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How does the Washu system sound to you?
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Bad
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I honestly dont care, can we do the RP now?
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Total Votes : 11


Cybylt

PostPosted: Fri Jan 18, 2008 1:28 am


Alright, I'm going to try a new system for battles called Washu, and as something new. I'm asking someone I know about this system for help and hope to use it.


PM Me your profiles please

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Mass Effect Alliance Military RP

After the Sovereign and Saren incident, the Council was locked in struggle to regain its power. The Alliance, seeking to further its position in the galactic community, decides to create a large, multi-race security operation to replace the Turian forces that once occupied its main force. The SSV Loradun, the first of a new-type vessel, is the first ship and crew of this organization. As the first of its kind, its crewed by those who are ready to serve as specters, but with the need of an organized military, are temporarily reassigned before they were officially accepted.

Washu Combat System

Figthing will be done on a D6 system, for the most part anyway.

2 rolls per turn and the rolls will be told in a RP attempt and then proceded by a rundown of what happens.

Assault Rifle: A controlled burst fire from the weapon.
First roll: how many shots fired(1D4). This is amplified by the Overkill ability where the roll gets a +1 as well as your damage roll. Though the overkill takes one of your turns for that round. Rifle gets 1d6 ber burst.
Roll 1-2 and you miss and the enemy returns fire and hurts you.
3-4 Damages enemy shield, if shield is already hit, its gone and slightly hurts the enemy
5-6 is All shots hit, ripping through shields and severely hurting enemies.

Pistols: Very similar to assault rifle, but less shots. Fires 2D6 per turn taken, upto 4D6 for your full turn.
1-2 is a miss with return fire that hurts you.
3-4 Damages enemy shield, if shield is already hit, its gone and slightly hurts the enemy
5-6 is All shots hit, ripping through shields and severely hurting enemies.

Shotguns: Not really sure how this will work. But I'll try to explain it a fair way I guess. When using the carnage skill, refer to grenade use.
1-2 Enemy takes cover from the shot and returns fire
3-4 Some pellets hit, damaging shirld
5-6 All pellets hit, killing the enemy

Sniper Rilfle: This one goes on the D4 dice roll, assassination acts much like the other weapons skills.
1 Shot misses and the enemy returns fire
2 Shot missed and enemy stay behind cover
3 Shot is deflected by shields, damaging the shielding
4 Shot lands a direct hit and kills the taget

Biotics and Tech Abilities:

Throw: Runs on D4 for the attack.
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 The throw almost works, throwing the enemy off of their feet and they fall, causing minor damage
4 Complete sucess, enemy is severely harmed by being thrown into an object or wall.

Lift: Works alot like like throw.
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 Lifts the enemy high enough for them to be dropped and damage shields
4 Lifts the enemy for another turn and leaves them defenseless to attacks, after the turn ends they are dropped, causing further damage.

Singularity: Pretty much the same as lift
1 Failed attempt, enemie fires at the user and hurts them
2 Semi-succesful, enemy is thrown off-balance but fires, damaging shields
3 Lifts the enemy high enough for them to be dropped and damage shields
4 Sends the enemy and some around them, as well as objects into the air, pelting eachother. The main target dies and sub-targets are heavilly damaged.

Barrier: Increases shield power
1-2 Slightly increases shields
3-4 Increases shielding enough to take another hit in the current fight
5-6 Increases shielding enough to take two more hits or one critical hit.

Sabotage: As you can see by now, most attack based moves are similar, from here out I'll list the side effects they give.
1: Fails, and enemy returns fire.
2: Semi-successful
3: Somewhat successful, stops the enemy from firing the current turn
4: Complete success, enemy's weapon is damaged beyond repair

Overload: Same as sabotage, but with shields, also has a chance of an area effect.
1: Fails, and enemy returns fire.
2: Semi-successful
3: Somewhat successful, enemy shields gone
4: Complete success, enemy is turned into a veritable grenade and explodes on his own allies.

Hacking: Takes over synthetic enemies:
1: Fails, enemy fires in return, harming user
2: Enemy is taken over, but with a flaw that makes them fire at the user, damaging shields
3: Success, but the enemy shields is gone when they are taken over.
4: Success, enemy completely turns and you have control over them as a player for the next 3 rounds.


