Roll To Dodge!

Discussion in 'Space Junk' started by TheDoctor1911, Jul 24, 2010.

Roll To Dodge!

Discussion in 'Space Junk' started by TheDoctor1911, Jul 24, 2010.

  1. RreaperRandom

    RreaperRandom New Member

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    Create an ice platform under Laura, than search the armory for any ammo I can find. I'm stubborn :)
     
  2. Arvendragon

    Arvendragon Member

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    Try to get up quietly.
     
  3. Meee

    Meee New Member

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    Quietly go back and look for grenades
     
  4. Phoenix

    Phoenix New Member

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    Help Laura.
     
  5. TheDoctor1911

    TheDoctor1911 New Member

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    They see me rollin'.

    ROLL 19

    ijffdrie/Deborah - [3]
    Staying behind for a moment, you try to add another ability to your arsenal. After concentrating, you fire a bolt of yellow energy at the wall. It doesn't leave any dent or burn, but it did push most objects in the room away from it.
    Statistics:
    Charismatic (+1 to social confrontations)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 2
    Energy: 9001

    -Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    -Ergokinesis (Low energy drain)
    -Energy Bolts (Uses concussive force. 10 energy per bolt, 25 for a more powerful bolt that can do more than just stun)
    -Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Weapons:
    None!
    Armor:
    Casual Clothes
    Inventory:
    Pocket
    Micro Fusion Reactor (Unlimited energy)
    Suitcase
    -Flashlight
    -Watch
    -Various articles of clothing
    Smart Phone(Reception: ++++, Internet access)
    Conditions:

    Pheonix/Jay - [2]
    You rush over to help Laura, but she throws herself back onto the platform. Kicking you accidentally in the process.
    Statistics:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Status:
    Blood Level: 100%
    Injuries:
    -Bruised chest
    Abilities:
    Psi Level: 1
    Energy: 100/150

    -Perfected Future Vision (Energy cost varies)
    -Cauterization Beam (Burn people alive to make them more alive, massive energy drain, -1 to their turn unless they are already burned)
    --Regeneration (Regenerate lost tissue and even limbs in a matter of time. Drains little energy)
    Weapons:
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds, 3 extra magazines
    Armor:
    Casual Clothes
    Inventory:
    Belt
    -Holstered 9mm Pistol
    -3 9mm Pistol Magazines
    Holding
    -Mystery Ammo Box (Maxed-out ammo for next gun)
    -Military PDA (Controls all automated defenses in the starport, and can hack into nearby defenses anywhere else)
    Conditions:
    -Bruised chest (-1 to actions requiring strength, ends in 2 turns)

    Meee/Clank - [2]
    You go back to look for grenades, but Kyle has already gone through just about all the crates in the room, so there doesn't seem to be anything left.
    Statistics:
    Worked for the Good Guys
    Always Prepared (No -1 when begin surprised)
    Mechanic (+1 to repairing mechanical objects)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 1
    Energy: 100/100

    -Telekinesis (Medium energy drain)
    Weapons:
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds,1 extra magazine
    Armor:
    Casual Clothes
    Inventory:
    Pockets
    -Swiss army knife
    -Switchblade
    Toolbox
    -Full hip flask
    -White towel
    -Medkit
    -Various other tools
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    Conditions:

    RreaperRandom/Kyle - [3]
    Not knowing about Laura's situation, you continue to look for ammo. You find two pistol mags, a large howitzer shell, and a single Gauss rifle mag.
    Statistics:
    French (???)
    Loud (Stealth is pretty much impossible)
    Status:
    Blood Level: 100%
    Injuries:
    -Burned Face
    -Shot Arm
    Abilities:
    Psi Level: 1
    Energy: 130/150

    Super Cryokinesis (High energy drain)
    Blinking (Teleprot to wherever you have line of sight to, up to 200 meters, costs 1 energy per 10 meters)
    Weapons:
    Punisher Grenade Launchers [Equipped]
    -Standard weapon
    -4/4 Rounds, 20 in backpack
    -One on each arm
    Shoulder-Mounted C20 Canister Rifles [Equipped]
    -Standard weapon for ghosts, fires powerful explosive rounds.
    -20/20 rounds, 20 extra magazines
    -One on each shoulder
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds,1 extra magazine
    Armor:
    Marauder Armor Suit
    -Condition: Untouched
    +1 to actions involving strength
    -Take no damage unless rolling a 3 or less
    -1 to dodging an attack
    -Locked inside
    Inventory:
    Backpack
    -20 C20 Canister Rifle Magazines
    -20 Punisher grenades
    -Empty Metal Crate Companion Crate
    -Large Howitzer Shell
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    -1 Gauss Rifle Magazine
    Conditions:
    Wimpy French Mustache(-1 to all social confrontations)
    Burned Face (-1 to social confrontations, scar in 11 turns)
    Disabled toes (+50 max energy)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)

