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 Roll To Dodge - Blue 
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
> Stop, and don't get a groin injury |


Sat Nov 27, 2010 4:22 am
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Post Re: Roll To Dodge - Blue
'k, edited my action.


Sat Nov 27, 2010 4:29 am
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Post Re: Roll To Dodge - Blue
Ruirize wrote:
Minor: Dowse the surrounding rock; Search for pockets of air, structural weaknesses.
Major: Probe keypad with electrokinesis. Be sure to look for subtle changes.


Do you mean browse ? Dowse is another word for put out, as in "dowse that fire" .


Sat Nov 27, 2010 9:46 am
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Post Re: Roll To Dodge - Blue
> Bandage my hand in cloth and equip my gauntlets. (Unequip the Decabow) |

Subtle changes... what? Lets just bash the door down, bro.

(WEWT FOR MULTIPLE PERSONALITY DISORDER)


Sat Nov 27, 2010 10:49 am
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Post Re: Roll To Dodge - Blue
Crazy, t's called DID (Dissociative Identity Disorder).


Sat Nov 27, 2010 1:16 pm
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Post Re: Roll To Dodge - Blue
Yoman987 wrote:
Ruirize wrote:
Minor: Dowse the surrounding rock; Search for pockets of air, structural weaknesses.
Major: Probe keypad with electrokinesis. Be sure to look for subtle changes.


Do you mean browse ? Dowse is another word for put out, as in "dowse that fire" .


Lrn2Google

Dowse: To search for something within something.
Douse: To cover something in something.


Sat Nov 27, 2010 1:35 pm
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Post Re: Roll To Dodge - Blue
Ruirize wrote:
Lrn2Google

Dowse: To search for something within something.
Douse: To cover something in something.


Yeah I can google. My bad.


Sat Nov 27, 2010 1:38 pm
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Post Re: Roll To Dodge - Blue
Ruirize, lrn2dictionary
Also, the physical dictionary I have here says:
Quote:
douse, dows, dows, v.t. to plunge into water: to strike or lower, as a sail: to put out, quench, [Cf. Old. Du. dossen, to beat.]

If you want to use obscure divination words, be prepared for others to correct you.

Back to RtD now?


Sat Nov 27, 2010 2:34 pm
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Post Re: Roll To Dodge - Blue
I know I'm not actually in the game, but I'm wondering something....

Exactly how far can this storyline go? It has to end at some point, I'd think, and when it does, what will you do with all the people on the waiting list? *Coughmeincluded*

Will you make another game? Or will you pass the torch to someone else so that they can continue as Dice Master?

I understand if you're not sure what you'll do, but I'd be very thankful if you could pity my impatient-ness and give an answer.

Thanks.


Sat Nov 27, 2010 8:40 pm
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Post Re: Roll To Dodge - Blue
I will make a sequel, that's what.


Sat Nov 27, 2010 8:46 pm
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Post Re: Roll To Dodge - Blue
The mecha RtD thingy? I think all the spots are taken already.

and that reminds me, when it starts could you PM me? because I don't check the forums I only check the threads that I like at a certain day and then never check for new threads again.


Sat Nov 27, 2010 9:23 pm
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Post Re: Roll To Dodge - Blue
So, I just looked through the character sheets I have stored for Mecha RtD. And holy ♥♥♥♥. We need to get some stuff laid down. I'll be posting some guidelines for what tech is or isn't feasible at the time, and some general guidelines for other stuff. Pretty much everyone is gonna have to change their sheets in one way or another. Anyone who needs their sheet, PM me and I'll PM it to you.


Sat Nov 27, 2010 9:48 pm
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Post Re: Roll To Dodge - Blue
Ion blasters are quite feasible as spaceships use Ion engines and those just accelerate electrons to about 60 KM/s, I can see how that can be used for ranged EMP shots (not waves or blasts).


Sat Nov 27, 2010 10:07 pm
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Post Re: Roll To Dodge - Blue
Part 1 in a series on the available technology in the setting of Mecha RtD.

Kinetics/Ballistics:
Guns have been, and are still the defacto weapon for pretty much anything. No crazy super-bullets have been designed that can kill with a single shot. Most guns still use an explosive charge to propel a metal slug forward, as they have for centuries before. Only difference is that now the bullets are about the size of your forearm, instead of your finger.
Railguns are the best thing since sliced bread in my opinion, but the science behind them still hasn't quite caught up with the badass factor. Railguns are more deadly than an explosive propelled gun will ever be, but generating the electricity required to fire a railgun takes a medium-heavy or heavy mech. And that's not even considering the recoil. And more than one is ridiculous, end of story.

Energy Weapons:
Weaponized lasers are pretty commonplace. Any kind of mecha can use them, no recoil, pretty damn accurate. They make decent sniper weapons, except for the relatively low penetration power. Power cost is lower than both plasma weapons and railguns.
Plasma. Oh boy, where to begin. First off, plasma weapons are still in their infancy. The theory has been hammered out fine, the problem is putting it into gun form. It isn't impossible to have a plasma weapon, just don't expect it to be a super-refined death machine. Expect it to be an experimental frankenstein half held together with duck tape. Not to say that it won't be effective; plasma weapons would be dangerous, just fragile and unstable.
Shaped Energy. Ha, no. Science hasn't gotten that far yet. It's one thing to launch a glob of plasma or a bolt of lightning at the enemy with reckless abandon. It's an entirely different matter to form it into a sword, or claws, or anything of the sort. This means you MLC.

