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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    Major: Power up my cryokinesis
    Minor: Name the Metal crate "Companion Cube"!
     
  2. Meee

    Meee New Member

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    I have a heli in my pockets?!

    Having worked there, do I have any idea who might that be?
     
  3. TheDoctor1911

    TheDoctor1911 New Member

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    Opps, forgot to delete that. lol

    No you don't know who he is, but he isn't running. I'd recommend just hiding because it sounds like he is heavily armed.
     
  4. Meee

    Meee New Member

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    Hide in the back of the truck with switchblade drawn out and try to increase my mental capacity by reflecting on my recent awesome
     
  5. TheDoctor1911

    TheDoctor1911 New Member

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    Oh right, Arvendragon is on vacation.
    Rolling.

    ROLL 12

    RreaperRandom/Kyle[4] - Oblivious to your surroundings, you power up your cryokinesis so that it is much more capable. You can now create ice inside an atmosphere at will.
    Stats:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    Abilities:
    Energy: 145/150
    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)
    Disabled toes (+50 max energy)
    Inventory:
    2 C20 Canister Rifle Magazines
    Empty Metal Crate Companion Crate
    Conditions:
    Smashed Feet (-1 if roll a 2, trip unless you roll a 5 or 6)
    Burned face (-1 to social confrontations, scar in 18 turns)
    Sore Face (Effect can vary, ends in 2 turns)

    ijffdrie/Deborah[5] - From the cover of the truck, you peek out and see the ominous man enter view. He is wearing a large power-armor suit, with two weapons slung on his back and his visor retracted so you can see his face. Suddenly, Jay decides to charge at the guy.
    Abilities:
    Psi Level: 2
    Energy: 75/200

    Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    Electron Manipulation (Transfer electrical energy between objects, low energy drain)
    Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Inventory:
    Suitcase
    Flashlight
    Watch
    Smart Phone(Reception: ++++, Internet access)
    Various articles of clothing
    Conditions:

    Pheonix/Jay[6] - As soon as the man approaches, you charge at him at full speed. The idiot must have some pretty slow reflexes, because he doesn't appear to notice you. With a smile, you slam your fist into the side of the man's helmet. You then scream in pain and clutch your now dislocated fingers.
    "Nice try."
    Stats:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Abilities:
    Energy: 130/150
    Perfected Future Vision (Energy cost varies)
    Cauterization Beam (Burn people alive to make them more alive, massive energy drain, -2 to their turn unless they are already burned)
    Regeneration (Regenerate lost tissue and even limbs in a matter of time. Drains little energy)
    Inventory:
    9mm Pistol (20/21 rounds, 3 extra magazines)
    Conditions:
    Dislocated Fingers (Left hand, can't use, -1 until put back in place)

    Meee/Clank[2] - You retreat to the truck and draw your switchblade. You think about increasing your mental capacity, but you're too focused on the situation right now.
    Abilities:
    Energy: 90/100
    Telekinesis (Medium energy drain)
    Inventory:
    Full hip flask
    Swiss army knife
    White towel
    Medkit
    Toolbox
    Switchblade
    9mm Pistol (20/21 rounds, 1 extra magazine)
    Conditions:

    ArvenDragon/Laura[-] - You stand there waiting for someone to do something.
    Stats:
    Extremely agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Abilities:
    Energy: 150/150
    Super Electrokinesis(Energy drain varies)
    Inventory:
    M725 Gauss Rifle (25/25 rounds, 2 extra mags, fires 12.5x50mm slugs with minimal recoil at 400 RPM) (Increased velocity + electrically charged rounds from super electrokinesis)
    Conditions:
    Broken left leg (Splinted, heals in 5 turns)

    Game Event:

    "Greetings. I am Pierre. I believe that we may have a common goal, to sabotage the battlecruiser, correct? If so, I would like to join you."



    Pierre would like to join your group. Accept y/n?
     
    Last edited: Aug 12, 2010
  6. RreaperRandom

    RreaperRandom New Member

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    Yes, he should join our team/. He would be useful.
    Welcome Pierre into our group if he joins.
     
  7. ijffdrie

    ijffdrie Lord of Spam

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    So, group talk. Do we accept pierre or steal his suit.


    I don't trust.
     
  8. Meee

    Meee New Member

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    Being an outsider myself I let the rest deal with the guy and try again.
    The suit does look nice though
     
  9. ijffdrie

    ijffdrie Lord of Spam

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    We at least shouldn't reveal our powers.
     
  10. Phoenix

    Phoenix New Member

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    Since he somehow has future vision defeating powers, i think he should get into the group, but we shouldn´t trust him or turn or backs to him.
    Improve my healing powers while mending my fingers.
     
  11. ijffdrie

    ijffdrie Lord of Spam

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    Perhaps we should convince him to stand in front


    improve charisma
     
  12. RreaperRandom

    RreaperRandom New Member

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    I can stay next to him to keep him from from getting any ideas any ideas. Also, you tried to punch him in the face Jay, , but overshooted. Is his suit a marine suit or something? Ghost? Firebat?
     
    Last edited: Aug 13, 2010
  13. ijffdrie

    ijffdrie Lord of Spam

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    Also, what setting are we in? is this starcraft Earth, with the UED?

    In that case, why the beep are there still people named pierre?
     