    ArvenDragon/Laura - [6]
    In order to get back up, you throw yourself back up the edge of the platform. Little did you know, however, that Jay was trying to help you up. You accidentally kick him in the chest, and he yells loudly. Everyone in the room hears it. Nice going, Jay.
    Statistics:
    Agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 1
    Energy: 150/150

    -Super Electrokinesis(Energy drain varies)
    Weapons:
    M725 Gauss Rifle [Slung over shoulder]
    -An experimental low-recoil weapon that fires 12.5x50mm slugs at 400 RPM. It has the capability to overheat and the magnets occasionally have to be replaced.
    -15/25 rounds, 2 extra mags
    -Heat level: 0%
    -Magnet Status: Fine
    -Powered up by electrokinesis (Needs no battery, increased firing velocity)
    R9 Medigun [Equipped]
    -A highly precise ranged healing device that uses a phlebotinum-powered laser to heal wounds.
    -Heat level: 0%
    Armor:
    Casual Clothes
    Retractable Shield [Equipped]
    -Opens up with the press of a button. Can block anything up to armor-piercing bullets.
    -Attached to left arm.
    Inventory:
    Belt
    -2 M725 magazines
    Shoulder
    M725 Gauss Rifle
    Carrying
    R9 Medigun
    Retractable Shield
    Conditions:
    Grabbing Edge (Lose grip in 2 turns) (You do not want to fall)

    Pierre - [3]
    "Do you people have ID's? You don't look like-"
    Before the worker finishes, Pierre unleashes a hail of bullets with his Gauss rifle, while spinning up one of his miniguns. Once it's spun-up he could do some damage. But for now the enemies are just taking cover.
    Statistics:
    French (???)
    Heroic (Cannot be mind controlled)
    Loud (Stealth is pretty much impossible)
    Status:
    Blood Level: 100%
    Injuries:
    -Dazed
    Abilities:
    Psi Level: 0
    Energy: 0/100

    Weapons:
    M474 Gatling Guns [Equipped]
    -Pierre's best friends. They fire 7.62mm rounds at 2000 RPM, though they do need to spin-up before they can fire. Perfect for mowing down large groups of enemies.
    -Named Susan and Betsy
    -3950/4000 rounds, belt-fed
    -Heat level: 0%
    -Takes 1 turn to spin-up
    -One on each arm
    -Hail of lead (Cannot miss unless original roll is a 1)
    M721 Gauss Rifles [Equipped]
    -Pierre's back-up weapons for when he needs to fire right away. They fire 7mm rounds, but the rounds are so small that they fly extremely fast. You can also cram a lot of them into one magazine since the Gauss firing mechanism doesn't require a propellant case on the cartridge.
    -187/202 rounds, 4 extra magazines
    -One on each arm
    MR21 Rocket Launchers [Equipped]
    -Standard unguided anti-armor weapon usually mounted on vehicles.
    -2/2 rockets, 8 extra rockets
    -One on each shoulder
    Armor:
    Marauder Armor Suit
    -Condition: Pristine
    -Painted blue with yellow thunderbolts
    +1 to actions involving strength
    -Take no damage unless rolling a 3 or less
    +1 to intimidation
    Inventory:
    Backpack
    -Night Vision Visor
    -10 HE grenades
    -2 Breaching Charges
    -8 R21 Rockets
    -3950 7.62mm cartridges
    -Enemy radio
    Shoulders
    Dual MR21s
    Carrying
    Dual M474s
    Dual M721s
    Conditions:


    Game Event:
    The enemies are all currently taking cover, except for two marines guarding a doorway. They open fire, I'd suggest getting behind cover*cough*Pierre*cough*.
     
    Last edited: Aug 26, 2010
  6. Arvendragon

    Arvendragon Member

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    Open up the shield, take Jay behind me.
    If someone else attacks the Marines, then Attempt to heal Jay.
    If no one else attacks the Marines, then Shoot and shield Jay with my body.

    Oh, and, can i have an update on how the equipment conditions work?
     
    Last edited: Aug 26, 2010
  7. ijffdrie

    ijffdrie Lord of Spam

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    powerful energy bolt at the left guard


    who wants the one on the right?
     
  8. RreaperRandom

    RreaperRandom New Member

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    Come in to the room, blink behind the guards, and fire punisher grenades at the right one.I want to do something other than looking for ammo.
     
  9. Phoenix

    Phoenix New Member

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    Take control of the automatic defenses with my PDA.
     
    Last edited: Aug 26, 2010
  10. Meee

    Meee New Member

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    I'd wonder about me not getting a turn, but rolling 2 I'll just keep quiet.