Melee Combat: This may be a little tough to do. 1d4 per strike with a 3-strike combo per turn.
1: miss with an enemy counter-attack
2: enemy blocks and nearly hits you
3: Clash with enemy and you win the clash, giving theenemy a scratch or minor wound
4: clean hit, enemy takes a critical hit.

Thats all I'll put into it for now, thanks for the idea Ralen.

Roll two poor hits, your character is critically injured and must leave battle.

If you happen to roll a critical wounded, you leave battle immediately without the chance to continue fighting. The others in the group who haven't can RP to protect your character or you can simply run. I'll leave it to your characters.

Note: During this RP, I may throw in an event in which a die roll may be needed to continue on(those will probably be on a D20) More will be explained OOC during the event, if it comes...

Combat Flow:
I will describe the situation of the battle and then the players will RP their moves, four abilities will be used per RP/turn and then once it is all said I will write the entirety of the combat scene, one turn at a time.


Note: I’ll add the race info that’s only pertaining to the game for now, I’ll add the rest soon

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Races:
Human:
Newest race in the galactic community, but has recently proven an asset to the Citadel Council and has become a major part of the new community.
Turian: Another commanding race for the Citadel Armada, co-operative in power with the humans and a large supplier for special operative agents.
Asari: The asari are the foremost in biotics and its abilities. Many find the race very capable since it was the first council race, though their pull has seemed to gone down recently.
Quarian: Race out casted by the geth from their home world, they have recently been invited to the council to help with understanding and rebuilding the Citadel.
Salarian: The most technologically adept race in citadel space, the salarians are responsible for many victories for the council and continue to aid it with their scientific support of the new organization.
Krogan: Many Krogan mercenaries have been hired by the council to provide extra soldiers in the reconstruction. In return for their services, the race has been promised a cure for the genophage.

These are the key races, others are there, but are unavailable due to lack of fighting or any other known abilities or traits that are within this game.





Classes:
----------------------------------------------------------------------
Soldier
-----------------------------------------------------------------------
The pure combat master. Soldiers can use any of the four weapon types
effectivly, and are the toughest class as they are able to wear Heavy
Armor.

Abilities-
Pistol
Assault Rifle
Combat Armor
Assault Training
Shotgun
Sniper Rifle
First Aid
Fitness

-----------------------------------------------------------------------
Engineer
-----------------------------------------------------------------------
Engineers are a pure Tech user. Though lighter on damage, Engineers
can quickly cripple enemies and keep allies safe. Addtionally, they can
repair the Mako much faster and crack locks and electronics. A good
choice for a more supportive style of play.

Abilities-
Pistol
First Aid
Electronics
Decryption
Basic Armor
Medicine
Damping
Hacking

-----------------------------------------------------------------------
Adept
-----------------------------------------------------------------------
Adepts are masters of Biotic powers. Not only can they provide high
damage, but they can also keep enemies at bay by throwing them around
and suspending them in the air. Though they lack high healing or
shields, they can gain protection from Barrier.

Abilities-
Basic Armor
Throw
Warp
Barrier
Pistol
Lift
Singularity
Stasis

-----------------------------------------------------------------------
Infiltrator
-----------------------------------------------------------------------
The Infiltrator is a combination of Combat and Engineering. They are
well protected with good shields and healing; they can debuff enemies
then safely pick them off one-by-one with their Sniper Rifle. They have
a bit more trouble in close range fights.

Abilities-
Pistol
Tactical Armor
Electronics
Decryption
Sniper Rifle
Fitness
Damping
First Aid

-----------------------------------------------------------------------
Sentinel
-----------------------------------------------------------------------
Sentinels combine Techs and Biotics, giving them great abilities to
support the squad. They however are completely lacking in combat
skills, making them the worst choice for weapons and armor.

Abilities-
Throw
Barrier
Decryption
First Aid
Lift
Stasis
Electronics
Medicine

-----------------------------------------------------------------------
Vanguard
-----------------------------------------------------------------------
The Vanguard combines Combat with high damage Biotics. They have many
abilities to quickly annihilate foes, but in turn are very vulnerable
themselves.

