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. ijffdrie

    ijffdrie Lord of Spam

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    yes there is. Read the results of his roll.
     
  2. RreaperRandom

    RreaperRandom New Member

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    Did you even read the roll?
     
  3. Phoenix

    Phoenix New Member

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    Somehow got dubleninjaed ><
     
  4. TheDoctor1911

    TheDoctor1911 New Member

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    Ill roll later today. An hd2 is not the best thing to roll on.

    EDIT:
    ROLL 21

    ijffdrie/Deborah - [5]
    You... shoot again. This time the bolt hits the wall and pushes everything nearby--including the marine--away. The marine hits two of the guards behind cover, instantly killing them.
    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:
    Inventory:
    Pocket
    Micro Fusion Reactor (Unlimited energy)
    Suitcase
    -Flashlight
    -Watch
    -Various articles of clothing
    Smart Phone(Reception: ++++, Internet access)
    Conditions:

    Pheonix/Jay - [1]
    Seeing the Viking beginning to power on, the guards focus their fire on it. You mash the "take control" button repeatedly, but it's taking quite a long time to load. The Viking is taking damage.
    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:
    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:

    Meee/Clank - [3]
    The marine is down, but not necessarily dead. You take your knife, use your telekinesis to accelerate it, and force it through the marines visor and helmet. It doesn't go in as far as you thought it would, though, and you realize it is a lot easier to put a knife into a marine's helmet than to take it out.
    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:
    Inventory:
    Pockets
    -iHack (Hacking device)
    -Swiss army knife Inside a marine's face
    -Switchblade
    Toolbox
    -Full hip flask
    -White towel
    -Medkit
    -Various other tools
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    Conditions:

    RreaperRandom/Kyle - [6]
    Focusing on the way the energy flows from object to object, you work on mastering the control of this psionic energy. After quite some time, you test your new skills by forcing all of your energy out into a huge shockwave, then absorbing it again.
    *Boom*
    The room is now burnt to ashes... good job. While you did recollect the energy, and more, you also destroyed your marauder suit. Like, completely destroyed it. As in, it no longer exists. Yeah.
    Statistics:
    French (???)
    Psionic (A blue glow surrounds you, making your position known to nearby enemies. +2 to intimidation, -1 to social confrontations)
    Shielded (Protected from radiation, energy, and physical attacks)
    Status:
    Blood Level: 100%
    Injuries:
    -Burned Face
    -Shot Arm
    Abilities:
    Psi Level: 2
    Energy: 200/200
    Shield: 300/300

    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)
    Psionic Powers:
    -Psi Shockwave (Recharge in 5 turns, release a massive shockwave, burning everything around you to a crisp. It drains a lot of energy, but if you are in an enclosed space you can absorb it again, costs all energy)
    -Psi Storm (Just like in Starcraft, costs 50 energy)
    -Psi Assualt (Also like Starcraft. 10 Energy per energy...bolt...thing)
    -Psi Shield (Passive, costs energy to recharge)
    Weapons:
    9mm Pistol [Holstered]
    -A pistol. What more do you need to know?
    -20/21 rounds,1 extra magazine
    Armor:
    Psi Shield (Active)
    Inventory:
    Backpack
    -20 C20 Canister Rifle Magazines
    -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 9 turns)
    Disabled toes (+50 max energy)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)

    ArvenDragon/Laura - [2]
    You use one hand to fire at the guard's cover to keep them suppressed, but with one hand the gun is ridiculously inaccurate. You end up just wasting ammo.
    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.
    -2/25 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:
    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 - [4]
    Taking over from Laura, Pierre opens fire and nails five of the guards behind cover. The last two are hiding somewhere, and Pierre spins-up his miniguns in case they are needed.
    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.
    -147/202 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 1 turn)


    Game Event:
    There is a ladder leading to the floor and where Pierre landed.
    There are 2 unarmored guards left. They are hiding.
     
    Last edited: Aug 29, 2010
  5. RreaperRandom

    RreaperRandom New Member

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    Look at the unarmored guards, blink behind them, and Psi assault them.
     
