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. Phoenix

    Phoenix New Member

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    Use my Cauterization Beam on Rreapers wound.
    Sorry, but i cant be active except in the weekends anymore, so plese set me standby.
     
  2. TheDoctor1911

    TheDoctor1911 New Member

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    Yeah, school's starting soon for me as well. I'll probably roll later today.

    We need more people.
     
  3. Arvendragon

    Arvendragon Member

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    Take cover and shoot, cover for those healing Rreaper.
     
  4. ijffdrie

    ijffdrie Lord of Spam

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    erm, arven, what are you shooting at?

    are we in combat?



    Did I miss something?



    if in combat: FLYING SPIN KICKERU!
     
  5. TheDoctor1911

    TheDoctor1911 New Member

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    ROLL 14

    ijffdrie/Deborah[3] - With no weapon to defend yourself, you do the one combat move you know how to do. Spin kick. However, this time it's not so effective, and it merely knocks one of the marines over. He takes aim at you.
    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[5] - Upon hearing Kyle shout "Medic!", you see that he was shot in the arm. You try out your improved healing powers to cauterize the wound. That should take care of the bleeding. But there's still too much pain to use it.
    Stats:
    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
    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[2] - You run over to cover inside the truck, and get ready to throw your knife at the enemy with your telekinesis. However, your concentration is ruined by a grenade hitting the truck, knocking you onto the ground.
    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[5-1=4] - OWOWOWMYARMMAKEITSTOP ahh, that's better. After Pheonix cauterizes the wound, you freeze your arm to stop the pain. You can't use your arm, but you can still use your powers.
    Stats:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    Abilities:
    Energy: 135/150
    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 16 turns)
    Shot Arm (Can't use, Frozen, heal in 5 turns)

    ArvenDragon/Laura[4] - Quickly, you draw your Gauss rifle, and begin to open fire. The gun vibrates intensely as you fire ten shots, dropping two marines and damaging a marauder's armor.
    You then let the gun cool down a bit.
    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 (15/25 rounds, 2 extra mags, fires 12.5x50mm slugs with minimal recoil at 400 RPM) (Increased velocity + electrically charged rounds from super electrokinesis) (Heat level: 20%)
    Conditions:
    Broken left leg (Splinted, heals in 3 turns)

    Pierre[1] - Pierre gets ready to handle the recoil, but nothing comes out of the guns.
    "^&($!"
    He tries to clear the jam in one of the miniguns, while spraying with the other. He gets nailed by a marauder grenade in the process though, and falls over backwards.
    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, 3950/4000 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:

    Dazed (Hail of Lead is negated for 4 turns)

    Game Event:

    One marauder and one marine left. Deborah is about to be shot by a marine, Pierre is dazed but still able to fight, Kyle cannot use his left arm.
     
  6. RreaperRandom

    RreaperRandom New Member

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    If someone shoots the marine, Blink in front of the marauder and kick him in the chest to knock him over.
    If someone doesn't, freeze the marine
     
  7. ijffdrie

    ijffdrie Lord of Spam

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    split before being shot!
     
  8. Meee

    Meee New Member

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    Pretend I've been stunned by the grenade and rest a bit in the truck
     
  9. Arvendragon

    Arvendragon Member

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    Pretend that Clank did get stunned by the grenade and protect him in the truck.
     
  10. RreaperRandom

    RreaperRandom New Member

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    No one wants to shoot the marine? I have plans to get the marauder armor >.>
     
  11. TheDoctor1911

    TheDoctor1911 New Member

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    Oh, yes. I'll roll tomorrow as I really need to get some sleep now after marching for hours at camp. :(
     
  12. Phoenix

    Phoenix New Member

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    Take cover, when safe, put my hand back in place.
    I hope its okay i add actions when i can :p
     
  13. TheDoctor1911

    TheDoctor1911 New Member

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    That's fine. :)

    ROLL 15

    ijffdrie/Deborah[1] - Seeing the marine, you quickly try to split in different directions before being shot. When you do split though, both yourselfs are still right in front of the marine. You are about to shout "HELP" but Pierre mows the marine down with his dual gauss rifles before he can shoot.
    Stats:
    Charismatic (+1 to social confrontations)
    Abilities:
    Psi Level: 2
    Energy: 25/200

    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] - You jump behind cover to fix your dislocated hand. However, you land on top of your hands. PAIN. You then try to put your fingers back in place, but because of the pain you can't concentrate and end up twisting them the other way. At least it's better than it was before.
    Stats:
    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
    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 until put back in place)

    Meee/Clank[4] - "Screw it."
    Since the others are dealing with the enemy, you rest for a moment in the truck to regain your energy.
    Abilities:
    Energy: 100/100
    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[5] - Seeing as the marine was handled by Pierre, you blink up to the marauder and kick him square int he chest, freezing the ground below him at the same time, so that he falls over. You then freeze the soldier inside without damaging the suit. You don't know how to open the suit though.
    Stats:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    Abilities:
    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)
    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 15 turns)
    Shot Arm (Can't use, Frozen, heal in 4 turns)

    ArvenDragon/Laura[2] - Seeing the grenade hit the truck, you run up to Clank to help. When you get there though, he says he's just resting. You turn around to cover him and open fire on the enemy, but they've already been dealt with.
    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 (15/25 rounds, 2 extra mags, fires 12.5x50mm slugs with minimal recoil at 400 RPM) (Increased velocity + electrically charged rounds from super electrokinesis) (Heat level: 10%)
    Conditions:
    Broken left leg (Splinted, heals in 2 turns, +1 when healed)

    Pierre[3] - Now that Pierre's miniguns are unjammed, he deactivates them and points his Gauss rifles at the marine about to shoot Deborah. Pierre opens fire, and the marine goes down, spraying bullets all over the ceiling. However, all of the gunfire has probably attracted a lot of attention.
    "Come on, let's go before they send more troops!"
    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, 3950/4000 rounds, takes 1 turn to spin-up, can be refilled with 7.62mm ammo from fallen soldier's weapons)
    Dual Arm-Mounted Gauss Rifles (43/52 rounds, 8 extra magazines)
    Conditions:

    Dazed (Hail of Lead is negated for 3 turns)

    There is a hole in the wall btw.
     