Abilities-
Pistol
Assault Training
Throw
War
Shotgun
Tactical Armor
Lift
Barrier

Note: You can rename the class as long as you specify what its base is.

Specializations:
-----------------------------------------------------------------------
Nemesis
-----------------------------------------------------------------------
The Nemesis skill is an upgrade to Adept or Vanguard. It increases the
power and damage of Biotics, and further strengthens Lift and Warp.

-----------------------------------------------------------------------
Bastion
-----------------------------------------------------------------------
The Bastion skill is an upgrade to Adept or Sentinel. It improves
defensive Biotics such as Barrier and Stasis.

-----------------------------------------------------------------------
Medic
-----------------------------------------------------------------------
The Medic skill is an upgrade to Engineer or Sentinel. It improves
healing skills such as First-aid, Medicine, and Neural Shock.

-----------------------------------------------------------------------
Operative
-----------------------------------------------------------------------
The Operative skill is an upgrade to Engineer or Infiltrator. Greatly improves Sabatoge and Overload.

-----------------------------------------------------------------------
Shock Trooper
-----------------------------------------------------------------------
The Shock Trooper skill is an upgrade to either Soldier or Vangaurd.
It adds extra health, improves Adrenaline burst, and powers up a
defensive skill such as Barrier or Immunity, depending on your base
class.

-----------------------------------------------------------------------
Commando
-----------------------------------------------------------------------
The Commando is an upgrade to Soldier or Infiltrator. It improves
over all damage with weapons and makes Marksman and Assassination even
more powerful and accurate.



Abilities:

Combat:
Improves damage and accuary with weapons, the defense
power of armor, and abilities to restore Shields, and lower cooldowns
times.

-----------------------------------------------------------------------
Pistol
-----------------------------------------------------------------------
Though Pistols aren't very strong of a weapon, but it's very accurate
and overheats far less often. Might as well stick with this weapon if
you don't have better training, or are untrained with any weapon.
Putting points into this skill improves its power and accuracy.
Addtionally, it will unlock the Marksman ability which will make your
pistol fire much faster and with greater accuaracy.

-----------------------------------------------------------------------
Shotgun
-----------------------------------------------------------------------
Shotguns are very deadly at close ranges, but have low rate of fire
and very inaccurate, making them fairly bad from fruther away. A good
choice for characters that have the armor and shields to get up close.
Points in this skill improve damage and accuarcy and open the Carnage
ability, which increases the blast radius, making one able to to take
out large gourps.

-----------------------------------------------------------------------
Assault Rifle
-----------------------------------------------------------------------
Assault Rifles offer a quick barrage of shots. It has a high rate of
fire and decent damage and accuracy, making it a good idea at medium
range. Careful to not let it overheat, though. Points in this skill
increase damage and accuary and grants the Overkill ability, which
makes attacks even more rapid.

-----------------------------------------------------------------------
Sniper Rifle
-----------------------------------------------------------------------
Sniper Rifles are great for taking out foes from a distance, however
in untrained hands aiming is nearly impossbile. Putting points in
this skill not only adds damage and accuarcy, but makes aiming much
more stable; it also adds the Assassination ability, which will greatly
add to damage, allowing you in many cases to one-shot kill the most
hardend of foes.

-----------------------------------------------------------------------
Basic Armor
-----------------------------------------------------------------------
Basic Armror improves the the effectivness of Light armor, fairly handy
for keeping the character alive. Likewise, it opens the Shield Boost
ability which increases the rate of Shield restoration.

-----------------------------------------------------------------------
Tactical Armor
-----------------------------------------------------------------------
Tactical Armor not only improves the defense power of Light armor, but
with enough points allows the character to use Medium armor. It also
has the Shield Boost ability to restore Shields quicker.

-----------------------------------------------------------------------
Combat Armor
-----------------------------------------------------------------------
Combat Armor improves all armor types. Classes with this skill can wear
Medium armor right from the start, and can later gain Heavy armor, with
even more protection. This skill also retains the Shield Boost ability
as with the other Armor skills.

