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 Roll To Dodge 2 (RtD2) - Finished 
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Joined: Tue Oct 30, 2007 4:02 pm
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Oh, i thought we still had to venture towards the raft. In that case:

Board the raft in a very tidy and controlled fashion.


Tue Feb 08, 2011 1:53 am
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
lol, finally!!
Board raft while making small talk, also look around.


Last edited by hax on Tue Feb 08, 2011 6:14 am, edited 1 time in total.



Tue Feb 08, 2011 2:46 am
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Board the raft, and equip the Mk. IV.


Tue Feb 08, 2011 4:04 am
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
FoiL (3+1=4) Andrew Rodrigues
Andrew carefully steps onto the raft. Nothing bad happens. He waits.
ABILITIES USED: Berserk (1 turn left)
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 as needed 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 (Wielded, 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)
Broken Nose (Speech impediment, -1 until re-aligned) - Countered by Rage Face

Ociamarru (5) Vladimir Ivanov
"Vatt dee fahk heypened hier?"
Vlad starts to cross over the battleground-clearing, watching the ground for enemies. As he gets closer to the Swampland, he realises that he won't be able to land there. While he circles the battleground-clearing he picks up his radio and tries to make contact with the other team.
"Flying Hork to Joongel Eenimalz, come een."
"That you Vlad? What's with the codenames?" Asfer replies.
"To ztop uzzerz leezening een on ower convurzashunz, yew eediot. Watz goeeng on?"
"Barker's just found us and we're about to cross a river. We've also got two new guys in the group, so there's five of us all up."
"Good. Ve need all ov zee help ve can geet. Ve ahr circling above a clearing but ve can't go eeny furzer."
"Alright. We'll be there soon. I hope. Over and out."
Vlad 'hangs up' and relays the conversation to Kyle.
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 (Stored)
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 (2) Asfer Wilks
Before Asfer can board the raft, his internal-speaker crackles to life.
"Flying Hork to Joongel Eenimalz, come een."
"That you Vlad? What's with the codenames?" Asfer replies.
"To ztop uzzerz leezening een on ower convurzashunz, yew eediot. Watz goeeng on?"
"Barker's just found us and we're about to cross a river. We've also got two new guys in the group, so there's five of us all up."
"Good. Ve need all ov zee help ve can geet. Ve ahr circling above a clearing but ve can't go eeny furzer."
"Alright. We'll be there soon. I hope. Over and out."
Asfer relays the message to the others (including Barker) while waiting for them to board. When Asfer attempts to, the raft sinks under his foot and he quickly pulls back.
"Sorry Asfer, you'll have to find another way across." Barker states.
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.III 40mm Revolver Cannon (5 of 6 rounds, 1 turn to reload) HE SHELL
Mk.II 5.7x28mm Vulcan Gun (100 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, 5% per turn or 15% if resting)
Sensor node (Left Shoulder, IR, NV, auto-targeting camera)
Underslung Harpoon Gun (Attached to Thermite Revolver, loaded)
- 2 spare Harpoons
Rear cargo container: (17 slots used, 33 slots available)
- 40mm cannon rounds (3xHE, 3xFrag, 6xSmoke, 6xStun, 9 slots total)
- 250 spare Vulcan rounds (3 slots total)
- 9 spare Thermite rounds (5 slots)
Mk.IV 20mm Thermite Revolver (5 of 5 rounds, minor action to reload)
Image

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 65%

HighEndNoob (2) Kyle Berguard
As Vlad circles around he speaks on the radio, so Kyle attempts to rest. He catches some words that intrigue him and he can't settle down, and then Vlad tells him what the other group is doing. (Read Vlad's Roll)
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)
Emotionless State (Max 5 consecutive turns, only usable in battle, discounts negative modifiers, resting auto-ends uses)
Weapons
FAMAS-A3 (20 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 (26 slots used, 4 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, 1 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)

bbbzzz234 (4) Ruben Strongstone
Ruben hops onto the raft easily after the Rough Soldier and takes his Silenced MP5 out, crouching and watching the treeline carefully. Johnny says hi and he introduces himself to him.
Appearance:
24, blue eyes, 5'6", curly hair, stylish hat.