    Last edited: Aug 29, 2010
  6. ijffdrie

    ijffdrie Lord of Spam

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    splice+shoot as many things as I possibly can in a single turn
     
  7. Meee

    Meee New Member

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    Recover my knife
     
  8. Arvendragon

    Arvendragon Member

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    Whoops, I have no idea how I missed the bolded line... :(

    Well, I guess shoot the guys shooting at Jay.
     
  9. Phoenix

    Phoenix New Member

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    Use future sight to check if going down the ladder is safe, then go down if safe, and get automatic defenses there, try to get complete control of viking if unsafe.
     
  10. Phoenix

    Phoenix New Member

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    Behold!, i call forth thy necromantic powers!
    Where are TheDocotor going, we need him to go rollin´
     
  11. TheDoctor1911

    TheDoctor1911 New Member

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    Dang it, you noticed. -.-
    There's only so much interesting stuff possible in the starcraft universe. But anyhow, I'll roll.

    By the way, it is a living hell to scroll through this mess. I will be simplifying the rolls, again. If you need to know what something does just ask. i'll be removing the descriptions for the most part.
     
  12. TheDoctor1911

    TheDoctor1911 New Member

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    IT'S ALIVE!

    ROLL 22

    ijffdrie/Deborah - [2] They're not coming out.
    Well, if you shoot everything, you're bound to hit them eventually.
    After firing a few hundred bolts though, you start to realize your bolts don't have much penetration, since you can barely move the larger crates with them.
    Statistics:
    Charismatic (+1 to social confrontations)
    Status:
    Blood Level: 100%
    Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    Ergokinesis (Low energy drain)
    Energy Bolts (10 energy each)
    Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Inventory:
    Micro Fusion Reactor (Unlimited energy)
    Watch
    Smart Phone(Reception: ++++, Internet access)
    Suitcase
    -Flashlight
    -Various articles of clothing
    Conditions:

    Pheonix/Jay - [3] You climb down the ladder, and search the map of the room for any defenses. You can't find any turrets, but you do find a camera in the corner of the ceiling.
    With a grin on your face, you turn it on, and you smile again when you realize the camera uses thermal imaging.
    The two soldiers left are apparently on the other side of the room, running towards the wall. Scratch that, there's a door over there, but it doesn't show up on the camera. They're going through. And now the door is closed. You walk over to the other side of the room, but don't see the door.
    "It's hidden."
    Statistics:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Abilities:
    Energy: 100/150
    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)
    Inventory:
    Belt
    Holstered 9mm Pistol, 20/21 Rounds, 3 Mags
    Mystery Ammo Box (Maxed-out ammo for next gun)
    Military PDA
    Conditions:

    Meee/Clank - [5] You climb down, walk over to the dead marine, grab your knife, and pick up his gun and ammo. It somehow still works.
    Statistics:
    Worked for the Good Guys
    Always Prepared (No -1 when begin surprised)
    Mechanic (+1 to repairing mechanical objects)
    Abilities:
    Energy: 100/100
    Telekinesis (Medium energy drain)
    Inventory:
    iHack
    Swiss army knife Inside a marine's face
    Switchblade
    Toolbox
    -Full hip flask
    -White towel
    -Medkit
    -Various other tools
    Holstered 9mm Pistol, 14/21 Rounds, 1 Mag
    M725 Gauss Rifle, 23/25 Rounds, 1 Mag
    Conditions:

    RreaperRandom/Kyle - [1] You wait for Pheonix to find the guards, but then you see them in the corner of your vision. Instinctively, you blink behind them, and use your Psi-Assault on them. However, they get through the door first, and the energy bounces off of the rigid wall and hits you. Your shield stops you from taking any serious damage, but it lost a lot of energy dissipating the attack.
    Statistics:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)
    Psionic (A blue glow surrounds you, making your position known to nearby enemies. +2 to intimidation, -1 to social confrontations)
    Shielded (Protected from radiation, energy, and physical attacks)
    Abilities:
    Energy: 150/150
    Shield: 200/300

