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 Roll To Dodge 2 (RtD2) - Finished 
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Data Realms Elite
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Roast Veg wrote:
Foa wrote:
A crate of bullets that give people explosive hemorrhoids, and diarrhea.


That's diarrhoea.

Close enough.

And liquid nitrogen?
That is dumb, I think a better idea is putting nitroglycerin in a blunderbuss.


Thu Dec 30, 2010 1:07 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
So he kills himself?


Thu Dec 30, 2010 1:08 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Foa wrote:
And liquid nitrogen?
That is dumb, I think a better idea is putting nitroglycerin in a blunderbuss.

It works in a knife.

Just have them be similar to darts, not bullets.


Thu Dec 30, 2010 1:15 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
caekdaemon wrote:
Foa wrote:
And liquid nitrogen?
That is dumb, I think a better idea is putting nitroglycerin in a blunderbuss.

It works in a knife.

Just have them be similar to darts, not bullets.

Okay, how about a little quicksilver to go with that liquid nitrogen?


Last edited by Foa on Thu Dec 30, 2010 1:20 am, edited 1 time in total.



Thu Dec 30, 2010 1:19 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Last time we mentioned having a launchable WASP knife, it was deemed impossible. So Yomanticore, can we have 'impossible' weapons in the crate? After all, Mr. Nick is supernatural and such.


Thu Dec 30, 2010 1:19 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Ociamarru wrote:
Last time we mentioned having a launchable WASP knife, it was deemed impossible. So Yomanticore, can we have 'impossible' weapons in the crate? After all, Mr. Nick is supernatural and such.

How about you put the liquid nitrogen in darts, and have the gun shoot those darts.

Like a tranquilizer machine gun, or something.


Thu Dec 30, 2010 1:22 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
How about a hacking device?To make exosuits/robots go mad an fire at everyone


Thu Dec 30, 2010 1:55 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Foa wrote:
Ociamarru wrote:
Last time we mentioned having a launchable WASP knife, it was deemed impossible. So Yomanticore, can we have 'impossible' weapons in the crate? After all, Mr. Nick is supernatural and such.

How about you put the liquid nitrogen in darts, and have the gun shoot those darts.

Like a tranquilizer machine gun, or something.

That sounds insane. But also very deadly sounding due to overdose, meaning it doubles as a lethal weapon.


Thu Dec 30, 2010 1:55 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Heh, if you rolled a 1 with that you'd probably hack into your own brain.


Thu Dec 30, 2010 2:05 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Darts filled with liquid nitrogen sounds like a fairly simple concept to me. How hard is it to modify a gun's reciever to fit the darts?


Thu Dec 30, 2010 2:31 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Requisite needs to hurry up, I want to break stuff with my new toy!


Thu Dec 30, 2010 2:33 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Yoman987 wrote:
Darts filled with liquid nitrogen sounds like a fairly simple concept to me. How hard is it to modify a gun's receiver to fit the darts?


Very. They lack the aerodynamics of a bullet and don't have propellant to boot. Plus, many people think of guns as being "you load the bullet in, pull the trigger, and hey-o you got a dead terrorist over there". Bullets don't work by themselves- they need to be part of a cartridge to actually fire. Unlike bullets, which are part of a cartridge, darts don't have any propellant. Thus, you can't just shove darts into a modified receiver- even if the gun has a modified barrel- and expect them to fire. This is why you cannot have an automatic dart gun. It's also why many people who have use for anesthetic darts use crossbows and/or blowguns. Now, it's true, there are tranquilizer rifles out there, but those aren't ballistic rifles; they are often airguns or powered by compressed CO2. It's also why they are typically single-shot weapons. Not automatics. The closest thing you could ever get to an automatic dart launcher is a repeating crossbow. This still doesn't eliminate the problem of the fact that you can't have darts filled with ♥♥♥♥ liquid nitrogen considering the thing starts to boil and evaporate at -196 Celsius. Most military uses of liquid nitrogen pretty much boil down to it being a coolant. It's not used offensively for several reasons- namely the fact that you can't insulate such a material in bullets or darts efficiently. It's possible, maybe, but god knows if the resulting dart and/or cartridge would be aerodynamic in any way whatsoever, since it would probably have to be a metal that's not typically used for darts/projectiles. Also keep in mind that liquid nitrogen isn't some sort of super effective killer. Unless you hit them in the heart, all you're going to do is cause some pain and numbness in a very small section of their body. Even hitting their bloodstream would probably have a minute effect- liquid nitrogen would evaporate extremely quickly in such a hot environment. You'd probably end up doing more damage from the little pinprick they get when the dart hits their body- maybe be lucky enough to sever a vein if you roll a 5 or someshit.