Abilities
Veteran Sniper (+1 to sniping actions)
Sneaky (+1 to stealth actions)
Night Vision Goggles (+1 to seeing in low light)
Branch Balancing (+1 to actions involving movement in/on trees)
Weapons
Silenced Dragunov Sniper Rifle (5-15x scope, .44 FMJ, Magazine 7/7, slung)
Silenced MP5 (Magazine 30/30, wielded)
Molotov x5 (Roll a 3 or higher to successfully throw)
Inventory
Backpack (11 slots used, 14 slots available)
- 5-10x Thermal Scope (1 turn to switch to, 1 slot)
- 5 Dragunov Magazines (2 slots)
- 5 MP5 Magazines (2 slots)
- Rations (3 days, 9 uses, +1 to next action, 3 slots)
- Night Vision Goggles (1 slot)
- Lighter (1 slot)
- 21pk Cigarettes (1 slot)
Image

Condition(s)
Bruised (-1 to taking melee damage, healed in 9 turns)

hax (3) Johnny Maxfield
Johnny boards the raft after the Guy with the hat and says hi. Guy with Hat replies in kind and introduces himself as Corporal Ruben Strongstone.
Appearance:
22, stereotypical Chinese face, average build

Abilities
Night/Thermal Vision (No Darkness modifiers)
Motion Tracker (+1 to aiming at moving targets)
Sword Mastery (+2 while fighting with Tang-Jian & Sheath, -1 when using other melee weapons)
Observant (+1 to searching)
Weapons
(Johnny's weapons are hidden from view and will only be revealed when he uses them)
JS 7.62 Sniper Rifle (10 rounds, hidden)
FN P90 Silenced (50 rounds, hidden)
Tang-Jian (Sheathed across back, under coat)

Inventory
(Most of Johnny's inventory is hidden from view and will only be revealed when he uses it)
Black Overcoat
Aviator Shades (NV, TV, Motion Tracking)
Bulletproof Vest (100%)
2x Laser InfraRed attachments (used)
Black Backpack
- 3 P90 Mags
- 3 JS 7.62 Mags
- Laptop (Touchscreen, linked to SR Scope)
- 2 Spare Laptop Batteries (Shake-to-charge, 100%-100%)

Condition(s)

Game Events
It is about 4pm

Andrew - Asfer - Ruben - Johnny POV:
Barker gets onto the raft last before Asfer. Asfer attempts to board but his suit is too heavy.
"Sorry Asfer, you'll have to find another way across." Barker states.
"Well in that case, Blah Blah Vlad Conversation Stuff Herp Derp."

Vlad - Kyle POV:
As Vlad pulls up to start circling the clearing, something bumps Kyle's feet. He looks down to see the Brown Backpack with pull-cord he saw before.

CURRENT SUB / OBJECTIVES:
Find the Fabled Tree - through the swamp (across the river for A+A+R+J)

[No map cos I can't be bothered. Not much has changed anyway.]


Tue Feb 08, 2011 10:31 am
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Posts: 1434
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Rest inside the boat thing.


Tue Feb 08, 2011 1:11 pm
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
The patches of light green are swamp, and the brown trails are paths, right? If that's he case, then:
Head West in order to get closest to the path before crossing the swamp.


Tue Feb 08, 2011 1:15 pm
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Posts: 196
Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
FoiL wrote:
Rest inside the boat thing.

It's a raft. 5x3m made of logs and vines.

@PB: green = jungle, darker = denser. The only swamp is the one with the arrow.


Tue Feb 08, 2011 2:00 pm
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Joined: Tue Aug 11, 2009 2:42 am
Posts: 321
Location: On an iceberg typing away...
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Look around the swamp.
"Ruben? What kind of name is that?"


Last edited by hax on Wed Feb 09, 2011 6:13 am, edited 1 time in total.



Tue Feb 08, 2011 6:25 pm
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Posts: 254
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
I see, thanks for clearing that up. I wonder if I can still recharge a bit while walking...
Equip the Mk. IV while letting the generator recharge.


Tue Feb 08, 2011 9:40 pm
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Posts: 26
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Pick up the back-pack and inspect it.


Wed Feb 09, 2011 12:01 am
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Continue what I've been doin'...


Wed Feb 09, 2011 1:05 am
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Stay alert and try not to get caught by surprise.


Wed Feb 09, 2011 2:54 am
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Location: In front of keyboard, staring at monitor. (WA, Oz)
Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
HighEndNoob wrote:
Pick up the back-pack and inspect it.

HighEndNoob (-) Kyle Berguard
Kyle looks at the bag: it's a medium-sized brown backpack with various straps to hold it to you - or maybe you to it - and a cord with a handle on one side. Stitched next to the cord is the word "Primary". There is an openable flap on the top. The bag doesn't feel that heavy but it is bulging from its contents.


Wed Feb 09, 2011 9:56 am
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Joined: Fri Dec 12, 2008 12:45 pm
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Clearly it's a...


death ray with anti gravity properties.


Wed Feb 09, 2011 2:02 pm
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Post Re: (srs) Roll To Dodge 2 - Tribal Consequences
Can i be next boss? My secondary weapon is a pistol


Wed Feb 09, 2011 5:12 pm
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