-----------------------------------------------------------------------
Assault Training
-----------------------------------------------------------------------
Assault training slightly improves damage with every weapons, and
greatly improves melee damage. This skill will allow you to rush up to
an enemy and bash them into submission. With enough points it will also
grant the Adrenaline Burst ability, which will cooldown all other used
abilities. It can be out right broken in the hands of a decent Vanguard.

-----------------------------------------------------------------------
Fitness
-----------------------------------------------------------------------
Fitness grants more health. Putting points in here will grant the
Immunity ability, which when used will redcue damage you take from
50-80%. Very good to use when your shields and medi-gels are out, or if
you want to charge right into the fray.

Biotics: Powerful mental abilities that damage and alter the
enviroment around you. They are at the same time great for offensive
damage and to keep your enemies far away and helpless. These abilities
can be enhanced with Biotic Amps.

-----------------------------------------------------------------------
Throw
-----------------------------------------------------------------------
Throw pushes back enemies and objects, damaging them slightly. It's
great for keeping enemies from hurting you and your squad. In some
cases, you can knock enemies off ledges and kill them instantly.

-----------------------------------------------------------------------
Warp
-----------------------------------------------------------------------
Warp slowly damages the target over and increases the damage they take
from other attacks. It can be a decent debuff on tough enemies like
Krogan, but only if your other skills are still cooling down and you
don't have much options.

-----------------------------------------------------------------------
Lift
-----------------------------------------------------------------------
Lift brings enemies into the air, making them exposed to fire and
unable to defend themselves. This is great when combined with allies
with good weapons training or if you're a Vanguard. When they land,
they'll take extra damage, and may die outright if they drop a great
distance.

-----------------------------------------------------------------------
Singularity
-----------------------------------------------------------------------
Sigularity creates a ball of mental energy which draws all nearby
enemies and objects towards its center. This is a great move to keep
out of harm, and can make easy targets for the likes of Shotgun users.

-----------------------------------------------------------------------
Barrier
-----------------------------------------------------------------------
Barrier maximizes one's shields and prevents them from wearing out for some
time. This is best use for characters that lack good armor and
shielding, but is also great for a vanguard, who when combined
with good armor, high hit points, and Immunity, is pretty
much invincible for awhile.

-----------------------------------------------------------------------
Stasis
-----------------------------------------------------------------------
Stasis knocks any foe down to the ground and stops from them from
attacking, however they also no longer take damage while in this state.
Useful for only some defensive situations, such as stopping a charging
Krogan, or taking out an out of reach sniper.

Tech: skills use small mines and machines to disrupt the tide of battle. Additionally, those who have mastered Techs can open locks, hack
computers, and quickly repair damaged vheicles. It's very important to
have at least one Tech user on your team at all times. Techs can be
improved my upgrading Omni-Tools.

-----------------------------------------------------------------------
Decryption
-----------------------------------------------------------------------
Decryption let's your Squad to open sealed crates and computers,
allowing you to find items and information you otherwise could not
access. And uses the Sabotage ability will overheat enemy weapons, making them unable to attack or force them to melee.

-----------------------------------------------------------------------
Electronics
-----------------------------------------------------------------------
The Electronics skill increases the power of your shields and the
amount of damage omni-gel used. You can also access damaged computers and equipment. In this skill you'll be granted the Overload ability, which will reduce enemy shields to zero, allowing direct damage to their health.

-----------------------------------------------------------------------
Hacking
-----------------------------------------------------------------------
Hacking will decrease the recharge of other offensive techs.
Additional, it will open the AI Hacking ability, which can turn enemy
Geth and drones against one another. It's best used on powerful foes
like Geth Destroyers.

-----------------------------------------------------------------------
Damping
-----------------------------------------------------------------------
Damping will disable foes' ability to use Techs and Biotics, helpful
when enemies spam such skills,like Biotics Terrorists and Asari
Commandos. It also increases the radius of attack Techs.

-----------------------------------------------------------------------
First Aid
-----------------------------------------------------------------------
First adds to the amount of damage your squad is healed by from
medi-gels. The total is cummilative among squad members. Healing shouldn't be much of an issue.

