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 DR. XENO (A roleplay) 
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Joined: Tue Dec 28, 2010 5:14 pm
Posts: 25
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Post Re: DR. XENO (A roleplay)
Scan the area for anything unusual
Also, isn't 12 a bit too low to successfully land?


Sat Jan 01, 2011 10:04 pm
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Joined: Sat Dec 25, 2010 1:35 am
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Post Re: DR. XENO (A roleplay)
It depends what you are determining as the chance that a parachute malfunctions.


Sat Jan 01, 2011 10:06 pm
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Joined: Sat May 02, 2009 4:52 am
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Post Re: DR. XENO (A roleplay)
Lower the visor unit.
Beam particle production commenced. Safety locks off, commencing operation.


Sat Jan 01, 2011 10:36 pm
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Joined: Sun Dec 16, 2007 12:09 am
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Location: Being The Great Juju
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Post Re: DR. XENO (A roleplay)
>Stealthily advance towards the facility.


Sat Jan 01, 2011 10:46 pm
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Joined: Sat Dec 25, 2010 1:35 am
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Post Re: DR. XENO (A roleplay)
You find yourself in a wooded area. A large concrete building up ahead has a rotten wooden sign on it that says, "CFAC"
ACTIONS:
rolls dice
crodude: 48. You see nothing of any importance or anything alive.
Point.blank: You prepare for combat. 24, your equipment does not malfunction.
Ragdollmaster: 41. You are closing in on the CFAC.


Sat Jan 01, 2011 10:50 pm
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Post Re: DR. XENO (A roleplay)
Just a piece of advice: You should probably wait for everyone (or close to everyone) to post their actions before rolling. Otherwise, slower players or players in different time zones will be at a disadvantage and have less actions than players who are quicker to reply, which isn't really fair and presents potential problems down the road because nobody will be on the same page.


Sat Jan 01, 2011 10:52 pm
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Joined: Sat Dec 25, 2010 1:35 am
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Post Re: DR. XENO (A roleplay)
Ragdollmaster wrote:
Just a piece of advice: You should probably wait for everyone (or close to everyone) to post their actions before rolling. Otherwise, slower players or players in different time zones will be at a disadvantage and have less actions than players who are quicker to reply, which isn't really fair and presents potential problems down the road because nobody will be on the same page.

Alright, alright, since so many of you people have problems with this system, I will follow the other RtDs and wait for everyone. I hope you are satisfied.


Sat Jan 01, 2011 11:01 pm
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Loose Canon
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Post Re: DR. XENO (A roleplay)
> Draw Pistol and Knife, advance towards concrete building. Watch out for any Enemies.


Sat Jan 01, 2011 11:26 pm
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Joined: Mon Dec 21, 2009 12:26 am
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Post Re: DR. XENO (A roleplay)
Use rifle's scope to spy on the building ahead.


Sat Jan 01, 2011 11:36 pm
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Joined: Fri Apr 04, 2008 12:06 am
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Location: In front of keyboard, staring at monitor. (WA, Oz)
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Post Re: DR. XENO (A roleplay)
> Draw right-hand Desert Eagle and follow Lovegale. Watch her blind spot/s.


Sun Jan 02, 2011 12:34 am
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Post Re: DR. XENO (A roleplay)
Try to climb a tree at the edge of the woods that will allow me to provide cover for the soldiers if they need it.


Sun Jan 02, 2011 2:19 am
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Joined: Sat May 02, 2009 4:52 am
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Post Re: DR. XENO (A roleplay)
Change left arm output to rifle, right arm output to dagger, and follow Lovegale.


Sun Jan 02, 2011 2:20 am
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Data Realms Elite
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Joined: Sun Nov 01, 2009 3:00 pm
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Location: Hell.
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Post Re: DR. XENO (A roleplay)
Disconnect my parachute, and equip my circular saw as a weapon.
"Tell me if there are any locked doors..."


Sun Jan 02, 2011 3:31 pm
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Joined: Tue Dec 28, 2010 5:14 pm
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Post Re: DR. XENO (A roleplay)
Remove parachute and follow ragdollmaster
"Time to crash this party"


Sun Jan 02, 2011 3:38 pm
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: DR. XENO (A roleplay)
>Follow the largest group of people, making merry chit-chat along the way, and preparing myself for any attack.

Also, those canisters are stink bombs by a different name. We're talking about complete immobilisation of the enemy provided they work as they should.


Sun Jan 02, 2011 5:50 pm
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