Explosives:
Missiles. Tracking systems have naturally become more sophisticated, so missiles will be more accurate. Sadly, explosives have not progressed as much. You want a bigger boom, you'll still need bigger missiles. Be aware that missiles CAN be detonated while still on the mecha.
Grenades. Unpropelled explosives, unlike missiles, HAVE become fancier. You can have pretty much anything for these. EMP, chaff, napalm, HE, fragmentation, liquid nitrogen, jamming electronics, whatever. Just use good judgement. No black hole grenades.

Melee:
Bladed Weapons. They have guns. Giant robot guns. Generally, swords aren't used much, just because you will be shot and killed with a gun if you try to. Any Mecha that are going to charge straight into battle on the frontlines should not have a sword. Knives on the other hand, are a good idea. Having a knife for melee or utility or just as a backup is a sound idea. As for what types of blades there are, fancy alloys or metals or whatever are fine, vibration blades and the like are stretching it, so try not to use them. I guess I'll accept a virbato blade, but I'd prefer not to. Energy swords, straight up no.


Setting: This is two years after RtD - Blue. There was a big disaster, the world is wrecked. The only real company maintaining order and technology is NovaCorp. They invented Mechas and the reactors and drives needed to power them. There are a couple manufacturers besides NovaCorp making mecha weaponry, but NovaCorp is the only one making actual mechas. Noone "made their own mech in their mom's basement" or as a side hobby, or something like that. Your mechs have been bought, stolen, found, or whatever else. Not made.

You guys are gonna have a limited supply of munitions and parts. You're all on an aircraft carrier, as part of a sort of private army. Firing off 20,000 missiles at a single enemy will use all your missiles. Keep this in mind.

Superweapons are meant to be a "Aww ♥♥♥♥, I'm in a corner with a broken leg, time to ♥♥♥♥ some serious ♥♥♥♥ up so that my allies can rescue me" type of thing. Keep that in mind.

MECHA TYPES. Oh holy jegus, you guys are bad at this. I have approx 4 lightweights, and only 2 actually heavy mechas. I'm dividing this up a bit. The group will have 2 heavy, 2 medium, and 2 light mechas. Balance, damnit.
Light Mechas: 20-40 tons, 7-10 meters
Med Mechas: 40-70 tons, 10-14 meters
Heavy Mechas: 70-100 tons, 14-17 meters.
I'm okay with going a bit outside this. A medium mecha at 72 tons is fine. A medium at 31 tons is not. Use common sense for this stuff.

Any and all questions, ask at will. I'll be editing the char sheets you guys submit a bit, just for balance etc, but try not to go too nuts. In general, if you don't see it being possible in 30 years, then it won't fly here.


Last edited by TorrentHKU on Sun Nov 28, 2010 7:15 am, edited 1 time in total.



Sat Nov 27, 2010 10:44 pm
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Post Re: Roll To Dodge - Blue
Just reposting this here so you don't have to look extensively for it. Edited it a bit, which includes the addition of some tags that kind of sum up the weapons' features.

Pilot
Name: Sargon
Age: 35
Physical Description: Blond hair, green eyes, stocky build.


Mecha
Name: Razgriz
Height/Weight: 15 meters, 70 tons
Physical Description: Heavily armored support unit, designed mainly to support a deployment of allied mechas. Although it has a fair chance of winning a one-on-one fight, its weapons are more geared towards long-range fighting.
Classification: Heavy
Combat Role: Support


Primary Weapon: 4 M242X Bushmaster Chain Guns - An autocannon originally produced as a 25mm chain-gun in 1972, but recently redesigned for mecha-level combat efficiency. These heavy guns fire 40mm armor-piercing shells at 200 RPM, and have an effective range of 5 kilometers. The barrage they deliver at close range is frightening, but can be withstood by a mecha with a shield or extremely heavy armor long enough for a retaliation attack; thus, these are more suited to engaging light-to-medium mecha at long range. They can also be used as very effective anti-air weapons.
-Ballistic-Kinetic
-Automatic
-Good against light to medium armor


Secondary Weapon: 4 Brimstone HEAT missiles - These heavy missiles weigh nearly 50kg, and use a Tandem Shaped Charge in the warhead; this causes a small explosion right before the main impact, meant to trigger reactive armor or simply to soften up a target's armor, immediately after which the main HEAT warhead hits the target. With a range of 12km and supersonic speed, Razgriz's Brimstone missiles are hard to dodge and fairly effective on most types of light to heavy mecha.
-Explosive
-Armor Penetrating
-Heat Seeking
-Supersonic


Abilities: Jamming - Activates an onboard jammer that scrambles nearby electronics, temporarily disabling things like munition guidance systems, communication networks, etc. Lasts for two turns.
-Jammer
-Two turns


Superweapon: Nimrod - For inflicting maximum pain, one super-heavy Nimrod missile has been installed on the Razgriz. Much more powerful than the Brimstone missiles the Razgriz has as a secondary weapon (with a weight of nearly 100kg and a length of 260cm), the Nimrod missile is extremely deadly against all mecha types. The Nimrod moves at a speed of 2,000 km/h and has a range of 36km. As a thermobaric (fuel-air) missile, it fragments on impact and causes a powerful explosive shockwave on detonation. However, due to the reliance on external oxygen for producing the fuel-air shockwave, the Nimrod's power is greatly diluted in space or underwater, but it still remains deadly in almost any environment.
-Thermobaric
-Hypersonic
-Heat Seeking
-Large Area Of Splash Damage


Last edited by Ragdollmaster on Sun Nov 28, 2010 7:08 pm, edited 3 times in total.



Sun Nov 28, 2010 2:21 am
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