-----------------------------------------------------------------------
Medicine
-----------------------------------------------------------------------
Medicine decreases the recharge time on reusing First Aid, which can
be helpful if you're being greatly damaged. If you have decent shields,
however you might not need this. You'll unlock Neural Shock, which will knock out organic enemies for a short while.




[b]Character Stats Sheet:[/b]
[b]Account Name:[/b]
[b]Character Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Specialization:[/b]
[b]Abilities:[/b] (choose 1 bonus ability along with the ones that your class starts with)
[b]Description:[/b]
[b]History:[/b]
PostPosted: Fri Jan 18, 2008 3:25 am


Heres my example character. Hes also the one I'll be using, and this is the Characters post, please PM me your character sheets, or once they are in this post, delete yours with you chracter info.

Account Name: Razull
Character Name: Taelus Korisean
Race: Turian
Class: Infiltrator
Specialization: Commando
Abilities:
Pistol
Tactical Armor
Electronics
Decryption
Sniper Rifle
Fitness
Damping
First Aid
Assault Training
Description: Taelus is a somewhat young turian who wears the emblem of the Turian Shadow Ops on his face as his mark. His scales tone are a deep red and he has bright yellow eyes.
History: Taelus grew up on a colony in the Citadel sector run by turians where he learned to fight from an early age. He joined the Turian military as soon as he was old enough and went into Spectre training, however was pulled out early to recieve special training as a Turian Shadow Ops Agent. Before he officially applied as a Spectre agent the attack on the citadel occurred and he dicided to join as part of the new armed gorup in line with the Alliance. He is acting XO of thhe ship and takes his position with dignity and pride.


Account Name: Ralen Kentovru
Character Name: Ralen Kentovru
Race: Human
Class: Vanguard
Specialization: Shock Trooper
Abilities:
Pistol
Assault Training
Throw
Warp
Shotgun
Tactical Armor
Lift
Barrier
First Aid
Description: Ralen is tall, around six foot three, and fairly thin, around one hundred eighty-four. His hair is buzzed with a one sized guard, making it thin. His face is fairly gaunt, and his eyes deep set, and he has a scar over his right eye; All coming up to give him a grim look. He usually wears a dark grey armor with a white outline at his wrists and shoulders.
History: Ralen Kentovru was born and raised on earth, growing up to a militaristic family. At the age of eighteen he enlisted into the Alliance Army and was transfered to the marines, at his father, who was a lieutenant general at the time. He's been signed up to join the new Multi-species ship in an effort to gain him more experience. In training, however, he proved himself to be an excellent shot, very hardy, and a good biotic.

Account Name: DarkLord_Revan
Character Name: Darth Revan
Race: Human
Class: Sith Lord ( Like the Adept )
Specialization: Lightsaber combat. Can you the force to guide Pellets from guns but will not use guns, to uncivilized.
Abilities: The Force
Description: A Lightsaber wielding Dark Sith Lord. Adept in the Dark Side of the Force
User Image
History: Darth Revan has been trapped in the Milky Way galaxy. Revan was exploring the Outer Rim when he Hyper spaced to the dark space. He then came out to hyperspace in the Terminus Systems and was then shoot down, thinking it was a New Council Ship. They then enslaved Revan but soon after he killed his enslaver and all aboard the ship. Using the Force has guided the ship through space, not knowing how to use the Mass Relays he continued to drift until he came along in the Citadel Space and entered battle with the Alliance Military. After Killing off Most of the Fighters Class Ships he was eventually boarded. He fought the invaders killing a Turian Spectre that was onboard, After Killing two more Human Commandos. Revan was stunned by the biotics of a Human Sentinel. He was then captured for tests and Questioned. Once they brought him out of the Stun he then Forced Shocked everyone in the room. With out his Lightsaber he was quickly apprehended after the room swarmed by Human Soldiers. Revan soon joined the Alliance Military seeing it as his best way to go. With out the tech to Hyperspace back to the Outer Rim Revan was stuck in this somewhat strange galaxy to him. He know trains Elite Groups of Assassin's and infiltrators, Hope on day he will find someone with the power to control the Force.