So yeah, you have an idea (automatic liquid nitrogen dart launcher) that is impossible to implement, and even if it was, or if one of its impractical little brothers was wished for instead, it would probably be a very ineffective weapon. Why not just wish for a grenade launcher or something?

EDIT -> I realize I am the dreamcrusher of silly ideas, but really. You're making every weapon designer ever born cry. General guide for picking outlandish weapons: 1) Is it even remotely feasible with modern or foreseeable technology? 2) Would it make an effective weapon? 3) Would it make an efficient weapon, or would I be better off with a generic bullethose? 4) Is RDM going to get pissed and throw a hissy fit in the form of a text wall when I suggest this weapon?

If you can objectively answer 'yes' to the first three questions and 'no' to the last then you're probably on the right track.


Thu Dec 30, 2010 3:08 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Requisite's done his wish, so I'll roll now.

@RDM: Well, showing the research it makes sense that it doesn't work, so lemme collate a few things and I'll edit this post.

Everything's ready, rolling now.


Last edited by Yoman987 on Thu Dec 30, 2010 3:44 am, edited 1 time in total.



Thu Dec 30, 2010 3:12 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
http://www.youtube.com/watch?v=HyAl9qK3Rlg

This thing better be in one of the boxes. Just sayin.


Thu Dec 30, 2010 3:37 am
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Whew, this was a big one. It would have been too hard to keep the contents secret, so to be fair everybody now knows everyone else's.

FoiL (-) Andrew Rodrigues
Andrew knows exactly what is in his present - it can only be one thing, judging by the length and weight of it. He rips the paper off and uncovers a black plastic case. He flicks the two latches up and opens the lid. Inside, nestled in dark foam, is a M4 Carbine and six magazines. Although, the weapon does look a little different from when he saw one last: the barrel is thicker and the receiver is larger. A small metal plaque sits in the foam next to it:
Mark 4 Carbine
with Beowulf
calibre upgrade

Andrew grins.
Appearance:
20, Black hair, brown eyes, 6', well built.

Abilities
Fists of fury (+1 to actions involving melee)
Forced Break & Entry (+1 to actions involving breaking things)
Hyper Focus (+1 concentration. 0 of 6 uses)
RAGE FACE (+1 to intimidation & pain-ignorance)
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)
Mental Link - Vladimir ('Telepathy' with Vladimir)
Berserk Mode - Uses all abilities and an additional +1 to all rolls. -1 to the roll in which you exit this mode. Maximum 5 consecutive uses and 2 turn cooldown.
Weapons
M4 'Beowulf' Carbine (30 of 30 rounds, in foam)
AA-12 (32 of 32 Rounds, slung)
Beretta 92FS (7 of 10 rounds, holstered)
Extendable baton (Wielded)
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 (2 Drums, 4 Handgun Magazines, 10 slots total)
Botanist's Backpack (19 slots used, 11 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)
- 6 Beowulf Magazines (3 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)
Sore Head (Must keep bandaged for 1 day, -1 to taking head damage)
Misaligned Shoulder (Doctor/Medic required, minor tasks with preferred arm only!)
Crispy (Burns, -1 to taking melee damage, requires burn medicine in 5 turns)
Poisoned Arm (Numb, -1 to using preferred arm)


Ociamarru (-) Vladimir Ivanov
Vlad opens his cube-shaped present, wondering what it is going to be. He hopes that it will help his Cybernetics somehow. Under the paper is a small plastic crate with latches. He flips the latches open and lifts the lid so examine the contents. Inside, within some foam, is a small plastic container about 2 inches cubed, a CD case and a metal plaque, which says:
Cybernetic Enhancement
Upgrade Kit - Strength
Chip Implant and
Firmware Upgrade

Appearance:
27, Russian. 6' 2", shaved blonde hair, green eyes, well built.

