"Sir! Yes Sir!"
The Helicopter lowers down to the Helipad and Kyle releases the handbar.
"GO! GO! GO!" His CO yells in his ear.
Kyle drops the last five feet to the concrete and runs the momentum off, then turns and salutes his CO, who's silvery hair whips around in the wind.
"Good luck Soldier! See you after the Op!"
The Helicopter rises again and away. Kyle looks around.
The metal-frame Helipad is on the top of a large building, one side which looks like some C-4 was planted below. He jogs down the external stairs to the East side of the building, where a ladder hangs to the ground. Only one way down.
Abilities
Marksman (+1 to longrange combat)
Pyromaniac (+1 when using explosives or flame)
Weapons
Famas-G2 (30 Rounds)
Dual Golden Desert Eagles (9 - 9 Rounds)
Katana
Inventory
Holographic Sight (Mounted on FAMAS)
M203 Grenade Launcher (Mounted on FAMAS)
Recoil-countering Wristguards (100% Energy)
Backpack (22 slots used, 3 available)
- 5 Flashbangs (Non-Lethal, Audio/Visual, 2 slots)
- 5 Claymores (Lethal, contains ball-bearings and shrapnel, 5 slots)
- 5 Molotov Cocktails (Flammable, 2 slots)
- Cigarette Lighter (100% Fuel, 1 slot)
- 4 Semtex Plastic Explosives (Waterproof, malleable, 2 slots)
- 4 C-4 Explosives (Everything-proof, malleable, 2 slots)
- C-4 Detonator (1 slots)
- 5 Spare Magazines per weapon (15 total, 7 slots)
Condition(s)
Highly Explosive (Roll a 1 when shot and one of your explosives blow up)
Recoil-Countering (+1 accuracy, -1 when Energy has run out)
Explosives (Roll 3+ to successfully use, 2=fumble, 1=premature explosion, 6=dud)

Game Events
The time is 5:45 am.

Gyro has been temporarily removed from the roll to save space.

The Helicopter that was heard by all flies to the top of the Main Building. There must be a Helipad up there. The Helicopter hovers low for a moment, then lifts back up and away.


Last edited by Yoman987 on Sun Sep 26, 2010 7:05 am, edited 4 times in total.



Sun Sep 26, 2010 6:42 am
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Post Re: (srs) Roll To Dodge 2 - The Aftermath
I gratefully await your roll - I will post my action on this post when you post the roll.
EDIT: I know how we're getting outta here, guys.
Testing the waters of my new mental abilities, try and tell everyone (through telepathy) that we could use the helicopter to continue, instead of being stuck in a hummer. Pay attention to the little images over their heads.

EDIT2: Oh right, sorry, new action posted.


Last edited by Ociamarru on Sun Sep 26, 2010 7:39 am, edited 1 time in total.



Sun Sep 26, 2010 6:43 am
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