{Roll 15} Roll to Dodge - Oktyabrskaya

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{Roll 15} Roll to Dodge - Oktyabrskaya

Postby thetoppestkek » 27 January 2019, 08:20

RtD - Oktyabrskaya


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Plot:

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It is the year of 2024. Following a brief armed conflict between two unnamed global world powers, the conflict ended with no winner and millions of lives lost on both fronts. With both sides trying to recuperate from all the damage the war had done, many cities were ruined in the path of the war. One of those is Rhozoya, where the game takes place.

Rhozoya in itself used to be a city of massive controversy: it was full of criminal and mafia activity, the most infamous one being the Zhenka family, which still runs rampant even after the war. On top of that, it was also a massive center of political debate, with clashes even turning violent. Some of the groups have survived the war and continue to exert their influence into the citizen of Rhozoya. Most notably, an anarchist group under the name of The Freedom Insurrection even clashes with Rhozoyan police and, at very rare cases, Spetsnaz. (See Factions)

As a countermeasure, the Rhozoyan government has introduced a paramilitary group in the entire city, dubbed "Cherniy Zvezda" (Black Star). This group is primarily composed of citizen who are either moved from the reserve army into the CZ, former Rhozoyan police officers or those who voluntarily enlist into the force. The main motive of joining the paramilitary group is a handsome pay and a guaranteed resignation in a Class 4 dwelling, located in the main apartment complexes of the area. (See Factions)

The player is put in the shoes of a lone citizen, living within the ruined city and trying to survive as time goes on. Who the player sides with or makes ties with is their own choice.

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Game Mechanics:

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Basic Terms:

Spoiler: Show More
A: Defensive

Basic terms in the game are split into Defensive, Offensive and Utility.

There are four defensive terms used in combat:

-Dodge: Your ability to dodge incoming attacks, including but not limited to melee, firearms and magical attacks. Pitted against enemy Accuracy. Increased by certain melee weapons, agility-boosting equipment and spells and, in rarer cases, consumables like energy drinks.

-Health: Your vitality. Caps to 6, cannot be increased. When it depletes, you die.


-Defense: A flat boost to defense rolls. Pitted against enemy attack. Increased by defensive equipment and/or spells.

-Armour: Your ability to block incoming attacks, including but not limited to melee, firearms and magical attacks. Increased by certain melee weapons, defensive equipment and/or spells.

Likewise, there are also four offensive terms that are used in combat.

B: Offensive

-Accuracy: Your ability to effectively target your enemies, whether that means guiding a magical spell, aiming a ballistic weapon or using a melee weapon. Pitted against enemy Dodge. Increased by accuracy-boosting equipment, traits and spells with a bonus to accuracy.

-Attack: A flat boost to attack rolls. Pitted against enemy defense. Increased by traits, weaponry (magical, ballistic or melee) and certain equipment.

-Piercing: Your ability to pierce through enemy armour. Pitted against enemy armour. Increased by firearms and certain perks.

-Speed: Your ability to directly outspeed your opposition and attack first. Determines attacker priority, but can also be used as an attacking co-efficient in certain abilities.

Finally, there are three utility terms that can be used inside and outside of combat.

C: Utility

-AP: A cap that determines how many attacks you can perform in one turn. The AP cap cannot be increased, but the AP cost of abilities and attacks can be reduced by perks and investing into certain attributes. The AP cap is 3, and resets to 3 every turn.

-Energy: A cap that determines how many magical attacks can be performed in one turn. Unlike AP, energy doesn't reset every turn, but can have its cap increased. The maximum energy cap is 8, and how much energy is restored per turn is determined by your energy restoration (see below).

-Energy restoration: Determines how much Energy you can recover every turn. Caps at 2.


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Armoury:

Spoiler: Show More
Select only one two-handed weapon or two one-handed weapons to start with. The weapons may range from firearms and melee weapons, but since magic is included, the armoury will also include magical weaponry, like spellstaffs.

