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 Roll to Dodge - Mecha ON HOLD 
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: Roll to Dodge - Mecha
Hold onto some thingmading


Mon Mar 05, 2012 6:06 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha
Oh my goodness it's been much too long since I last rolled.

Tomaster (Vladimír Shurla) [3]:
"Hokay, that was weird. Totally won the staring contest though."
You think of a quick prayer to say, but you think more of yourself than any higher deity, so you just hope you don't die horribly.
You do adjust your energy levels though, no need to be all gyroscopey and wallrun-y in a submarine.
Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
- Shinboku Scalemail
Conditions:

Exoskeleton


Amazigh ("Amazigh") [10]:
You adjust yourself, wedging your suit into a sort of corner from a support beam and the wall. You feel pretty secure here. As long as you ignore the fact that the vessel looks like a metal pickle.

Pilot
Abilities:
- Cyborg Enhancements
-- Shinboku Expansion
--- Direct Mecha Interface
--- Bullettime (+2 to rolls during usage)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Broken Toes (Braced and Splinted)
- Shoeless

Exoskeleton


JJA79 (James Argus) [7]:
"Why were you staring at vlad?"
"Because I can."
"So you want to bang him?"

Suddenly your radio clicks off, and you can't start it back up again. How strange.
You then try to do a little silent dance, but the best you can manage in such a small space is a sort of shimmy.

Pilot
Abilities:
- Sniper expert (+1 when shooting from long range)
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Panic (-1 to actions when in close combat)
- Broken Legs (Anesthetized and splinted, cannot walk)

Exoskeleton


Tokochiro (John Kosloswa) [10]:
You cling to the wall and hope that it doesn't explode.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
- Sports Watch
- Visitor's Map
Conditions:

Exoskeleton


DragonXP (Kaime Freins) [3]:
You wait for the movement to end, or at least to change from rising to the deck into falling to the water.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:
- Cybernetic Left Leg

Exoskeleton


Ragdollmaster (Sargon) [3]:
"BRACE YOURSELVES."
What the hell, William Shatner.

Pilot
Abilities:
Inventory:
- Field Medical Kit
- Field Repair Kit
- 9mm Glock
-- 18/18 Rounds
Conditions:

Exoskeleton


Game Events: A loud clunk and sudden stop tell the people in the capsule that they've reached the top of the deck. A few tense seconds pass, then the pod gets lifted with stomach-lurching suddenness.
"I've always hated roller coasters."
And then, the pod has been dropped over the edge of the Exoneration.
Seconds stretch on to minutes as the pod drops, then with a jarring splash, the pod hits the water and slices down below the waves. The lack of windows in the pod make things a bit more terrifying.
"Ok, is anyone hurt?"
No one is.
"Good. Alright, lemme just..."
Seconds pass in the dim interior of the pod. Then suddenly, a video feed pops up on everyone's HUD. It's a view of outside the pod. The water is unlit by any lights, but the camera seems to have some kind of low light filter, so you can see well enough. In the rear, a propeller kicks on, and the pod begins quietly buzzing through the water.
"Good, nothing's broken and we aren't leaking. Nairle packed us a tactical info kit, lemme just send that around. Our objective is to get in, find some cool ♥♥♥♥ we can use, and get out. Avoid blowing things up if you can, I intend to use this facility later and it's got quite a lot of money invested into it. At this stealth speed, we should be there in about... 12 minutes."
A message pops up on everyone's HUD, telling them they've received a Mission Info package. It's got a map, summary of enemies, objectives, and some miscellaneous info on the Olympus Facility, all in separate files.
1 Roll until Olympus Facility reached.


Sun Mar 11, 2012 8:05 pm
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Data Realms Elite
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Joined: Sun Feb 24, 2008 2:10 am
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Location: Ye Olde England
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Post Re: Roll to Dodge - Mecha
>Check what sorts of enemies we'll be facing.


Sun Mar 11, 2012 9:34 pm
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Post Re: Roll to Dodge - Mecha
> Check out cool stuffs we need to obtain


Sun Mar 11, 2012 9:47 pm
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DRLGrump
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Post Re: Roll to Dodge - Mecha
Check out the map and misc. info.


Sun Mar 11, 2012 10:50 pm
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Joined: Mon Jun 28, 2010 3:54 am
Posts: 806
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Post Re: Roll to Dodge - Mecha
Check out EVERYTHING


Mon Mar 12, 2012 12:27 am
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Joined: Mon Dec 22, 2008 11:51 pm
Posts: 138
Location: Standing on the edge of a large pit of lava facing away from it.
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Post Re: Roll to Dodge - Mecha
>Memorize the map


Fri Mar 16, 2012 3:15 pm
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Post Re: Roll to Dodge - Mecha
>Look at enemy types, have a strategy session: Figure out which suit types (Light, Medium, Heavy) are best suited for taking on which enemies; ask for Commander Lovegale's input


Fri Mar 16, 2012 9:10 pm
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Loose Canon
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Post Re: Roll to Dodge - Mecha


Sargon gets to thinking. Based on what he knows about the exosuits, the Heavies with their shields and dakka are best suited to infantry, since regular guns don't have a chance in hell of penetrating their defenses.
Mids are probably best for anything like the exosuits you're wearing. They've got a gun for dealing damage, the Kinetic Hammer to knock em around, and they're armored yet fast enough to take some punishment but keep moving.
The Lights would be best on full scale mecha, no question. Smaller things could move fast enough to shoot them and punch through their weak armor, but a big mech? Nope. And then just stab it in a few important looking places, and bam, dead mecha!

The pod clunks as it hits something.
"We're here. Now ascending..."
The pod rises up, slowly breaching the surface of the water. It then slowly moves up against a docking area, and a hatch bursts off the side of the pod, allowing the inhabitants to leave.


Sun Mar 25, 2012 1:12 am
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Data Realms Elite
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Post Re: Roll to Dodge - Mecha
Just curious, but is it possible for the team to fail a mission?


Sun Mar 25, 2012 2:16 am
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Post Re: Roll to Dodge - Mecha
Not particularly, but it IS possible for most/all of them to die.


Sun Mar 25, 2012 2:19 am
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Post Re: Roll to Dodge - Mecha
TorrentHKU wrote:
Not particularly, but it IS possible for most/all of them to die.

I was just wondering what would happen if they failed a mission. Say a escort mission and the person to be escorted is killed, or some such.


Sun Mar 25, 2012 2:52 am
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Post Re: Roll to Dodge - Mecha
I'm not sure. It'd have to be on a case-by-case basis I suppose.


Sun Mar 25, 2012 2:53 am
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Post Re: Roll to Dodge - Mecha
Mkay, let's rock some ♥♥♥♥.
Escort Lovegale. Kill anyone who looks big and important.


Sun Mar 25, 2012 7:49 pm
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Post Re: Roll to Dodge - Mecha
"Let's have the Heavies move out in front, we can throw up our shields if we start taking fire. If we see any targets we need to take out quick and quiet, Lights will probably be best for that. Mediums stick to Commander Lovegale." >Now that I have given advice which will be followed by nobody, proceed to stomp out in front of the group. Divert some power to shields so that I can throw them up instantaneously if ♥♥♥♥ goes down.


Sun Mar 25, 2012 8:55 pm
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