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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 - MEET BLUE DEMON
Hmmm, Foil, we're the last 1st generation members - when one of us dies, I vote that the other goes out guns-blazing to take out whoever killed the other.


Sat Oct 09, 2010 3:05 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Aren't we second gen? But I digress, sure thing buddy.


Sat Oct 09, 2010 3:07 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
OP wrote:
...
Dodger Mark IIs: Dogberry - Rachel - Andrew - Vladimir - Tyrone
...


Sat Oct 09, 2010 3:09 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Ragdollmaster wrote:
OH DEAR GOD WHAT

YOU WANTED TO FIRE A KATANA OUT OF A SHOTGUN

Image



Not that I personally have anything against you, I just hate retarded ideas, sorry. They make me want to alter the results of my roll so that the guys who come up with them get 1s.
I'm crazy, what can I say. I'm not really an serious guy, but I'm getting better. Weird, at school I try to be as realistic as possible. I still hate school.


Sat Oct 09, 2010 3:09 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
FoiL (4) Andrew Rodrigues
Andrew pulls off parts of the door that he just blasted and fashions together a crude splint from the parts he finds.
Abilities
Fists of fury (+1 to actions involving melee)
Forced Break & Entry (+1 to actions involving breaking things)
Hyper Focus (+1 concentration. 4 of 6 uses)
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 ('Telepathy' with Vladimir)
Weapons
AA-12 (30 of 32 Rounds, Wielded)
Beretta 92FS (10 of 10 rounds)
Extendable baton (Holstered)
Inventory
Top gun sunglasses (Worn)
Blast-Proof Jacket (Pockets: 7 slot used, 3 available)
- Jacket Usage Manual (1 slot)
- 9 Rations (+1 to next action, 3 slots)
- A water bottle (+1 to next action, 2 uses, 1 slot)
- Ammo (5 Handgun magazines, 2 slots)
Waist Pockets (18 slots used, 2 available)
- 3 rockets for a SMAW (6 slots)
- Swiss army knife (1 slot)
- Utility Machete (1 slot)
- Ammo (3 Drums, 4 Magazines, 10 slots total)
Botanist's Backpack (16 slots used, 14 available):
- Flare Gun and 4 red flares (6 slots)
- A Folding Shovel (3 slots)
- Some empty vials (3 slots)
- 30ft of rope (5 slots)
- Briefcase (Broken lock but closed, 4 slots)
Condition(s)
Heavyweight (-1 to any actions involving fast movement)
Broken Leg (Splinted, -1 to jogging and faster, belt-tied to stop blood flow)

Ociamarru (3) Vladimir Ivanov
Vlad tries to break down the mental barrier in Barker's mind through brute force, but no luck. It's like trying to shift a wall that's part of a house with your shoulder. He does find a small crack in his defence though, but again, he can't get his 'fingers' into the crack to expand it.
Abilities
Cybernetics (+2 to mobile actions, speed is doubled, 1 of 5 uses)
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)
Say what? ( ??? )
Weapons
Saiga-12 Combat Shotgun (8 of 8 shells, dropped nearby)
Colt 1911A (5 of 7 rounds, wielded)
Khazar-replicated knife
Inventory
Containment Unit (37 slots used, 13 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)
- Bubblewrapped Mechanical Cube (Downed Phoenix?) (3 slots)
- Medical kit (2 of 5 Uses, refillable, 5 slots)
- Cybernetic Enhancement Kit (1 Use left, nonrefillable, 1 slot)
Condition(s)
Rested for ∞ turns, ∞ turns before tiredness.
Fail Chest? (Healed?)

Point.Blank (3) Asfer
Asfer looks around, scanning the surrounds for any more dangers. He's pretty sure there is none. The newcomer speaks up:
"So I'll be seeing you, Blond. Asfer. Toodles."
She then walks off into the jungle on the left side of the road.
"Huh. Well, that was pointless." James complains, as he goes back to the Jeep.
Abilities
Large Muscle Mass (+1 to action requiring strength)
Sixth sense (+1 to detecting enemies, traps etc)
Mental Link - Vladimir ('Telepathy' with Vladimir)
Super Sprint (Diverts all power to the legs of the Exo-Suit to sprint. Max 3 consecutive uses. +2 to sprints, -2 to any other power-using action)
Weapons
Mk.III 40mm Revolver Cannon (2 of 6 rounds, 1 turn to reload) READY
Mk.II 5.7x28mm Vulcan Gun (250 of 250 rounds, 1 turn to reload) READY
Bladed Shield (Left arm) EXTENDED
Inventory
MAF-EX103C Exo-suit (1 turn to enter/exit)
Ultra-compact generator (Recharged by light, 15% per turn)
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)
Generator Power 40%
RIIIIIING (Ears ringing, -1 to next action)