One-Handed Firearms:

-Makarov PM (+1.5 accuracy, +1 attack) (8 magazine size) [1] [AP swap/reload cost = 0.5]

-Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]

Two-Handed Firearms:

-AKS-74U (+1 accuracy, +1.5 attack, +1.5 pierce) (30 magazine size) [5] [AP swap/reload cost = 1]

-SKS (+2 accuracy, +2 attack, +1.5 pierce) (20 magazine size) [2] [AP swap/reload cost = 1.5]

-Bizon (+0.5 accuracy, +2 attack, +1 pierce) [40 magazine size] [4] [AP swap/reload cost = 0.5]

One-Handed Melees:

-Wrench (+1.5 attack, +1 accuracy, +0.5 armour) [AP swap cost = 0.5]

-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]

-Machete (+2 accuracy, +1.5 attack) [AP swap cost = 1]

Two-Handed Melees:

-Iron Pipe (+3 accuracy, +1 attack) [AP swap cost = 1]

-Fire Axe (+2 attack, +2 pierce) [AP swap cost = 1]

-Antique Spear (+2 accuracy,. +1.5 attack, +1.5 pierce) [AP swap cost = 1.5]

Magic Two-Handed:

-Unnecessarily Large Rod (+2 to magic, +1 magic accuracy) [AP swap cost = 1]

Miscellaneous One-Handed:

-Improvised Riot Shield (+2 armour, -0.5 accuracy) [AP swap cost = 1]


-------------------------------------

Magic:

Spoiler: Show More
Magic in RtD - Oktyabrskaya works using a "class" system, which focuses on specific abilities and traits to give the player more flexibility, opposed to having a single element. There are five classes in the game, listed below. You can select one primary class.

Primary Classes:

-Dusk
The Dusk class is one of the most situational classes, but the most deadly. Dusk elementals specialize in darkness and psychic powers - which includes necromancy, telekinesis and psychic disruption, ranging from weakening mental strength to mind control. They may also utilize psychic illusions to confuse the enemy - like making them believe they're surrounded by allies when in reality they are surrounded by enemies, or by making them belive they're walking on a pathway, but when in reality they are actually just about to fall off a cliff.


-Plasma
These firestarters utilize the powers of both fire and electricity to great extent and with utility, like using a static electric field to block off an area, or using fire in conjuction with flammable objects to set entire buildings ablaze. They may also utilize electric powers to incapacitate vehicles or electric devices from a distance, or to simply kill their enemies by electrocution or burns.


-Hydraulic
Hydraulics are primarily defensive-focused elementals, using water abilities to mend wounds and even shield allies from attacks. They, however, also have decent offensive potential in the form of ice abilities, which can be used to impale, slow or incapacitate enemies. In a higher level, their water abilities can also be used to purify water or to incapacitate and even kill opponents with high-pressured torrents of water.


-Illumination
The Illumination class is a supportive class, which focuses on using light energy to mend wounds and protect allies. It can also be used to hinder enemies, by obstructing their vision and barring passage using light barriers. Additionally, an Illumination user also has the ability to illuminate an area or deprive it of light, to cover a retreat or to make their way through dark areas.


-Summoner
Summoners are earth-based elementals that utilize the powers of the earth and, later on, metal, to their advantage. They can call upon golems of any material to serve them, or use raw strength to kill, block or incapacitate their enemies.


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Combat:

Combat works using a pretty simple D6. In the start of combat, a speed roll is initiated to determine which combatant attacks first.

Spoiler: Show More
Example 1: Typical roll

Speed table:
-Spetsnaz Marksman (6 + 3 + 2 + 3 + 1 = 15)
-Spetsnaz Operator (4 + 2 + 1 + 3 + 1 = 11)
-Zhenka Gangster (1 + 1 + 1 + 3 = 6)

In this example, both Spetsnaz units gain priority over the Zhenka gangster, with the Spetsnaz marksman attacking first and the Spetsnaz operator attacking afterwards. The Zhenka gangster, having the lowest speed roll, attacks last.

Example 2: Tie
-Spetsnaz Captain (5 + 4 + 2 + 3 + 1 = 15) >>> Tie with Zhenka Boss (1)
-Zhenka Boss (6 + 3 + 3 + 1 + 1 + 1 = 15) >>> Tie with Spetsnaz Captain (6)

-Zhenka Boss gains priority: higher d6 result

In this example, the Spetsnaz Captain and Zhenka Boss have the same result in a tie. For this, two d6 (or more) are rolled to determine who attacks first. The attacker with the highest result, in this case the Zhenka Boss, gains priority over the Spetsnaz Captain. In the event that two or more attackers tie during the d6 sequence, another sequence is initiated.

