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 Roll to Dodge - Mecha ON HOLD 
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
MY GOD PLEASE SHUT UP. Let this topic sit until Hyper comes back. We don't need idle bull♥♥♥♥ discussion coming from someone who's not even playing.
TheLastBanana wrote:
1. Don't post in a thread unless you're actually playing the game in it. Comments, suggestions, questions and so on are allowed but use your own common sense when replying as such. Insults, backseat Moderating and backseat DM'ing will not be tolerated.

HOW MANY TIMES WILL I NEED TO QUOTE THIS?

This post is approved so, so much. I don't need to post my own thoughts because this pretty much covers it.


Wed Jun 01, 2011 5:19 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
I'm thinking about rebuilding my mech in a completely different style, but I was just wondering, what's the heaviest armour you can have on a aerial mech?


Wed Jun 01, 2011 10:48 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Not too heavy. Medium armor at the most. I'm not even going to allow anything above a low Heavy class fly. In most cases at least.


Wed Jun 01, 2011 11:06 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Alright, I'l get to work on my new character and mech.


Wed Jun 01, 2011 11:36 pm
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Post Re: Roll to Dodge - Mecha Mission 1
THEN I SHALL ROLL.

Tomaster (Vladimír Shurla) [3]:
"...♥♥♥♥ wouldn't flip me over...make me fix an entire hydraulics tube...♥♥♥♥..."
You take out your repair kit, select the right tool to undo the tubes, a medium sized allen wrench, and apply it to the fastener. It immediately slips out, causing you to fall forward towards the interior of your mech. You catch yourself just in time, then wipe off the oil on the fasteners with a cleaning cloth in your kit. Ok, let's try that again.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


Roast Veg (Aark-han) [10]:
You happily head back to your mecha, having missed most of the action.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
- Bottle of Painkillers
Conditions:
- Broken Nose (Splinted)
- Missing Tooth (Numbed, lasts 3 turns)

Mecha


Amazigh ("Amazigh") [1]:
You hit the button to fire your Plasma Caster again, but a shrill alarm goes off, and a screen to your right turns bright red. That's the reactor readout screen. You also notice that the screen for your Plasma Caster is red. And the one listing temperatures across your mech. You quickly gather that firing the Plasma Caster twice in a row like that overstresses your reactor, causing it to temporarily go into a low power state to cool. It also puts an even larger strain on the Caster itself, causing it to shut down to cool as well!
You blame Australia.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
-- No "Bleeding Stopper"
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


JJA79 (James Argus) [10]:
Stillnope.
These things were not meant to be broken by a limp-wristed pilot like you.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [3-2=1]:
You take out a roll of bandages and promptly drop them on the floor, where they roll out of sight. Dammit.
Abilities:
Inventory:
- Field Medical Kit
-- One Bandage Left
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:
- Rat Bite on Right Ankle (-1 to rolls)
- Concussion (-1 to rolls for 1 turn)

Mecha


DragonXP (Kaime Freins) [6]:
You get up in time to see-
"HOLY ♥♥♥♥!"
It's right goddamn on top of you. Literally. The thing jumps through the air and lands on top of you, smashing you back into the store. It then begins to batter your mecha with all its might, heedless of its wounds. Mouths bite, appendages bash themselves against you, and anything spiky is used as a stabbing implement. You're taking a surprisingly large beating! Then you look straight up, and see one of the creature's mouths wide open. Not biting, just gaping towards you. You then notice that there's some sort of fiery glow deep in its throat.
Oh ♥♥♥♥.
Abilities:
Inventory:
- Field Medical Kit
-- No "Bleeding Stopper"
-- No Bandages
- Field Repair Kit
- Roll of Bandages
Conditions:
- Missing Left Leg (Cannot Walk)
- Bandaged Hand (-1 to actions with right hand)

Mecha


Game Events:
AREA MAP UPLOADED.


Wed Jun 01, 2011 11:51 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Don't blame Australia! :-(


Thu Jun 02, 2011 12:45 am
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Post Re: Roll to Dodge - Mecha Mission 1
>Employ the use of extreme whining to vaporize my restraints.


Thu Jun 02, 2011 1:05 am
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Post Re: Roll to Dodge - Mecha Mission 1
Search for more stuff inside the hospital


Thu Jun 02, 2011 1:06 am
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DRLGrump
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Post Re: Roll to Dodge - Mecha Mission 1
I told you ♥♥♥♥ to flip me. But noooo. You thought you could handle it by yourself, with your ♥♥♥♥♥ ass low rate of fire energy weapons.
Fix my hydraulic system.
Good job Kaime. Keep him distracted for me!