    Last edited: Aug 22, 2010
  14. Arvendragon

    Arvendragon Member

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    Might as well learn something helpful.
    Can I learn Healing?
     
  15. RreaperRandom

    RreaperRandom New Member

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    Hey Meee, can you use telekinesis to open the marauder suit? Persuade Clank to open the suit with telekinesis.
     
  16. ijffdrie

    ijffdrie Lord of Spam

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    Coordinate victory dance with myself and everyone who isn't doing anything this round
     
  17. Phoenix

    Phoenix New Member

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    Look around for useful objects, pick them up.
    Follow Pierre.
     
  18. Meee

    Meee New Member

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    for future reference - I DON'T say I was resting, that's why "pretending"

    I open the suit manually (I should know how to do that, if not just try everything)
     
  19. TheDoctor1911

    TheDoctor1911 New Member

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    You can't pretend to rest without resting. :D

    Rollin'.

    ROLL 16

    ijffdrie/Deborah[4] - Now that the coast is clear, you coordinate a victory dance with everyone. Kyle and Pierre cannot do so as they have their armor, but everyone else participates.
    Stats:
    Charismatic (+1 to social confrontations)
    Abilities:
    Psi Level: 2
    Energy: 25/200

    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:
    Victory Dance (+1 to next roll)

    Pheonix/Jay[3] - Before you follow Pierre, you notice something on the floor. You walk over to pick it up. It's a box of ammo for some gun... I wonder. You then follow Pierre.
    Stats:
    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
    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)
    Mystery Ammo (Maxed-out ammo for next gun)
    Conditions:
    Dislocated Fingers (Left hand, -1 to use until put back in place)
    Victory Dance (+1 to next roll)

    Meee/Clank[5 - When you get up, you hear Kyle calling you over.
    "Hey Clank, can you get this suit open for me?"
    With a nod, you walk over to the suit, type in a passcode on a hidden keypad, and open the suit. Kyle enthusiastically throws out the frozen soldier and gets inside.
    Abilities:
    Energy: 100/100
    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:
    Victory Dance (+1 to next roll)

    RreaperRandom/Kyle[3] - You got the suit. However, since you rolled a three, there are only two ways this can end. And in both of them, you will not be happy.

    As you close the suit and power it up, you notice a little indicator on the bottom right corner of the HUD:
    "Fail-safe active. Suit locked."
    Dang it. Oh well, that's only a minor setback.
    Stats:
    French
    Wimpy French Mustache(-1 to all social confrontations)
    Loud (Stealth is pretty much impossible)
    Abilities:
    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)
    Disabled toes (+50 max energy)
    Inventory:
    2 C20 Canister Rifle Magazines
    Empty Metal Crate Companion Crate
    Marauder suit (Extreme strength and resilience, locked)
    Punisher Grenade Launchers (4/4, 19 extra rounds)
    Conditions:
    Burned face (-1 to social confrontations, scar in 14 turns)
    Shot Arm (Can't use, Frozen, heal in 3 turns)
    Really Pathetic Victory Dance

    ArvenDragon/Laura[1] - You plan to learn healing, but at the moment you are currently doing a victory dance with the others.
    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 (15/25 rounds, 2 extra mags, fires 12.5x50mm slugs with minimal recoil at 400 RPM) (Increased velocity + electrically charged rounds from super electrokinesis) (Heat level: 20%)
    Conditions:
    Broken left leg (Splinted, +1 next turn)
    Victory Dance (+1 to next roll)

    Pierre[5] - Pierre reloads his Gauss rifles, retracts them, and walks ahead into the armory.
    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, Painted blue with yellow thunderbolts on the sides)
    Night Vision Visor
    10 HE grenades
    2 Breaching Charges
    Shoulder Mounted Rocket Launchers (10 rockets)
    Dual M474 Gatling Guns (Named Susan and Betsy, 3950/4000 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:

    Dazed (Hail of Lead is negated for 2 turns)

    Game Event:

    The group moves into the armory, which is lined with numerous weapons of all kinds. Jay walks up to a large metal crate, opens it, and sees something inside.

    ---

    So basically, you all get one free peice of equipment. It can be a weapon, some kind of power gauntlet, a really awesome PDA that can hack computers near it, pretty much anything within reason.
    Emphasis on reason. Don't make it overpowered. A minigun? That's pushing it but it's fine, since it will have other setbacks. A Golden revolver with custom armor-piercing rounds? Sure. A Crysis nano-suit? No.

    Yeah.
     
    Last edited: Aug 21, 2010
  20. RreaperRandom

    RreaperRandom New Member

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    2 Shoulder-mounted C20 Canister Rifles that attach to the suit, let me scope in, have mags in them and 4 extra mags, and fire at the same time. After that, raid the armory for any weapons I can find.Also, why do I still get the -2 to social confrontations? No one can see my face. I have a helmet.
     
    Last edited: Aug 22, 2010