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 Roll To Die - ENDED 
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Post Re: Roll To Die
Try the strength of my left hand by pushing against my right forearm.


Tue Apr 12, 2011 12:59 am
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Post Re: Roll To Die
Ociamarru wrote:
Okay, so when we say rifle, are we saying .50 BMG or, like, a .30-06? I can't see it being worth more than an automatic weapon unless we're talking big.

The Assault Rifle is comparable to a M16 in power/accuracy etc.
The Rifle is about .40 cal, it'll tear chunks out of things, and it's rather accurate. It is definitely an improvement on the Assault Rifle, as in it'll get kills much more reliably, this is Generally the case with more expensive weapons over cheaper ones.


Tue Apr 12, 2011 2:02 am
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Post Re: Roll To Die
> Fire Multiple bolts at robots while continuing to move backwards towards group. ( Am I in the group allready? I can't tell which dot is me...)


Tue Apr 12, 2011 2:25 am
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Post Re: Roll To Die
They make .40 cal rifles? Didn't even know that.

Anyway, yeah, that clears things up.


Tue Apr 12, 2011 2:27 am
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Post Re: Roll To Die
>If there's some kind of a scanning system, start scanning the robots for internal component locations. Keep shooting them at waist height.


Tue Apr 12, 2011 1:24 pm
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Post Re: Roll To Die
ROLLAN

DragonXP
Clone #25941 [6] Try the strength of my left hand by pushing against my right forearm.
You test the strength of your arms and from what you can tell, your left arm is of around average strength for a fully grown human male, but your Right arm with the claws is a noticable amount stronger, the claws make it rather hard to tell exactly how much stronger, but it is definitely stronger.
Abilities:
Inventory:
Conditions:
-Clawed Right Forearm


CaveCricket48
Clone #25942 [3] > Cover my ears and try again.
Your Frustration at all these distractions causes you to throw your hands over your ears. Before you can get any practising in it suddenly strikes you how close those Robots are getting.
Abilities:
-Weak Telekinesis
Inventory:
-Combat Knife
Conditions:


Barnox
Clone #25943 [7] >Move forward to max TK range. Keep myself at max TK range by moving backwards. Throw them into each other.
You move forwards until you are roughly four meters away from the Robots and begin moving backwards at a steady pace. With some trouble you throw one into it's neighbour, due to lucky positioning the Robot you threw impales the other through its chest with it's bladed arm, it stumbles a bit trying to recover from the impact but is otherwise unharmed.
Abilities:
-Weak Telekinesis
Inventory:
-Shotgun [6/6]
Conditions:


GlowstickNinja
Clone #25944 [6] > Fire Multiple bolts at robots while continuing to move backwards towards group.
While moving further backwards you manage to shoot two Bolts towards the Robots, the first Bolt strikes true with an effect much like before, but the second Bolt merely tears one arm off of one of the other Robots.
Abilities:
-Weak Electrokinesis
Inventory:
Conditions:
-Bladed Right Hand


Natti
Clone #25945 [6] >If there's some kind of a scanning system, start scanning the robots for internal component locations. Keep shooting them at waist height.
Your Targeting System seems to lack a scanning system, most likely due to it's Basic nature, but from this close a distance you can clearly see that the Robots are rather lacking in the Armour department, having numerous exposed wires and tubes visible over their bodies, There is however a relatively small plate covering their chests which would leave you to assume that something Vital is stored there. You fire off a couple of bursts into the group and manage to disable two more Robots through damage to their exposed components.
Abilities:
Inventory:
-Assault Rifle [20/30]
-Basic Targeting System
Conditions:


Nonsequitorian
Clone #25946 [2] Aim at the weapons that the robos are wielding. Then, shoot their hands with the weapons off.
You try to fire at the Robots arms to disable their weaponry but only manage to score glancing blows on their blades and fail to deal any serious damage.
Abilities:
Inventory:
-Rifle [4/8]
Conditions:


Game Events:
The Robots maintain their steady march towards the group seemingly ignorant of the losses they are facing.

Map:
Image
Players have been numbered according to the final digit in their numerical designation for ease of identification.

Just a note here, feel free to ask me questions about things in the game, I will most likely give you an answer if it doesn't reveal IMPORTANT PLOT INFO. >implying there is a plot.


Tue Apr 12, 2011 8:02 pm
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Post Re: Roll To Die
> Go up to the robots until I'm at max TK range, and trip the robots in a way that could get them to fall on each other, like a domino effect.


Tue Apr 12, 2011 8:40 pm
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Post Re: Roll To Die
Try to run and get to the opposite side of the room. Fire if necessary.


Tue Apr 12, 2011 8:46 pm
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Post Re: Roll To Die
>Shoot their heads and see what effect that has.


Tue Apr 12, 2011 8:46 pm
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Post Re: Roll To Die
Run up to a robot and stab my right forearm into the head, retreat quickly after.


Tue Apr 12, 2011 8:47 pm
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Post Re: Roll To Die
>TK trip robots. Try to clear open a gap on the North/Left side, and proceed through if sufficient space between robot and wall is there.
"Focus on the left side!"


Tue Apr 12, 2011 9:36 pm
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Post Re: Roll To Die
Okay, so the clawed arm thing cost 1 point, and it's a fair deal stronger than normal. So what about the 'slightly-stronger limbs' thing? How strong would that make someone?


Tue Apr 12, 2011 10:16 pm
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Ociamarru wrote:
Okay, so the clawed arm thing cost 1 point, and it's a fair deal stronger than normal. So what about the 'slightly-stronger limbs' thing? How strong would that make someone?

Slightly Stronger limbs provides a similar strength bonus to having a forearm Mutation but on Both Arms and Both Legs.


Wed Apr 13, 2011 1:52 am
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Post Re: Roll To Die
Ah - good deal.


Wed Apr 13, 2011 2:01 am
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Post Re: Roll To Die
>Continue firing Electrokinetic bolts (at the larger side of the mass of robots) and retreating.


Wed Apr 13, 2011 2:12 am
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