The speed roll is followed by the attacking roll. The attacker priority is determined by the results of the speed roll: the attacker(s) with the highest result attack first, while the attacker(s) with the lowest result attack last. Defense is defined into two categories: Dodge and Block. Dodge relies on the defender's dodge stat, pitted against the attacker's accuracy stat. Success in dodging an attack allows the defender to avoid any additional damage completely (such as armour durability loss). Block relies on the defender's armour stat, pitted against the attacker's piercing stat. Success in blocking an attack will prevent direct damage to the defender, but will result in minor/major armour/weapon durability loss.

Example 1: Successful assault

(Raider - Shoot) 1 + 3 + 1 + 1 = 6 vs 2 = 1 + 1 (Citizen - Dodge)

In this case, the raider successfully shoots the citizen with his weapon, rendering the citizen unable to dodge. The citizen in this case loses 4 health.

Example 2: Unsuccessful attack

(Zhenka Gangster - Flame Strike) 1 + 4 + 2 + 2 = 9 vs 13 = 6 + 2 + 2 + 2 + 1 (Spetsnaz Captain - Block)

In this case, the gangster attempts to use a magical spell against the Spetsnaz captain, but fails and has his attack blocked by the captain. The captain loses no health whatsoever.


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Attributes:

Spoiler: Show More
-Attributes are specific "skills" that you can invest into to unlock perks and increase your basic stats.

Strength: Your natural strength and endurance. On level: +0.1 carry weight, +0.1 melee attack
-Level 5: Brutality 1 - -0.5 melee AP cost.
-Level 10: Immunity - Ballistic attacks that fail will no longer deal damage to your armour.
-Level 15: Brutality 2 - +1.7 melee attack.
-Level 20: Relentless - - +1.5 melee attack against wounded and incapacitated opponents.
-Level 25: Ironcast - Passively grants +10% physical protection.


Agility: Your ability to move quickly and evade attacks. On level: +0.1 speed, +0.1 dodge.
-Level 5: Rush 1 - +1 dodge
-Level 10: Cover Fire - +0.7 dodge when firing from cover.
-Level 15: Rush 2 - +2 speed when attacking undetected.
-Level 20: Fast Load - -0.5 AP cost when swapping weapons.
-Level 25: Merciless Assault - Physical attacks now scale with 25% of your speed.


Tactics: Your individual, group and tactical integrity in combat. On level: +0.2 attack to firearms.
-Level 5: Ergonomy 1 - -0.2 AP cost to all attacks.
-Level 10: CQC Assault Tactics - +0.9 attack to close-range firearms.
-Level 15: Ergonomy 2 - +1.3 attack to firearms.
-Level 20: Team Integrity - +0.9 defense to self and all allies when 2 allies are present.
-Level 25: Team Vigor - +0.9 attack to self and all allies when 2 allies are present.


Intellect: Your ability to understand magic and complex runes. On level: +0.2 mana cap
-Level 5: Efficiency 1 - +0.5 mana regeneration per turn.
-Level 10: Chanting 1 - Ability to chant spells from runes/scrolls with halved cost.
-Level 15: Efficiency 2 - -0.5 mana cost to all spells.
-Level 20: Chanting 2 - Ability to chant spells from runes/scrolls with no cost.
-Level 25: Regulation - Spells with over 1 MP have their cooldown halved.


Precision: Your natural accuracy and ability to detect enemies. On level: +0.2 accuracy
-Level 5: Marksmanship 1 - +0.5 accuracy.
-Level 10: Perception - +0.9 accuracy.
-Level 15: Marksmanship 2 - +0.8 ballistic attack.
-Level 20: Team Advance - +1.3 accuracy to self and all allies when 2 allies are present
-Level 25: Analysis - Reveals all equipment items and passive/active abilities of enemies at the same level (or under) as the user.


Note that these perks will be subject to change over time, depending on the introduction of new mechanics and, more importantly, player feedback.


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Factions:

-Many factions reside within the city of Rhozoya, split within subfactions and branches. These factions may range from gangs, to anarchist movements and groups, to military police and Spetsnaz. Listed below is the complete list of factions and subfactions:

Spoiler: Show More
-Cherniy Zvezda (CZ): A paramilitary, organized group meant to replace the Rhozoyan police throughout the entire country. Their duties range from counter-terrorism, riot suppression, policing and raids. They are involved in frequent clashes against anarchists and mafia members. Their headquarters are situated in the Krasnaya Zvezda launch facility, a launch facility that has been refitted as a heavily militarized outpost and airbase.

--CZ Spetsnaz: The special operations branch of the Cherniy Zvezda. They are almost entirely dedicated to counter-terrorism, and in rarer cases, reconnaisance on the position of Western agents and even their kidnapping and interrogation. They are also involved in violent crackdowns against high-profile mafia or political figures which could pose a threat against the central political structure of Rhozoya.