Abilities
Cybernetics (+2 to mobile actions, speed is doubled, 3 of 5 uses)
Athletic (+1 to mobile actions)
Scar-face (+1 Intimidation, -1 Charisma etc)
Resilience (Gains one extra roll before death)
Pilot Training (Able to fly aircraft, Cannot roll 1s)
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 (6 of 8 shells, wielded)
Khazar-replicated knife (Sheathed)
Inventory
Containment Unit (36 slots used, 14 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 (18 Shotgun Shells, 8 handgun magazines (80), 9 slots total )
- 5 days of Rations (15 meals, 5 slots)
- TOP-SECRET Information File (4 slots)
- Bubblewrapped Mechanical Cube (Downed Phoenix?) (3 slots)
- Cybernetic Enhancement Kit (1 Use left, nonrefillable, 1 slot)
- Cybernetic Enhancement Upgrade Kit (2 slots)
Condition(s)
Rested for ∞ turns, ∞ turns before tiredness.
Fail Chest? (Healed?)
Holey foot (-1 to running every second turn)
Apricot Effect ( Anti-Poison )


Point.Blank (-) Asfer Wilks
Asfer sits his delivery down on the ground with a thump.
Geez, this must be something heavy!
He rips off the paper to uncover a large plastic crate. He opens the lid of said crate and finds the one weapon that his Captain wouldn't let him use: The Mk.IV 20mm Thermite Revolver with Underslung Harpoon Gun.
"WOOOOOO! Yeah!!"
He attaches it to the side of the suit's right arm and stores the 9 spare clips into his Cargo Container.
Appearance:
Pilot: 21y/o. Mobile Armored Frame EXpirimental 103 Cannon Exosuit.

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.IV 20mm Thermite Revolver (5 of 5 rounds, )
Mk.III 40mm Revolver Cannon (5 of 6 rounds, 1 turn to reload) HE SHELL - DISENGAGED
Mk.II 5.7x28mm Vulcan Gun (200 of 250 rounds, 1 turn to reload) DISENGAGED
Bladed Shield (Left arm) EXTENDED
Inventory
MAF-EX103C Exo-suit (1 turn to enter/exit)
Ultra-compact generator (Recharged by light, 5% per turn if resting, damaged)
Sensor node (Left Shoulder, IR, NV, auto-targeting camera)
Underslung Harpoon Gun (Attached to Thermite Revolver, loaded)
Rear cargo container: (18 slots used, 32 slots available)
- 40mm cannon rounds (3xHE, 3xFrag, 6xSmoke, 6xStun, 9 slots total)
- 250 spare Vulcan rounds (3 slots total)
- 9 spare Thermite rounds (4 slots)
- 2 spare Harpoons (2 slots)
Condition(s)
Loud (-2 to sneaking, stealth etc)
Heavyweight (-1 to any actions involving fast movement)
Limp (Old wound, -1 to jogging or faster)
Heavy Armour (Asfer's body is mostly safe from harm)
Generator Power 95%


HighEndNoob (-) Kyle Berguard
Kyle opens his gift in a hurry to find what's inside. He opens the lid of his plastic crate and finds a FAMAS-A3 rifle - one of the prototype ones - with 5 spare magazines.
"Awesome."
He replaces his current FAMAS-G2 and its magazines with the new FAMAS-A3 and its magazines, due to his lack of space in his pack.
Appearance:
French. 5'8", goatee, green eyes.

Abilities
Marksman (+1 to longrange combat)
Pyromaniac (+1 when using explosives or flame)
Mental Link - Vladimir ('Telepathy' with Vladimir)
Weapons
FAMAS-A3 (30 of 30 rounds, Semi-auto mode, in foam)
Dual Golden Desert Eagles (4 - 5 of 9 Rounds ea, holstered)
Katana (Sheathed)
Inventory
Holographic Sight (Mounted on FAMAS)
KAC Masterkey Shotgun Attachment (Mounted on FAMAS)
Recoil-countering Wristguards (85% Energy)
Backpack (25 slots used, 0 available)
- 5 Flashbangs (Non-Lethal, Audio/Visual, 2 slots)
- 5 Claymores (Lethal, contains ball-bearings and shrapnel, 5 slots)
- 4 Molotov Cocktails (Flammable, 2 slots)
- Cigarette Lighter (100% Fuel, 1 slot)
- 3 Semtex Plastic Explosives (Waterproof, malleable, 2 slots)
- 4 C-4 Explosives (Everything-proof, malleable, 2 slots)
- Detonator (C-4/Semtex, 1 slots)
- 5 spare FAMAS Magazines (2 slots)
- 10 spare Desert Eagle Magazines (5 slots)
- 7 Spare Shotgun Shells (1 slot)
- Rations (2 uses - +1 to next turn when used, 2 slots)
- Medical Kit (0 uses, refillable, 0 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)