    See if I can drop something heavy on the guards behind covers
     
  11. ijffdrie

    ijffdrie Lord of Spam

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    he didn't want to wait for the person we are very tempted to judge
     
  12. TheDoctor1911

    TheDoctor1911 New Member

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    Opps. FIxed it. Sorry :)

    Rolling soon, I need some caffeine first.
     
  13. TheDoctor1911

    TheDoctor1911 New Member

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    ROLL 20

    ijffdrie/Deborah - [5]
    Making the motion for doing a hadoken just for fun, you fire at the left guard. The bolt hits him and knocks him into the wall. Hard. His armor prevented him from being torn apart, but the soldier inside is now unconscious.
    Statistics:
    Charismatic (+1 to social confrontations)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 2
    Energy: 9001

    -Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    -Ergokinesis (Low energy drain)
    -Energy Bolts (Uses concussive force. 10 energy per bolt, 25 for a more powerful bolt that can do more than just stun)
    -Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Weapons:
    None!
    Armor:
    Casual Clothes
    Inventory:
    Pocket
    Micro Fusion Reactor (Unlimited energy)
    Suitcase
    -Flashlight
    -Watch
    -Various articles of clothing
    Smart Phone(Reception: ++++, Internet access)
    Conditions:

    Pheonix/Jay - [4]
    Noticing a suspicious-looking keypad on the wall, you turn on your PDA, and look for a network. You find an unnamed one, and connect to it.
    Connecting...
    ...
    Done...
    A viking in the middle of the room suddenly powers on.
    Statistics:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Status:
    Blood Level: 100%
    Injuries:
    -Bruised chest
    Abilities:
    Psi Level: 1
    Energy: 100/150

    -Perfected Future Vision (Energy cost varies)
    -Cauterization Beam (Burn people alive to make them more alive, massive energy drain, -1 to their turn unless they are already burned)
    --Regeneration (Regenerate lost tissue and even limbs in a matter of time. Drains little energy)
    Weapons:
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds, 3 extra magazines
    Armor:
    Casual Clothes
    Inventory:
    Belt
    -Holstered 9mm Pistol
    -3 9mm Pistol Magazines
    Holding
    -Mystery Ammo Box (Maxed-out ammo for next gun)
    -Military PDA (Controls all automated defenses in the starport, and can hack into nearby defenses anywhere else)
    Conditions:
    -Bruised chest (-1 to actions requiring strength, ends in 1 turn)

    Meee/Clank - [5]
    You look up to see if you can drop anything. You notice that the lights on the ceiling are help up by metal ropes attached to a pulley. The lights are all connected to steel girders that line the ceiling. Thinking quickly, you shoot the pulleys holding some of the lights up, causing them to fall. On the unarmored soldiers below. (Only some of them are marines)
    Statistics:
    Worked for the Good Guys
    Always Prepared (No -1 when begin surprised)
    Mechanic (+1 to repairing mechanical objects)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 1
    Energy: 100/100

    -Telekinesis (Medium energy drain)
    Weapons:
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -14/21 rounds,1 extra magazine
    Armor:
    Casual Clothes
    Inventory:
    Pockets
    -iHack (Hacking device)
    -Swiss army knife
    -Switchblade
    Toolbox
    -Full hip flask
    -White towel
    -Medkit
    -Various other tools
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    Conditions:

    RreaperRandom/Kyle - [1]
    Your armor, though extremely useful, has numerous significant disabilities. The most relevant one here is the noise it creates, coupled with the fact that is is difficult to hear while inside it. The fact that Gauss rifles are quieter than most guns doesn't help.
    You don't notice the battle going on, so you stand there playing Tetris on the suit's HUD. Whoever made this suit was a genius!
    Statistics:
    French (???)
    Loud (Stealth is pretty much impossible)
    Status:
    Blood Level: 100%
    Injuries:
    -Burned Face
    -Shot Arm
    Abilities:
    Psi Level: 1
    Energy: 130/150

    Super Cryokinesis (High energy drain)
    Blinking (Teleprot to wherever you have line of sight to, up to 200 meters, costs 1 energy per 10 meters)
    Weapons:
    Punisher Grenade Launchers [Equipped]
    -Standard weapon
    -4/4 Rounds, 20 in backpack
    -One on each arm
    Shoulder-Mounted C20 Canister Rifles [Equipped]
    -Standard weapon for ghosts, fires powerful explosive rounds.
    -20/20 rounds, 20 extra magazines
    -One on each shoulder
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds,1 extra magazine
    Armor:
    Marauder Armor Suit
    -Condition: Untouched
    +1 to actions involving strength
    -Take no damage unless rolling a 3 or less
    -1 to dodging an attack
    -Locked inside
    Inventory:
    Backpack
    -20 C20 Canister Rifle Magazines
    -20 Punisher grenades
    -Empty Metal Crate Companion Crate
    -Large Howitzer Shell
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    -1 Gauss Rifle Magazine
    Conditions:
    Wimpy French Mustache(-1 to all social confrontations)
    Burned Face (-1 to social confrontations, scar in 10 turns)
    Disabled toes (+50 max energy)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)

