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12-04-2010, 02:40 AM
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AlexFili
Wolvark Shooter
 
: Feb 2009
: NorthWest of England
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HOUR THREE RESULTS
===============

[E] Furlong pulls the switch to activate the power.
[M] Furlong moves to C.

[M] Randy waits in C.
[E] Randy looks around for any useful items. 2 - Found one item: Medical Kit.

[M] Unit 23 walks to Bravo entrance (B1).
[E] Unit 23 searches for ranged weaponry. 2 - Found one item: Grenade.

Unit 23 is ambushed by a Hellhound Slog.
[A] Hellhound Slog attacks Unit 23. 3 - Hellhound Slog bites Unit 23.
Unit 23: Healthy -> Injured.

[M] Kipricat waits at C with Randy.
[E] Kipricat searches the area for weapons of any sort. 6 - Found three items: Rocket Launcher, Steel Drum, Tazer. Kipricat now has the maximum of four items in his inventory.

No more items in C.

[M] Scrap heads to E. Ruff follows the sligs to C.
[E] Scrap tries to get a scent from the slig mask. 3 - Scrap picks up the scent of an injured Slig. Ruff searches for enemies. 3 - Ruff sniffs and sneezes. He can smell rotting flash and a great evil approaching.

Enemies found in nearby areas: B1,A1,B2,A2,B3,A3.

[M] Chag flew down the elevator shaft to C. (C is where the subway is, so I'll assume you meant C)
[E] Chag peered down the Alpha Line to see if there was anything of interest down there. 2 - Chag cannot see that far due to the darkness, but he notices a few lights from stations ahead. The line looks quite long. It would take a few minutes to walk all the way down the line.

[E] Zalik examines the Blitzknife. 3 - The Blitzknife makes a 'vwoosh' noise as it powers up, the lightning sparkles and shines. Zalik slices a metal crate wide open like a hot knife through butter.
[M] Zalik moves to C

HOUR FOUR
=======

Anyone who hears the Hellhound Slog bark needs to do a *coin-flip* check to see if they are paralysed. This includes: Kipricat, Zalik and Scrap.

IC: Furlong hears an angry bark up ahead, "Darn, there's something in there" Furlong rushes into Bravo entrance and attempts to provide backup to Crag.

[M] Furlong moves to B1.
[A] Furlong tries to attack the Hellhound Slog with a Tazer.

B1 - Entrance to Bravo Subway Line
This is the entrance to Bravo Subway line. The path splits off to the right.


Randy also hears the evil yelp and rushes to Bravo Entrance to assist.

[M] Randy moves to B1.
[A] Randy tries to attack the Hellhound Slog with his fists.

Meanwhile, Yuv hears a strange noise coming from the surrounding area of E...

OOC: I think it's time I explained in more detail about weapon and close combat attacks.
A roll of 1-2 indicates a miss. A roll of 3-5 indicates an attack hitting the enemy. A roll of 6 will do a critical hit which does one extra point of damage to the enemy.

Basic melee items like claws, teeth, fists, brass knuckles, tazers or poles will do a base damage of 1. Enhanced melee items like swords, chainsaws or blitzknives will do an increased base damage of 2 (but are liable to breaking if a 1 is rolled).

Basic guns such as Sub-Machine Guns, Rifles or Pistols will do a base damage of 1.
Advanced guns like Sniper Rifles, Shotguns or Heavy Pistols will do a base damage of 2.
If 1 is rolled, the gun is broken and cannot be used without repair. If a 2 is rolled, the gun is temporarily jammed until the next turn.

Explosive weapons like Grenades and Rocket Launchers work differently.
Their base damage is a 2, but a critical hit will do 3 points of damage (blowing up most enemies in one hit). If a grenade *DR* fails, it is a dud and will not explode. If a grenade *DR* succeeds, it will blow up and become unusable. Broken Rocket Launchers cannot be repaired and so become unusable once a 1 is rolled.

Every successful attack grants 1 XP point to the attacker (or 3 XP for a critical hit).
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Last edited by AlexFili; 12-05-2010 at 01:31 AM..
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