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 Roll To Dodge 2 (RtD2) - Finished 
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Joined: Fri Apr 04, 2008 12:06 am
Posts: 196
Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - Choose wisely
I see your action and I raise you a roll as early as 8 and a bit hours from now. Yolady's gotta get some beauty sleep.


Tue Jan 04, 2011 4:44 pm
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Post Re: (srs) Roll To Dodge 2 - Choose wisely
Like that's going to help.


Tue Jan 04, 2011 6:09 pm
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Location: On an iceberg typing away...
Post Re: (srs) Roll To Dodge 2 - Choose wisely
The inventory pictures are nice, but need item names!!!


Tue Jan 04, 2011 8:10 pm
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - The Final Package
FoiL (2) Andrew Rodrigues
Andrew goes over to the Biplane to see what needs fixing, and discovers a foot-sized hole in the right wing. However, he doesn't have any useful materials to fix this hole.
Appearance:
20, Black hair, brown eyes, 6', well built, dark tan.

Abilities
Fists of fury (+1 to actions involving melee)
Forced Break & Entry (+1 to actions involving breaking things)
Hyper Focus (+1 concentration. 2 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, slung)
Beretta 92FS (7 of 10 rounds, holstered)
Extendable baton (Stored, snapped in half)
Inventory
Top gun sunglasses (Worn)
Blast-Proof Jacket (Pockets: 7 slot used, 3 available)
- Jacket Usage Manual
- 9 Rations (+1 to next action)
- A water bottle (+1 to next action, 2 uses)
- Ammo (5 Handgun magazines)
Waist Pockets (18 slots used, 2 available)
- 3 rockets for a SMAW
- Swiss army knife
- Utility Machete
- Ammo (2 Drums, 4 Handgun Magazines)
Botanist's Backpack (19 slots used, 11 available):
- Flare Gun and 4 red flares
- A Folding Shovel
- Some empty vials
- 30ft of rope
- Briefcase (Broken lock but closed)
- 6 Beowulf Magazines
Image
Condition(s)
Heavyweight (-1 to any actions involving fast movement)


Ociamarru (3) Vladimir Ivanov
Vlad gets the attention of Damien, who says he will help Vlad out when he can. Vlad just sits down and rests some more.
ABILITY USES GAINED: Cybernetics - 1 use
Appearance:
27, Russian. 6' 2", shaved blonde hair, green eyes, well built.

Abilities
Cybernetics (+2 to mobile actions, speed is doubled, 4 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, slung)
Khazar-replicated knife (Sheathed)
Grappling Cane with hidden blade (Held)
Inventory
Containment Unit (36 slots used, 14 available)
- Carved Wooden Statuette of self
- Radio
- Cellphone
- Flare gun with 2 green flares
- Ammo (18 Shotgun Shells, 8 handgun magazines)
- 5 days of Rations (15 meals, +1 to next turn)
- TOP-SECRET Information File
- Bubblewrapped Mechanical Cube (Downed Phoenix?)
- Cybernetic Enhancement Kit (1 Use left, nonrefillable)
- Cybernetic Enhancement Upgrade Kit
Image
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 (4) Asfer Wilks
Asfer follows Andrew to the Biplane to have a look at the damage. He can see that there is a small hole in the right wing, but he doesn't have any materials to fix it.
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, minor action to reload)
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 (4) Kyle Berguard
Kyle follows along after Andrew and Asfer, then gets to work figuring out what's wrong with his new weapon. After some checking for jams and such, he finds the Safety switch is on.
"Oh derp."
He switches it off and loads a round into the chamber.
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, slung)
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)
Image
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 (5) Tyler Smith
Tyler unlocks the E-Book by sliding a finger down one side, like a zipper, and then 'opens' the book with another slide to the left. There is a Cover Page and then a Table of Contents, which says that there are five more pages for Ability Statements and a page at the back for notes.
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 6 turns)


Game Events
It is just after noon.

CURRENT SUB / OBJECTIVES:
Find the Fabled Tree
- Leave the clearing and head West
= Get the Biplane airworthy
= Get assistance from a Blur for take off


Wed Jan 05, 2011 3:00 am
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Joined: Mon Feb 22, 2010 2:48 am
Posts: 26
Post Re: (srs) Roll To Dodge 2 - The Final Package
Help get the plane Air-borne.


Wed Jan 05, 2011 3:43 am
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Joined: Tue Oct 30, 2007 4:02 pm
Posts: 1434
Post Re: (srs) Roll To Dodge 2 - The Final Package
Wait, didn't damien completely heal me?


Wed Jan 05, 2011 4:35 am
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Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post Re: (srs) Roll To Dodge 2 - The Final Package
Indeed I did.


Wed Jan 05, 2011 4:38 am
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: (srs) Roll To Dodge 2 - The Final Package
That's...
Yolady wrote:
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 3 turns)
Poisoned Arm (Numb, -1 to using preferred arm)

Debatable.


Wed Jan 05, 2011 4:51 am
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Post Re: (srs) Roll To Dodge 2 - The Final Package
For my abilities I wrote:
Panacea: Heal any and all injuries. Cost = 50 Energy


But then again, I suppose keeping one or two is fine.


Wed Jan 05, 2011 4:53 am
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Post Re: (srs) Roll To Dodge 2 - The Final Package
Ragdollmaster wrote:
But then again, I suppose keeping one or two getting rid of none is fine.


Wed Jan 05, 2011 5:09 am
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Post Re: (srs) Roll To Dodge 2 - The Final Package
Son, I am disappoint. I did honestly heal him, though. Hell, you even put it in the game events here IIRC.


Wed Jan 05, 2011 5:15 am
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Joined: Fri Apr 04, 2008 12:06 am
Posts: 196
Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - The Final Package
Seeing as I regularly edit the rolls and sometimes grab the not-latest one to make the new one from, it's not surprising I missed that. Will be fixed in the next few minutes.

Quote:
Andrew asks if there are any medics in the group, and Damien stretches out his hand after some thought. "Here." Energy streams out from his fingers, slowly enveloping Andrew's injuries and repairing them. His burns fade as the scourged skin cells are destroyed and replaced with rapidly grown new ones; his leg straightens and the break mends as his bone cells realign; his shoulder is massaged back into place; his arm returns to normal coloration as the poison is destroyed. "Uh... wow." "Don't mention it."


Wed Jan 05, 2011 5:41 am
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - The Final Package
Kyle's Inventory has been imaged.


Wed Jan 05, 2011 9:12 am
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Post Re: (srs) Roll To Dodge 2 - The Final Package
Read the E-book.


Last edited by Raven on Thu Jan 06, 2011 1:52 am, edited 1 time in total.



Wed Jan 05, 2011 8:52 pm
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Joined: Fri Dec 12, 2008 12:45 pm
Posts: 48
Post Re: (srs) Roll To Dodge 2 - The Final Package
Sakiskid, I don't even know why you bothered to even join the game when many of your actions are so stupid and minor that they don't even qualify as a full minor action.

I'm just saying.


Oh and your character is pretty useless too.

That was unnecessary. Regardless of what you think of a player, they're allowed to play unless the person running the game says otherwise. Flaming them for what I saw as a reasonable action is over the line.

Also, to be honest, I find your posts far less contributory than Sakiskid's, not to mention simply annoying to boot. Idle commentary is fine and all, but you more or less try to play the game for the rollers from the proverbial backseat while simultaneously trying to predict what's going to happen. Don't do that.


Wed Jan 05, 2011 9:18 pm
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