    ArvenDragon/Laura - [3]
    You open up the shield and cover Jay while he controls his new toy. The shield takes a few hits, but the bullets just ricochet off, causing no real damage. You want to heal Jay, but he doesn't look too injured, and you are concentrating on blocking the fire.
    Statistics:
    Agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 1
    Energy: 150/150

    -Super Electrokinesis(Energy drain varies)
    Weapons:
    M725 Gauss Rifle [Slung over shoulder]
    -An experimental low-recoil weapon that fires 12.5x50mm slugs at 400 RPM. It has the capability to overheat and the magnets occasionally have to be replaced.
    -15/25 rounds, 2 extra mags
    -Heat level: 0%
    -Magnet Status: Fine
    -Powered up by electrokinesis (Needs no battery, increased firing velocity)
    R9 Medigun [Equipped]
    -A highly precise ranged healing device that uses a phlebotinum-powered laser to heal wounds.
    -Heat level: 0%
    Armor:
    Casual Clothes
    Retractable Shield [Equipped]
    -Opens up with the press of a button. Can block anything up to armor-piercing bullets.
    -Transparent
    -Attached to left arm.
    Inventory:
    Belt
    -2 M725 magazines
    Shoulder
    M725 Gauss Rifle
    Carrying
    R9 Medigun
    Retractable Shield
    Conditions:

    Pierre - [1]
    Pierre starts firing with his minigun, but he forgot to account for the immense recoil. While firing, he starts to turn around, loses control, and falls off of the platform. His armor absorbed most of the impact, but he is still dazed.
    Statistics:
    French (???)
    Heroic (Cannot be mind controlled)
    Loud (Stealth is pretty much impossible)
    Status:
    Blood Level: 100%
    Injuries:
    -Dazed
    Abilities:
    Psi Level: 0
    Energy: 0/100

    Weapons:
    M474 Gatling Guns [Equipped]
    -Pierre's best friends. They fire 7.62mm rounds at 2000 RPM, though they do need to spin-up before they can fire. Perfect for mowing down large groups of enemies.
    -Named Susan and Betsy
    -3800/4000 rounds, belt-fed
    -Heat level: 0%
    -Takes 1 turn to spin-up
    -One on each arm
    -Hail of lead (Cannot miss unless original roll is a 1)
    M721 Gauss Rifles [Equipped]
    -Pierre's back-up weapons for when he needs to fire right away. They fire 7mm rounds, but the rounds are so small that they fly extremely fast. You can also cram a lot of them into one magazine since the Gauss firing mechanism doesn't require a propellant case on the cartridge.
    -187/202 rounds, 4 extra magazines
    -One on each arm
    MR21 Rocket Launchers [Equipped]
    -Standard unguided anti-armor weapon usually mounted on vehicles.
    -2/2 rockets, 8 extra rockets
    -One on each shoulder
    Armor:
    Marauder Armor Suit
    -Condition: Pristine
    -Painted blue with yellow thunderbolts
    +1 to actions involving strength
    -Take no damage unless rolling a 3 or less
    +1 to intimidation
    Inventory:
    Backpack
    -Night Vision Visor
    -10 HE grenades
    -2 Breaching Charges
    -8 R21 Rockets
    -3950 7.62mm cartridges
    -Enemy radio
    Shoulders
    Dual MR21s
    Carrying
    Dual M474s
    Dual M721s
    Conditions:
    Dazed (Cannot get up, miss unless rolling a 4 or above, ends in 2 turns, unhealable)


    Game Event:
    There is a ladder leading to the floor and where Pierre landed.
    There are 9 unarmored guards left.
    There is one marine left.
     
    Last edited: Aug 27, 2010
  14. Meee

    Meee New Member

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    Draw my blade and try to run it through marine's helmet (and face) with telekinesis
     
  15. RreaperRandom

    RreaperRandom New Member

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    "That was fun! Now lets get to work." Learn Psionic Powers.
     
    Last edited: Aug 26, 2010
  16. ijffdrie

    ijffdrie Lord of Spam

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    We are still in combat reaper.


    powerful energy bolt at other guard
     
  17. RreaperRandom

    RreaperRandom New Member

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    I'm not :)
     
  18. Arvendragon

    Arvendragon Member

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    Shoot covering fire to keep down everyone not in Marine armor.
    Then Overwatch.
     
  19. Phoenix

    Phoenix New Member

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    Take control of the Viking, then shoot down the unarmoured soliders.
     
  20. Arvendragon

    Arvendragon Member

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    There's no Viking...