Account Name: ElladanKenet
Character Name: Elladan Kenet
Race: Human
Class: Vanguard
Specialization: Shock Trooper
Abilities:
Decryption
Marksman
Adrenaline Burst
Electronics
First Aid
Fitness
Assualt Training
Tactical Armor
Basic Armor
Pistol
Description:
A human of average build, who wears your standard Navy officer's uniform. He is also a trained commando and shock trooper, though he specializes more as a back-up soldier and leader. He is most at home aboard his ship, the New Orleans, the first of the new Normandy-class frigates, save for the prototype commanded by Shepard.
History:
Kenet grew up on Eden Prime, a descendant of one of the first colonists. He went to the Alliance Navy Academy and graduated 2nd in his class, before being comitioned to serve as an Executive Officer aboard a Carrier-class vessel.

Kenet served admirably, trained in both strategy and tactical. He served as his crew's most decorated soldier and frontline man, even going up against the Geth on several pioneer worlds.

Near the end of Mass Effect, Kenet's commanding officer led one of the Arcturus Fleet ships that assaulted Soveriegn. For his services in orchestrating the attack after his captain died of a mass driver, Kenet was promoted to Commanding Officer of his own ship, one of the new Normandy-class frigates, the first Turian-Human designed warships. However, since all are still in the production stages, he has been asigned temporarily to the crew of the Loradun until it's completion.

His ship, the New Orleans, is due to be commisioned within the next few months to years, depending on the Alliance senate and the Council.

Cybylt


Cybylt

PostPosted: Sat Jan 19, 2008 10:54 pm


As of now the RP has begun, feel free to post.

Taelus took a step into the briefing room for his new assignment, something about the new ship that he saw while heading up into the C-sec offices and executive branch area. He sat down at one of the many chairs at a semi-circular desk, at the other end was a man in dark robes and a human in grey armor. He looked over to the man who looked like the officer in charge, a Turian with blue face markings and a scope-sight over his left eye. "Thank you for coming here Taelus," the officer said, "Anything for an old friend, Garrus."

Garrus walked up to a hologram board and began his speech to the group, "As you know, this is a new program for the safety of the Citadel, the new of the reapers has been spread and the whole system is on high alert. You, as the first crew of the security against such a threat if it arises, are very special, all of you are the best in your own regard and will come to serve this galaxy a great deal."

"The first part of your assigning is a light test, you will face off against several others in a mock battle to decide if you are indeed worthy of your posts. If you succeed, you will be brought aboard the Loradun and meet your captain. From there you will preceed as your captain commands, it is essentially an all-spectre ship, except you are held accountable for what you do. But I will save that for later, if you pass."



From there the group was led to a room with some obstacles and what appeared to be a clear window to the other side, on the other end another group could be seen. Garrus stepped out of the room and and told everyone over an intercom to ready themselves for a fight, "Dont worry if you are hit, this room amplifies armor and supresses mass effect fields that control firearms. You will only feel a slight push if they hit you. Now then, BEGIN!"

Both groups took cover and waited for the first round to be fired.
Cybylt rolled 4 6-sided dice: 6, 5, 3, 3 Total: 17 (4-24)
PostPosted: Sat Jan 19, 2008 10:59 pm


Taelus drew his pistol and looked for an open target, from where he was he saw an opportunity at one of the opposing team and fired several rounds.

[Pistols dont work in bursts so its one dice per shot, up to 4 shots with two per turn for each round. Note how my first part is the opportunity and the roll. After the turn ends is the outcome for that.]


The first two shots hit home and the collective force knocked over the target, who proceed to leave the room. "As expected, Taelus," Was heard over the speakers. He looked over to his team now to see how things were going for them.

[second part: the outcome, I got lucky this round and was able to take the guy out before my bad rolls came into play]

Cybylt

My Penance rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)

My Penance

PostPosted: Sat Jan 19, 2008 11:08 pm


Ralen immediately ran forward and pulled out his shotgun from the metallic holster at his lower back when the fight was to begin. He took cover behind a large L shaped box, with his head turned to the right. Out of the corner of his eye, he could barely see a sillhoette of a man standing semi-out of cover. He quickly leaned out and fired a few rounds, two quick shots from the similarly short barreled shotgun.