    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)
    Psi Shockwave (Recharge in 5 turns, release a massive shockwave, burning everything around you to a crisp. Costs all energy)
    Psi Storm (Just like in Starcraft, costs 50 energy)
    Psi Assualt (Also like Starcraft. 10 Energy per energy...bolt...thing)
    Psi Shield (Passive, costs energy to recharge) (Active)
    Inventory:
    Empty Metal Crate Companion Crate
    Large Howitzer Shell
    Holstered 9mm Pistol, 20/21 Rounds, 1 Mag
    1 Gauss Rifle Magazine
    Conditions:
    Burned Face (-1 to social confrontations, scar in 9 turns)

    ArvenDragon/Laura - [3] Nobody's shooting at Jay.
    Statistics:
    Agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Injuries:
    -None
    Abilities:
    Psi Level: 1
    Energy: 150/150

    -Super Electrokinesis(Energy drain varies)
    Inventory:
    M725 Gauss Rifle, 2/25 Rounds, 2 Mags
    R9 Medigun (0% Heat)
    Retractable Shield
    Conditions:

    Pierre - [3] Seeing Kyle follow the guards and then hurt himself as usual, Pierre walks over to where the door was, and hit it with his mechanized fist. His arm goes right through it, and he simply pulls the door out of the wall, revealing a hidden passage.
    Statistics:
    French
    Heroic
    Loud (Stealth is pretty much impossible)
    Abilities:
    Energy: 0/100
    Inventory:
    Night Vision Visor
    10 HE grenades
    2 Breaching Charges
    Enemy radio
    Dual MR21 Rocket Launcher, Loaded, 8 Rockets
    Dual M474 Gatling Guns, 3800/4000 Rounds
    Dual M721s, 147/202 Rounds, 4 Mags
    Marauder Armor
    +1 to intimidation and strength
    +2 to resistance
    -1 to dodging
    -1 to flexibility
    Conditions:


    Game Event:
    The group walks through the passage and into an elevator, which then takes them to the roof of the starport. Numerous VTOL's are parked on the landing pads, and there are a few jets as well as a taxiway and runway. The battlecruiser hovers overhead, with a large space elevator leading to the battlecruiser in the distance, heavily guarded by a small army.
    Crates are scattered everywhere, and workers are busy working everywhere.

    I have a rather basic map, if anyone wants it. It looks terrible though.
    here
     
    Last edited: Sep 6, 2010
  13. Arvendragon

    Arvendragon Member

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    Can I have a question of what's in use and what is operatable?
    Are the Thors manned?
    Are the Helicopters manned?
    Are the Vikings and Banshees manned?
    Does the Battlecruiser have ports for Viking or Banshee entry?
     
  14. TheDoctor1911

    TheDoctor1911 New Member

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    Good questions.
    Yes.
    Nope
    The Vikings are AI controlled (That's why pheonix took control of one in the previous room)
    The line of three bashees is landed, the lone banshee in the east is up in the air.
    Yes.
     
  15. RreaperRandom

    RreaperRandom New Member

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    Stooooooooooooorrrrrrrmmmmmm!!!!!!!!!!! The Mairnes. I call dibs on that firebat armor. I want to be a psionic Flamer.
     
  16. ijffdrie

    ijffdrie Lord of Spam

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    channel the energy from the marines suits into their boots.
     
  17. Meee

    Meee New Member

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    Try to use telekinesis to squeeze one of the marauders' throats
     
  18. Arvendragon

    Arvendragon Member

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    Hmm....
    Learn Cloaking
    I'll sneak to one of the Banshees later and provide air support.
     
  19. TheDoctor1911

    TheDoctor1911 New Member

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    Waiting on Pheonix.
     
  20. TheDoctor1911

    TheDoctor1911 New Member

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    I guess ill roll without him for now.
    Rollin'

    ROLL 23

    ijffdrie/Deborah - [1] With nearly unlimited power at your disposal, you try to channel the energy from the marine's suits into their boots. The other you walks into the open to do this, but suddenly your clone dissipates under a hail of gunfire. So much for that plan...
    Statistics:
    Charismatic (+1 to social confrontations)
    Status:
    Blood Level: 100%
    Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    Ergokinesis (Low energy drain)
    Energy Bolts (10 energy each)
    Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Inventory:
    Micro Fusion Reactor (Unlimited energy)
    Watch
    Smart Phone(Reception: ++++, Internet access)
    Suitcase
    -Flashlight
    -Various articles of clothing
    Conditions:

    Pheonix/Jay - [-] You do a happy dance.
    Statistics:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Abilities:
    Energy: 100/150
    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)
    Inventory:
    Belt
    Holstered 9mm Pistol, 20/21 Rounds, 3 Mags
    Mystery Ammo Box (Maxed-out ammo for next gun)
    Military PDA
    Conditions:

    Meee/Clank - [5] Seeing a number of marauders in the distance, on the edge large circular pad, you try to choke one of them with your telekinesis. One of them drops just as the others were about to fire. And they rush over to help him, not knowing that he is completely dead. The others soon follow.
    Statistics:
    Worked for the Good Guys
    Always Prepared (No -1 when begin surprised)
    Mechanic (+1 to repairing mechanical objects)
    Abilities:
    Energy: 100/100
    Telekinesis (Medium energy drain)
    Inventory:
    iHack
    Swiss army knife
    Switchblade
    Toolbox
    -Full hip flask
    -White towel
    -Medkit
    -Various other tools
    Holstered 9mm Pistol, 14/21 Rounds, 1 Mag
    M725 Gauss Rifle, 23/25 Rounds, 1 Mag
    Conditions:

    RreaperRandom/Kyle - [2] You find a box and climb up onto it. You then pause for dramatic effect as the two nearby marine squads look up at you.
    After the dramatic pause, you open your mouth, about to say something truly epic and inspiring, followed by a battle cry, but the marines open fire first and Pierre grabs you and pulls you behind cover.
    "What the heck were you thinking, Kyle?!"
    Statistics:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)
    Psionic (A blue glow surrounds you, making your position known to nearby enemies. +2 to intimidation, -1 to social confrontations)
    Shielded (Protected from radiation, energy, and physical attacks)
    Abilities:
    Energy: 150/150
    Shield: 200/300

    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)
    Psi Shockwave (Recharge in 5 turns, release a massive shockwave, burning everything around you to a crisp. Costs all energy)
    Psi Storm (Just like in Starcraft, costs 50 energy)
    Psi Assualt (Also like Starcraft. 10 Energy per energy...bolt...thing)
    Psi Shield (Passive, costs energy to recharge) (Active)
    Inventory:
    Empty Metal Crate Companion Crate
    Large Howitzer Shell
    Holstered 9mm Pistol, 20/21 Rounds, 1 Mag
    1 Gauss Rifle Magazine
    Conditions:
    Burned Face (-1 to social confrontations, scar in 9 turns)

    ArvenDragon/Laura - [3] Following the hail of gunfire, you dive onto the ground and try to turn invisible like you did before. You cloak yourself, and try to sneak past. You notice that your footsteps aren't making a sound. You look down and notice that you are sinking into the floor. This could be trouble.
    Statistics:
    Agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Injuries:
    -None
    Abilities:
    Energy: 140/150
    Super Electrokinesis(Energy drain varies)
    Intangibility (Active, drains 10 energy per turn)
    Inventory:
    M725 Gauss Rifle, 2/25 Rounds, 2 Mags
    R9 Medigun (0% Heat)
    Retractable Shield
    Conditions:

    Pierre - [4] After Kyle's attempted heroic speech failed, Pierre grabs Kyle and brings him behind cover. He then starts spinning up his miniguns.
    Statistics:
    French
    Heroic
    Loud (Stealth is pretty much impossible)
    Abilities:
    Energy: 0/100
    Inventory:
    Night Vision Visor
    10 HE grenades
    2 Breaching Charges
    Enemy radio
    Dual MR21 Rocket Launcher, Loaded, 8 Rockets
    Dual M474 Gatling Guns, 3800/4000 Rounds
    -Heal of Lead: Cannot miss unless Pierre rolls a one
    Dual M721s, 147/202 Rounds, 4 Mags
    Marauder Armor
    +1 to intimidation and strength
    +2 to resistance
    -1 to dodging
    -1 to flexibility
    Conditions:


    Game Event:

    Map
     
    Last edited: Sep 8, 2010