Sakiskid (-) Tyler Smith
Tyler opens his gifts, which looks rather small compared to everyone elses. If it is what he hopes it is, then it won't matter how large it is. He peels the paper away to uncover a A5-sized touchpad with 'MAD SKILLZ' printed on the top. Tyler smiles.
Appearance:
19, 6 foot, shaggy hair, skinny grey jeans, T-shirt, dark zippered-hoodie, skate shoes, headphones.

Abilities
Stealth (+1 to stealth actions)
Athletics (+1 to agility-related actions)
Chaotic (Things are more chaotic or gory around you)
Akimbo (Can use two weapons at once, 4 or 5 to use successfully)
Auditory R&R (+1 to any non-combat action while listening to your music)
Weapons
Silenced H&K UMP45 (25 of 25 rounds, stock-less, slung)
Silenced H&K USP .45 (12 of 12 rounds, holstered)
Machete (Sheathed)
Ballistic Knife (Single use unless retrieved, sheathed) Paralysis
Pair of Throwing Knives (1 turn to extract from shoes)
Inventory
Skiing mask
Chocolate snack bar
iPod and Skullcandy headphones (Worn and playing)
Garrote (5 of 5 uses)
Ammo (1x UMP45, 1x USP)
MAD SKILLZ E-Book (5 uses)
Condition(s)
Bullet Wound (-1 to taking torso damage, heals in 8 turns)


Game Events
It is noon.

Miss Blue opens her gift with care - the long parcel is very heavy. After fully unwrapping it, her eyes widen: in her hands sits a sword. A mix of beauty and deadliness, the golden blade is at least 3 feet long and guarded on either side in red from the hilt. The edged side of the blade curves up and back, similar to a scimitar. The hand grip is blood red and a single tassel hangs from the pommel. On the blade is engraved Cohlichemarde underneath a fanciful wave pattern. She stands there in mild shock.

The redhead, now known as Die, opens her crudely-wrapped parcel. Half way open, the object inside falls out the bottom and lands on the grass. She drops the paper wrapping and picks up the object. It's a lump of coal, dark and forboding. She frowns at it and throws it like a shotput into the jungle, then just stands there with her arms folded and a frown on her face.

Advere opens his gift, trying to contain his excitement. His parcel is just slightly shorter than Miss Blue's and probably heavier. After pulling the last of the wrapping off, he examines his gift: its a sword. The one-sided blade is black and wide and the hilt shaped like the flow of water, except even blacker than the blade. Every inch or so is a sharp notch cut in the blade's other edge, and engraved on the blade are two words: Lamina Tenebraum. As he holds it in his hand the blade seems to pulse and his hand darkens to match the colour of it.

Damien's gifts is a large one. He pulls off the paper to uncover a black plastic crate, and opening the crate reveals the mother of all sniper rifles: The Barret M107 Close Quarters Anti-Materiel Rifle. The metal plaque next to it says that it uses .50 calibre rounds, but he already knew that. There are also 5 spare magazines, along with the 10-round magazine already loaded.

Frederic opens his gift and uncovers a Universal Firearm Receiver Energy Upgrade and a battery that charges by movement. These can be used to upgrade a firearm to use focused beams of energy, like a laser, from compatible batteries - one of which came with the upgrade.

David is non-plussed about his gift, and so is Wilson. They both open their gifts and find the same thing in both: Comprehensive First-Aid Kits and a box of 5 Shrapnel Grenades. David's grenades fit his MGL-140 whereas Wilson's fit his M230. Both are happy.

Two gifts sit unopened - James' and Derik's. The Blurs have yet to decide on what they think is in Derik's, and both groups should decide on who gets the gifts.
Image


Last edited by Yoman987 on Sat Jan 01, 2011 7:08 am, edited 2 times in total.



Thu Dec 30, 2010 4:42 am
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