-The Freedom Insurrection: An anarchist party composed of several followers from the entire country, as well as former police officers, terrorists and insurgents who support the ideals of anarchy and freedom. They are the most active faction in the city, involved in many violent movements, beatdowns and riots against the mafia and the heavily militarized CZ.

--Dawn of Freedom: A radical terrorist organization associated with The Freedom Insurrection. Their operations involve kidnappings, assassinations, violent bombing attacks and public shaming of CZ and mafia figures. They prefer to target CZ officers, but will not hesitate to attack mafia members.

-Zhenka Mafia: A mafia which has been around in the city for over 50 years. The Zhenka mafia continues to operate in kidnappings, loansharking, arson and public assassinations against citizen and the CZ. Rarely, they may oppose Freedom Insurrection anarchists.

--The Grim Reapers: The elite brutes of the Zhenka mafia. These brutes almost exclusively specialize in guarding high-profile figures in the mafia, assassinations and even bombings against exclusively the CZ Spetsnaz and the Dawn of Freedom. Even though their activities are considered as "attacks on the people" and "terrorism" by many citizen and even the Freedom Insurrection, they are labeled as criminals by the CZ and its Spetsnaz.

-Mercenaries: A freelance faction composed of entirely hired guns, ranging from all across the globe. These cold-blooded mercenaries are split in nomadic groups within the city, with some being contracted by the CZ, others by the Freedom Insurrection and others by the Zhenka mafia, as dedicated hitmen or guards. Being hired guns, they will often kill other mercenaries if the faction they are contracted by opposes their employer.


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Entry form:

-Congratulations on making it to the end of this post! To enter the RtD, simply fill in this form with your character information and details.
Code: Select all
Name: (A Slavic or post-Soviet name is not necessary, but is appreciated.)
Age: (17-37 maximum. Realism purposes.)
Class: (Your discipline in magic.)
Starting weapon: (View "armoury". Select a single two-handed weapon or two one-handed weapons.)
Attribute distribution: (Invest 3 points into one or more attributes.)
-Agility
-Strength
-Tactics
-Intellect
-Precision
Details: (Personal character details. This may include your character's personality, characteristics and appearance.)
Backstory: (Every character tells a story. You can choose not to include this in your sheet.)
Traits: (Make your own trait! It can be magic-oriented to match your class, or may be oriented towards other disciplines of your choice, like firearms or melee combat.)*


*I will be reviewing traits myself and toning them as I see fit.
Last edited by thetoppestkek on 29 April 2019, 20:38, edited 15 times in total.
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Re: Roll to Dodge - Oktyabrskaya

Postby neoexdeath » 28 January 2019, 20:35

Minor nitpick, but under the 'Basic Terms' section, the Defensive subsection actually has 4 terms, not 3. (Dodge, Health, Defense, Armor)

Questions:
1. Does defense apply to both dodge and armor (block) rolls?
2. Does attack apply to both accuracy and piercing rolls?
3. Why isn't 'Speed' mentioned in basic terms?

Anyway, here's my sheet.

Spoiler: Show More
Name: Kazimir Beniko
Age: 23
Class: Hydraulic
Starting weapon:
- Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
- Improvised Riot Shield (+2 armour, -0.5 accuracy) [AP swap cost = 1]
Attribute distribution:
-Agility: 0
-Strength: 0
-Tactics: 3
-Intellect: 0
-Precision: 0
Details: An average-sized man of typical appearance, his most distinguishable feature being the white locket around his neck. Calm but optimistic. Most of his family is ex-military or law-enforcement, which has instilled an antipathy towards the mafia and anarchists.
Backstory: To be revealed later.
Traits:
- Camaderie (Abilities restore 1 (additional) health and apply a +1 armor buff for 2 turns when used on an ally)
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Re: Roll to Dodge - Oktyabrskaya

Postby thetoppestkek » 30 January 2019, 08:05

neoexdeath wrote:Minor nitpick, but under the 'Basic Terms' section, the Defensive subsection actually has 4 terms, not 3. (Dodge, Health, Defense, Armor)

Questions:
1. Does defense apply to both dodge and armor (block) rolls?
2. Does attack apply to both accuracy and piercing rolls?
3. Why isn't 'Speed' mentioned in basic terms?


