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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    We rember you moustache, and it were terrible.
    I want a PDA that makes all automatic defenses mine to control. If i cant get that, i want a really awesome PDA that can hack computers near it
     
  2. ijffdrie

    ijffdrie Lord of Spam

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  3. Phoenix

    Phoenix New Member

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    You dont want a super-awesome thingy, drie?
     
  4. ijffdrie

    ijffdrie Lord of Spam

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    Not really. My powers are handy in that regard, but I need energy to use those.
     
  5. RreaperRandom

    RreaperRandom New Member

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    IFFY, YOU HAVE NO WAY OF DEFENDING YOURSELF!!!! You need a weapon more than you know!!!!
     
  6. Arvendragon

    Arvendragon Member

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    Helmets are scary too.
    And I think my rifle should be slightly cooled. :)
    I think we should have some sort of HP bar.

    Well, let's attempt to learn healing again. And look for some armor.
     
  7. ijffdrie

    ijffdrie Lord of Spam

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    I can channel energy from someones finger towards his arm so he doesn't have the strength to pull the trigger
     
  8. ijffdrie

    ijffdrie Lord of Spam

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    Maybe we should get combat roles. Arven as healer, me as support, pierre as tank(since no one is playing him), someone as pierre's leesh, and someone with a lot of friggin guns(at least 7)
     
  9. TheDoctor1911

    TheDoctor1911 New Member

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    You're right, Arven. I changed it.

    So let's see,
    Reaper wants shoulder mounted rifles
    Pheonix wants a PDA with access to automated defense
    Iffrdrie wants nothing (will get +1 to movement and dodging since he is not encumbered)
    Arven wants armor?
    Waiting on Meee
     
  10. Meee

    Meee New Member

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    I want a hacking device for electronic systems (computers, locks etc)

    drie, you should get some energy generator and make yourself into living railgun
     
  11. TheDoctor1911

    TheDoctor1911 New Member

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    ROLL 17

    ijffdrie/Deborah - [6+1=5]
    You walk over to a crate and rest a moment. Just a moment.
    ...
    "Deborah, wake up!"
    Laura slaps you.
    "Oh right, we have a mission"
    Statistics:
    Charismatic (+1 to social confrontations)
    Not encumbered (+1 to movement, dodging)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 2
    Energy: 200/200

    -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)
    Weapons:
    None!
    Armor:
    Casual Clothes
    Inventory:
    Suitcase
    -Flashlight
    -Watch
    -Various articles of clothing
    Smart Phone(Reception: ++++, Internet access)
    Conditions:

    Pheonix/Jay - [1+1=2]
    You rolled a 2, but good thing you didn't post an actual action. :)
    You notice a cool PDA in the crate. You pick it up, and turn it on. The words "Accessing Turret Controls" appear on the screen.
    Awesome.
    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:
    -None
    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:
    Dislocated Fingers (Left hand, -1 to use until put back in place)

    Meee/Clank - [2+1=3]
    You pick up a device with a special USB-like cable attached. I wonder what it does.
    You try it out on a random laptop in the armory. When the password screen comes up, you plug in the device and an interface for hacking the password comes up. You then hack the password. This is going to be useful.
    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 - [1]
    You pick up two C20 rifles, and decide it would help to mount them onto your armor.
    With Clank's help, you mount them onto your shoulders, and take a few mags for them.
    As you turn around though, you knock the crate onto your feet. RAGE.
    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
    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
    Conditions:
    Wimpy French Mustache(-1 to all social confrontations)
    Burned Face (-1 to social confrontations, scar in 13 turns)
    Shot Arm (Can't use, Frozen, heal in 2 turns)
    Disabled toes (+50 max energy)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)

    ArvenDragon/Laura - [6+2=Epic Win]
    You look around for some armor, and find both a shield and a... medical gun? Cool.
    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:

    Pierre - [5]
    Pierre walks over to a metal door and smashes it open. He rushes through, shoots both guards, reloads, then grabs one of the fallen marine's radio.
    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.
    -202/202 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 (Hail of Lead is negated for 1 turn)


    Game Event:
     
  12. Arvendragon

    Arvendragon Member

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    Wait a bit for the group. Move on ahead?
     
  13. RreaperRandom

    RreaperRandom New Member

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    Look around the armory for any weapons and ammo I can find. Again.
    "I wanna be the heavy weapons man".
     
    Last edited: Aug 23, 2010
  14. ijffdrie

    ijffdrie Lord of Spam

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    6+1 equals 7, not 5


    energy generator spawnage
     
  15. Meee

    Meee New Member

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    I follow Pierre at what I consider to be a safe distance. Pay attention to the surroundings
     
  16. Phoenix

    Phoenix New Member

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    Set my fingers back, follow the group.
     
  17. TheDoctor1911

    TheDoctor1911 New Member

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    Yeah but 7 would mean a serious overshot, so you'd end up falling asleep. Be happy. :)
    What does "energy generator spawnage" mean?
     
  18. ijffdrie

    ijffdrie Lord of Spam

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    It means I do what Meee suggested
     
  19. TheDoctor1911

    TheDoctor1911 New Member

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    Rolling.

    ROLL 18

    ijffdrie/Deborah - [5]
    Seeing as everyone else has something cool, you look around the armory for something of use. Then, you notice it, a mini fusion reactor small enough to fit in your pocket. Using your powers, you draw energy from the reactor, and into your total mind-energy. Now you have more-or-less unlimited energy as long as you have the reactor.
    Statistics:
    Charismatic (+1 to social confrontations)
    Status:
    Blood Level: 100%
    Injuries:
    -None
    Abilities:
    Psi Level: 2
    Energy: 9001/200

    -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)
    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]
    You grab your fingers and put them back into place one by one. That's better.
    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:
    -None
    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:

    Meee/Clank - [5]
    Following Pierre through a door, you observe the next room. Continued in game event.
    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]
    Because more is always better, you look for more guns. However, all you can find is a pistol.
    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
    Belt
    -Holstered 9mm Pistol
    -1 9mm Pistol Magazine
    Conditions:
    Wimpy French Mustache(-1 to all social confrontations)
    Burned Face (-1 to social confrontations, scar in 12 turns)
    Shot Arm (Can't use, Frozen, heal in 1 turn)
    Disabled toes (+50 max energy)
    RAGEFACE (-1 to social confrontations, +1 to intimidation)

    ArvenDragon/Laura - [1]
    After Pierre and Jay go through the door, you follow. However, distracted by the open space, you don't realize that you are on a platform with no rail and walk off the edge. You manage to grab on to the edge, but you can't hold on forever.
    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 3 turns) (You do not want to fall)

    Pierre - [2]
    As soon as he sees Laura walking off the edge, Pierre warns her but is too late. Snap.
    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.
    -202/202 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 room that the group is in appears to be a large hangar. There are numerous aircraft on landing pads, as well as countless workers and maintainable robots. There are also some marines, some of them having reinforced armor and light machine guns instead of rifles. You are currently not spotted.
     
    Last edited: Aug 23, 2010
  20. ijffdrie

    ijffdrie Lord of Spam

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    minor: take cover somewhere

    major: Grow ability to shoot minor energy bolts (preferably both stun and kill sizes, but if that's too much I understand. In that case I would prefer stun.)