Ralen watched as the first completely missed, probably because he didn't have time to balance it out after he jumped out, and the next barely glanced off his armor. Luckily, he had time to jump back into cover before the man could fire, but he still did, the pistol rounds going past Ralen's head, but to the side of the cover.

"s**t," he cussed, his head flinching to the side as he felt his arm get nudged forward. One of the shots glanced away off of his arm. He looked down at it, a slightly disgusted look on his face. He had to remember to tuck his arms in.
PostPosted: Sat Jan 19, 2008 11:17 pm


Very good use of the system, I was hoping I wouldnt have to so closely DM a game.

Cybylt


My Penance

PostPosted: Sat Jan 19, 2008 11:18 pm


[[ Yeah, I try to make it realistic. Small mistakes leading to big problems. ;D ]]
Cybylt rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Jan 20, 2008 12:07 am


[this is done only to make sure all of us pass this match]

Taelus saw as his teammate with the shotgun was hit and decided to fire at the spot where he saw his comrade fire at. He looked for a moment and soon spotted the enemy and used his omnitool to sabotage the enemies weapon before firing his his own weapon.

To his satisfaction he heard the familiar sound of a weapons malfuntion. "Nice," he thought as he rose from his cover to fire his pistol.

Cybylt

Cybylt rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

Cybylt

PostPosted: Sun Jan 20, 2008 12:10 am


Taelus scanned for a second before taking aim and fireing at the enemy who fired at his teammate. The first of the two rounds had hit the already weakened armor and the second missed as the target fell. "Good teamwork so far," Garrus said over the intercom. "Thanks," Taelus said as he saw the second of the three oponents be taken out of the combat area. "One left, well, lets see what our friend in the robes has to offer," he thought.
My Penance rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Jan 20, 2008 12:22 am


Ralen glanced over to the Turian who had taken out his assailant, and a quick respectful nod was all the thanks he'd get at the moment, since there was still a fight going on. He wasn't sure how many were left, and he decided he'd find out.

"Hostiles?" he muttered into the small radio in his helmet, that he had opted to wear, since he pretty much liked the way he looked in it. The helmet was a custom, much like his armor, and was completely covered, slightly resembling the clone armor from Star Wars. A special gift from his father. He glanced around from behind the cover again, and instantly spotted someone else doing the same. He quickly racked his mind, and put his hand forward into a semi-opened palm.


[[ I wasn't really sure what you wanted us to do with Warp, since a setup wasn't on the top for it, so I used the one from the throw. Waiting for the roll. Gay a** dice...>.>]]

Ralen watched as his hand turned blue, but only barely. It reminded him of a dying bulb, and by the time he kicked it into action, the man was returning fire. He had to jump back behind cover, but he still felt the familiar punches, like from before with the handgun. This time there were three, a small burst from an assault rifle, he ********! Enemy at ten!" he yelled into the radio, his face snarled and bent at the fact. He knew if he had one more, he'd be taken out. The three shots had hit his chest, too, so his armor was 'down' at the moment.

My Penance

Cybylt rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)

Cybylt

PostPosted: Sun Jan 20, 2008 12:45 am


Taelus looked over to Ralen, "Stay undercover and if you can, use a barrier field. Once mroe major hit and you'll be down for good, and I'd rater keep this group together." He then ran over and under between cover to get close enough to use his omni-tool on his teammate. "I'm gonna try to repair your shields, I dont have much training in that though."

Rounds passed over his head as he tried, so he stopped and raised his pistol again, he activated his enhanced sight lense[marksman] before taking aim and firing some rounds at the target.

[you do have one more move available to you, your warp only took up one of the two you can use per round. just so you know]
[marksman gave a +1 to everything I do, meaning I should have rolled 3 instead, and have a 2 and 5 instead of 1 and 4]

Taelus cursed under his breath as his first shot missed and another was sent at him the moment he fired the second. He was hit, but so was the enemy, leaving them open for a last attack.
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Citadel Space

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