1. Yes, defense is a flat boost to both dodge and block rolls.
2. Attack, like defense, applies to both piercing and accuracy rolls.
3. My bad. I edited the post to include Speed. (and also fixed the typo on the defense terms being 3 instead of 4)
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Re: Roll to Dodge - Oktyabrskaya

Postby chrose » 1 February 2019, 16:13

Spoiler: Show More
Name: Echo
Age: 17
Class: Hydraulics
Starting weapon: Antique Spear (+2 accuracy,. +1.5 attack, +1.5 pierce) [AP swap cost = 1.5]
Attribute distribution: +3 Intellect
Details: Possessing an unassuming figure, Echo wears a set of dark grey Aididas hoodie and pants, has a number of surgical masks as well as not so surgical ones. An asthmatic due to pollution during the war.
Backstory: coming 2024
Traits:
- 200IQ: Experience growth is increased by 75%
- Asthmatic: -1 health, -1 defense against melee
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Re: Roll to Dodge - Oktyabrskaya

Postby Astar » 1 February 2019, 16:16

Spoiler: Show More
Name: Asteria Elora
Age: 17 years old (Born: 2007)
Class: Illumination

Starting weapons:
-Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]

Attribute distribution: (Invest 3 points into one or more attributes.)
-Agility
-Strength
-Tactics (+3)
-Intellect
-Precision

Backstory: Sole heir to her father, and the Elorian bloodline.

Once a dignified, powerful family, recent events have stripped the Elorian family of their political influence and left them to fend for themselves. Dire circumstances have separated Asteria - a young, 17-year old girl - from her family.

Considered a sheltered girl for the majority of her life, she isn't the most independent individual - nonetheless, she must forge her own path in this unforgiving reality.

Traits:
-Elorian heir (+1.5 accuracy with firearms, +1 illumination defense.)
-Elorian blood (Casting Illumination spells adds one charge, up to a cap of 3. Charges can be consumed to boost the attack or defense of Illumination spells by a value of 1.0 per charge.) [0/3]
-Skinny (-0.5 melee attack, -0.5 melee defense)
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Roll 1 - Oktyabrskaya

Postby thetoppestkek » 1 February 2019, 19:17

Roll 1


------------------------------------

@chrose, I've nerfed your "200 IQ" trait to 50% more XP gain. This means that actions that would give +1 XP give +1.5 XP instead, and actions that would give +0.5 XP give +0.75 XP instead.

Notes regarding dual-wielding and XP:

-Dual-wielding works as follows:

Spoiler: Show More
Dual-wielding mostly benefits physical attackers using melee weapons or magical attackers and not characters based on firearms. (Note that it may benefit firearm characters in some cases)

+Armour is increased by both weapons
+Attack is increased by both weapons
+Speed is increased by both weapons
+Magical attack/speed/piercing is increased by both weapons
+Energy and energy restoration is increased by both weapons


-Only the highest Accuracy of both weapons applies to attacking
-Only the highest Piercing of both weapons applies to attacking

Examples:

Good example (Melee + Shield)

Ballistic shield (+4.5 armour, +1 attack) + Retractable baton (+1 armour, +1 accuracy, +2 attack)

+5.5 armour
+3 attack

+1 accuracy

Bad example (Two firearms)

MP-412 revolver (+1.5 attack, +1.5 accuracy, +1 pierce) + Nagant M1985 (+1 attack, +1 accuracy, +1.5 pierce)

+2.5 attack
+1.5 accuracy
+1.5 pierce


Regarding XP:

Spoiler: Show More
XP is earned by performing certain actions in the game. Every 6 XP points earn you an attribute point to distribute. Specifically:

Killing/incapacitating an enemy: +1 XP
Firing a weapon/using a melee weapon/using a spell: +0.5 XP
Assisting in a kill/incapacitation on an enemy: +0.5 XP


------------------------------------

R1 (Asteria Eloria)

(Roll to start: 5)

The cold, Siberian air breezes through your hair as you get off the airplane destined to Rhozoya, along with other travellers. A large checkpoint, guarded by Rhozoyan military stands in front of you. You instinctively go towards the checkpoint and take your place in the line. The ground shakes as a fighter squadron crosses through the sky - which surprises you a little. The travellers are taken by surprise by the aircraft, but the soldiers just continue their duties as if nothing had happened.

Some time passes as you wait for the line to clear out. It's finally your turn, and the inspector eyes you blankly.

-Inspector
"Your papers, please." he says blankly.