HighEndNoob (3) Kyle Berguard
"Eh, whatev. Let's go."
Kyle holsters his Desert Eagles and gets back into the seat he recently vacated.
Abilities
Marksman (+1 to longrange combat)
Pyromaniac (+1 when using explosives or flame)
Mental Link - Vladimir ('Telepathy' with Vladimir)
Weapons
Famas-G2 (30 of 30 Rounds, Slung)
Dual Golden Desert Eagles (5 - 5 of 9 Rounds, Wielded)
Katana (Sheathed)
Inventory
Holographic Sight (Mounted on FAMAS)
KAC Masterkey Shotgun Attachment (Mounted on FAMAS)
Recoil-countering Wristguards (100% Energy)
Backpack (23 slots used, 2 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)
- 12 Spare Shotgun Shells (1 slot)
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)

CrazyMLC (3) James Blond
"Ah, good. I like a lady who can get her hands dirty." James strides to the newcomer. He extend his arm for a handshake.
"The name's Blond, -"
"James Blond, no trailing 'e'. Yes I know who you are."
"Oh, you do? Well, that makes the introductions that much easier then, doesn't it?"
"And it makes goodbyes so much quicker as well. So I'll be seeing you, Blond. Asfer. Toodles."
She then walks off into the jungle on the left side of the road.
"Huh. Well, that was pointless." James goes and gets back into the driver's seat.
Abilities
Ambidextrous (+1 to rolls involving the use of both hands)
Sly (+1 to sneaking, deceiving, picking up ladies etc)
Mental Link - Vladimir ('Telepathy' with Vladimir)
Weapons
Super-Heated Plasma Rifle (96% Energy)
High-Powered Dual Laser Pistols (100% | 100% Energies)
Mono-filament Bladed Bronze Knuckles
Inventory
Backpack (22 slots used, 3 available)
-Rations (15 meals, +1 to next action, 3 slots)
-Water Bottle (2 uses, +1 to next action, 1 slot)
-Two hand-lit flares (2 slots)
-Box of 12 Cigars (lasts 2 turns, +1 to awesomeness, 1 slot)
-Box of 50 matches (3+ to use, 1 slot)
-2x C-4 Explosives (3+ to use, 2 slots)
-3x Flash bangs (3+ to use, 2 slots)
-Blasting caps (3+ to use, 1 slot)
-Box of 6 Cigar guns (Disposable, single use, 1 slot)
-Fancy Expensive, manly cologne (1 slot)
-Plasma Rifle Ammo (5 mags, 5 slots)
-Utility machete (2 slots)

Game Events
The time is 6:45 AM.
Blue Demon leaves. Everyone (who can) re-enters the Jeep and James starts driving again. Down the road, they come to a T-Junction: straight ahead, or left. A small path goes off to the right to make a sort-of crossroads instead. There is a sign with an arrow pointing left. It says:
<< Mura <<


Image


Last edited by Yoman987 on Sat Oct 09, 2010 4:01 am, edited 1 time in total.



Sat Oct 09, 2010 3:31 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
She doesn't like me too much, does she?


Sat Oct 09, 2010 3:34 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Rest for 2 turns
EDIT: What happened to the sigs?


Last edited by HighEndNoob on Sat Oct 09, 2010 5:52 am, edited 2 times in total.



Sat Oct 09, 2010 3:35 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Hmmm...I remember resting restoring all my uses of cybernetics - also, Last time trying - try and get through the crack in his defense.
EDIT: Map is beautiful. I know DM's word is law, but between the roll on page 84 and the roll on page 85, my uses max out in one rest turn.


Last edited by Ociamarru on Sat Oct 09, 2010 4:25 am, edited 1 time in total.



Sat Oct 09, 2010 3:39 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Ociamarru wrote:
Hmmm...I remember resting restoring all my uses of cybernetics

Rest one, gain one.

SUPER DUPER AWESOME MAP GO LOOK


Sat Oct 09, 2010 4:12 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
"'ey, Kyle.
Hands off of my baby, you hear?"


If RPGs have taught me anything, it's that there are always benefits to going off of the beaten path. :P
> Turn right. |


Sat Oct 09, 2010 5:22 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Follow the jeep.


Sat Oct 09, 2010 6:51 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Ociamarru wrote:
I know DM's word is law, but between the roll on page 84 and the roll on page 85, my uses max out in one rest turn.


You can always notify a DM of any error the you (think you) may find. If you look on the roll after that, you will notice that your cybernetics are back to 3 uses. The error in Page 85's roll was a mistake on my part.


Sat Oct 09, 2010 7:52 am
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
Find some servos to further enhance my splint


Sat Oct 09, 2010 3:02 pm
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
FoiL wrote:
Find some servos to further enhance my splint
Ociamarru wrote:
Last time trying - try and get through the crack in his defense.
Point.blank wrote:
Follow the jeep.
HighEndNoob wrote:
Rest for 2 turns
CrazyMLC wrote:
> Turn right. |


For the sake of easy continuity between the Evil and Good rolls, the time of day will now be told as 'Early Morning', 'Midday' et cetera.

Roll results.
ImageImageImageImageImage
Please do not post an action, I'm just putting these here for tomorrow (now ++8 hours) so I can do the roll quick.


Sat Oct 09, 2010 4:51 pm
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Joined: Fri Dec 12, 2008 12:45 pm
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Post Re: (srs) Roll To Dodge 2 - MEET BLUE DEMON
2 5's probably wasted... what a shame.


Sat Oct 09, 2010 4:57 pm
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