  14. RreaperRandom

    RreaperRandom New Member

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    Hes the Dice Meister! He does what he wants. It dosen't have to make sense.
     
  15. TheDoctor1911

    TheDoctor1911 New Member

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    So 2 votes yes one vote no?
    I'll roll in a bit.

    EDIT:

    ROLL 13

    ijffdrie/Deborah[4] - "So what do you think, should we let him join?"
    Jay and Kyle say yes, Clank and Laura remain silent.
    "Okay then. Welcome to the crew, Pierre"
    What kind of name is Pierre anyway?
    "Let's get going. You can lead the way Pierre."
    "I would be delighted to."

    Pierre reaches for his two weapons on his back. They attach to his hands and begin to light up.
    "Lets go."
    Stats:
    Charismatic (+1 to social confrontations)
    Abilities:
    Psi Level: 2
    Energy: 75/200

    Kinetic Energy Negation (Can instantly stop objects once per turn, high energy drain)
    Electron Manipulation (Transfer electrical energy between objects, low energy drain)
    Body Splicing (Can split into two people and back, costs 50 energy, regain 25 when you merge again)
    Inventory:
    Suitcase
    Flashlight
    Watch
    Smart Phone(Reception: ++++, Internet access)
    Various articles of clothing
    Conditions:

    Pheonix/Jay[6] - Your healing powers are a little counter-intuitive. Sure, they can heal most wounds, but they seriously burn the target. You concentrate on doing it more precisely by burning the wall. Now that your powers are more precise, they will cause less harm when used on a person.
    Suddenly, the wall you practiced on explodes. Burning through it may have alerted the soldiers on the other side.
    "Well there's our entrance."
    Stats:
    Intelligent (+50 max energy)
    Physically weak (-1 to physical activity)
    Highly motivated (+1 when causing direct harm to a Good Guy)
    Abilities:
    Energy: 130/150
    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)
    Inventory:
    9mm Pistol (20/21 rounds, 3 extra magazines)
    Conditions:
    Dislocated Fingers (Left hand, can't use, -1 until put back in place)

    Meee/Clank[-] - The group decides to let Pierre join, and you welcome him into the group.
    Abilities:
    Energy: 90/100
    Telekinesis (Medium energy drain)
    Inventory:
    Full hip flask
    Swiss army knife
    White towel
    Medkit
    Toolbox
    Switchblade
    9mm Pistol (20/21 rounds, 1 extra magazine)
    Conditions:

    RreaperRandom/Kyle[1-2=Epic Fail] - Just as you are about to say hello, you trip while standing in one place, the wall explodes, and a bullet goes right through your arm.
    "Medic!"
    Stats:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    Abilities:
    Energy: 145/150
    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)
    Disabled toes (+50 max energy)
    Inventory:
    2 C20 Canister Rifle Magazines
    Empty Metal Crate Companion Crate
    Conditions:
    Smashed Feet (-1 if roll a 2, trip unless you roll a 5 or 6)
    Burned face (-1 to social confrontations, scar in 17 turns)
    Shot Arm (Can't use, bleed out (die) in 5 turns unless treated)

    ArvenDragon/Laura[-] - You follow the group.
    Stats:
    Extremely agile (+1 when dodging an attack, -1 when physically attacking)
    Intelligent (+50 max energy)
    Abilities:
    Energy: 150/150
    Super Electrokinesis(Energy drain varies)
    Inventory:
    M725 Gauss Rifle (25/25 rounds, 2 extra mags, fires 12.5x50mm slugs with minimal recoil at 400 RPM) (Increased velocity + electrically charged rounds from super electrokinesis)
    Conditions:
    Broken left leg (Splinted, heals in 4 turns)

    Pierre[4] - As soon as Pierre hears the explosion, he begins to spin up his Gatling guns.
    Stats:
    Heroic (Cannot be mind controlled)
    Hail of Lead (Cannot miss unless rolling less than a 1)
    Loud (Stealth is pretty much impossible)
    Bulky (Cannot fit into small spaces, easier to hit)
    Abilities:
    Energy: 0/100
    Inventory:
    Marauder Suit (Extreme strength and resilience)
    Night Vision Visor
    10 HE grenades
    2 Breaching Charges
    Shoulder Mounted Rocket Launchers (10 rockets)
    Dual M474 Gatling Guns (Named Susan and Betsy, 4000/4000 rounds, takes 1 turn to spin-up, can be refilled with 7.62mm ammo from fallen soldier's weapons)
    Dual Arm-Mounted Gauss Rifles (52/52 rounds, 8 extra magazines)
    Conditions:


    Game Event:

    After the smoke clears, three marines and 2 marauders enter the room.
     
    Last edited: Aug 13, 2010
  16. RreaperRandom

    RreaperRandom New Member

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    Blink 20 meters away from the starport, and once there Cauterize my arm with cryokinesis
     
  17. TheDoctor1911

    TheDoctor1911 New Member

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    You can't cauterize with ice. Do you even know what cauterize means?
     
  18. ijffdrie

    ijffdrie Lord of Spam

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    cauterizing is stopping the blood from going out of your wound by burning it shut.

    Maybe he just intends to freeze his wound?
     
  19. Meee

    Meee New Member

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    Take cover behind the truck and try to telekinetically stab them with my blade.
     
  20. RreaperRandom

    RreaperRandom New Member

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    Blink behind Jay.
     
    Last edited: Aug 13, 2010