Thu Jun 02, 2011 1:43 am
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Post Re: Roll to Dodge - Mecha Mission 1
"Quit being so full of yourself"
Roll to the side quickly.


Thu Jun 02, 2011 2:57 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha Mission 1
>Wait for Reactor to cool down.


Thu Jun 02, 2011 8:00 pm
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Post Re: Roll to Dodge - Mecha Mission 1
> Halp somebody.


Sun Jun 05, 2011 1:00 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Rawlin.

Tomaster (Vladimír Shurla) [1]:
"I told you ♥♥♥♥ to flip me. But noooo. You thought you could handle it by yourself, with your ♥♥♥♥♥ ass low rate of fire energy weapons."
You unscrew the tube successfully, then attach it to the primary line. Satisfied with your work, you wipe your forehead at a job well done. Then, suddenly, something under your mech shifts, causing the entire thing to lurch. You fall, and scramble wildly for a handhold. You manage to grab one somewhere inside the panel, and lift yourself back up. You then see that while scrabbling for a grip, you put a hole in your hydraulic tube with the allen wrench.
The tube is now useless.
"Oh ♥♥♥♥ me."
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


Roast Veg (Aark-han) [10]:
You walk your mech over to Vlad's, seeing his mech on the ground. Your footsteps cause the ground to rumble a bit, and it looks like something underneath Vlad's mech moved because of your footsteps. You catch the sound of him swearing gratuitously as you get closer.
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
- Rough Map of the Exoneration
- Bottle of Painkillers
Conditions:
- Broken Nose (Splinted)
- Missing Tooth (Numbed, lasts 2 turns)

Mecha


Amazigh ("Amazigh") [5]:
You play the waiting game, and your reactor enters the green again. Your controls become unlocked, and you can now move. Sweet.
Abilities:
- Cyborg Enhancements
Inventory:
- Field Medical Kit
-- No "Bleeding Stopper"
- Field Repair Kit
- 9mm Glock
Conditions:

Mecha


JJA79 (James Argus) [10]:
YOU WILL NEVAR WIN!
HA HA HA.
Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Mecha


Tokochiro (John Kosloswa) [6-1-1=4]:
You stop bothering with your injuries and decide to just look around the hospital some more. Sadly, the hallway that leads to where anything good may or may not be is collapsed. You can't get through here without specialized equipment, which you do not have. You guess you should just leave now, since you know that the pharmacy alone is worth sending a team out to collect.
Abilities:
Inventory:
- Field Medical Kit
-- One Bandage Left
- Field Repair Kit
- 9mm Glock
-- 8/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:
- Rat Bite on Right Ankle (-1 to rolls)

Mecha


DragonXP (Kaime Freins) [8]:
"Bish!"
You jab both of your spider limbs forward from behind your mech, and they stab the beast near the base of the...limbs pinning you the most. It loosens its grasp a bit, and you take the opening and roll to the side, shaking it off completely, and just in time too. Not a moment after you're out of the way, the beast fires some sort of blast of energy from its mouth, straight down into where you just were. You get back to your feet, and see that the hole from the blast is glowing a bright yellow-orange from heat, and is deeper than your mech is thick. If that had hit, you'd be dead right now. The beast turns toward you, and one of its thinner, more damaged tentacles falls off, disapearing into black, smoky mist before it can hit the ground.
Abilities:
Inventory:
- Field Medical Kit
-- No "Bleeding Stopper"
-- No Bandages
- Field Repair Kit
- Roll of Bandages
Conditions:
- Missing Left Leg (Cannot Walk)
- Bandaged Hand (-1 to actions with right hand, Not applicable for Piloting)

Mecha


Game Events: Kaime cautiously watches the beast, and it stares back at him. It randomly hisses at him, then suddenly a crack of thunder rings out. Something from the northeast moving very, very fast hits the beast in the side, near where the mouth that fired the blast was. It passes through the beast and exits with a tremendous burst of the black smoke, not slowed in the least, and shoots far into the red zone. The beast shudders, and its white iris' contract almost to the point of disapearing. It gives another shudder, then collapses onto the ground. As Kaime watches it, the beast's body quickly begins to turn entirely into the black smoke. Within a minute, it's gone entirely.
The radio turns on.
You're damn welcome, now get back to work! That thing might have brought friends!
That was a woman's voice, not your radio operator. Kaime wonders what the hell just happened.


Sun Jun 05, 2011 7:44 pm
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Post Re: Roll to Dodge - Mecha Mission 1
> Use Le Big Tweezers to lift Vlad out of his rut.


Sun Jun 05, 2011 8:14 pm
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Post Re: Roll to Dodge - Mecha Mission 1
Go out of the hospital and into my mech


Sun Jun 05, 2011 8:21 pm
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