The inspector proceeds to clear his desk and puts away some papers he had left before. Afterwards, he clasps his hands and puts them on the table.

Spoiler: Show More
Name: Asteria Eloria
Age: 17
Class: Illumination
Inventory [3/11]:
-Wallet:
--2000 RU
--ID card
--Labor permit
--Access permit
--Passport

-Phone
Health: 6/6
AP: 3

Energy: 0/0
Energy restoration: +0 per turn

Weapons:
-Stechkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Elorian heir (+1.5 accuracy with firearms, +1 illumination defense.)
-Elorian blood (Casting Illumination spells adds one charge, up to a cap of 3. Charges can be consumed to boost the attack or defense of Illumination spells by a value of 1.0 per charge.) [0/3]

-Skinny (-0.5 melee attack, -0.5 melee defense)
Conditions:
-Dual-wielding (+2.5 attack, +1 accuracy, +1 pierce)
-Healthy


------------------------------------

R1 (Echo)

As you wake up from a comfortable bed, the first sound you hear is the beeping of some sort of medical device. You're nearly blinded by the bright light of the room, but looking around the room you can see bright green walls. An array of medical devices was sitting on a large metallic table next to you. You realize that this setting was none other than a hospital as you look towards the door and see a nurse sitting on a chair, typing out something in a computer.

The nurse doesn't seem to notice you being awake. Her typing was clearly professional and dedicated - you could see her eyes glued to the screen and her fingers tapping the keys at a rapid pace. Somehow, the intense typing was enough to make you feel uneasy.

Spoiler: Show More
Name: Echo
Age: 17
Class: Hydraulic
Inventory [2/11]
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 5/5
Energy: 0.6/0.6
Energy restoration: +0 per turn

Weapons:
Antique Spear (+2 accuracy, +1.5 attack, +1.5 pierce) [
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 0
-Intellect: 3 (+0.6 mana cap)
-Precision: 0
Equipment: N/A
-200IQ (+50% experience gain)
-Asthmatic (-1 health, -1 melee defense)
Conditions:
-Healthy


------------------------------------

R1 (Kazimir Beniko)

The first thing you hear as you start your day is the loud buzzing of your alarm clock. You reach for it and turn it off, before getting off your bed and putting your slippers on. Your apartment was recently rented, a cozy 1-person flat with very cheap fees and great accomodation. Looking at your drawer, your submachine gun and improvised riot shield were neatly placed on top of it. You let your mind wander around for a bit.

But your line of thought is interrupted by three short knocks on the door. Another three knocks continue, but with higher intensity. Finally, three other knocks are heard, but this time it doesn't sound like knocking. It sounds like someone is kicking on the door, and judging by the intensity, it doesn't seem like that "someone" has the best intentions.

Spoiler: Show More
Name: Kazimir Beniko
Age: 23
Class: Hydraulic
Inventory [3/11[
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 6/6
Energy: 0/0
Energy restoration: +0 per turn

Weapons:
Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
Improvised Riot Shield (+2 armour, -0.5 accuracy)
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
- Camaderie (Abilities restore 1 (additional) health and apply a +1 armor buff for 2 turns when used on an ally)
Conditions:
-Dual-wielding (+1.5 attack, +0.5 accuracy, +0.5 pierce, +2 armour)
-Healthy
Last edited by thetoppestkek on 1 February 2019, 20:34, edited 1 time in total.
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Re: {Roll 1} Roll to Dodge - Oktyabrskaya

Postby neoexdeath » 1 February 2019, 19:49

Kazimir winces as the stranger tries to kick his door down. He knew the scrawny thing wasn't made to withstand much punishment, so he grabs his shield and trusty Stetchkin before heading towards the entrance, knocking down the kitchen table on the way and kneeling behind it.

"Hey, buddy, no need to bash my door off it's hinges!" the you man yells towards the intruder. "If you stop, I'll let you in and then we'll talk!" he adds, gripping his gun.
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Re: {Roll 1} Roll to Dodge - Oktyabrskaya

Postby gajacar25 » 2 February 2019, 17:17

Name: Marko
Age: 20
Class: D U S K
Starting weapon: -Bizon (+0.5 accuracy, +2 attack, +1 pierce) [40 magazine size] [4] [AP swap/reload cost = 0.5]
Attribute distribution: (Invest 3 points into one or more attributes.)
-Agility
-Strength
-Tactics +1
-Intellect
-Precision +2
Details: Marko is a very rough looking slavic man, with very little to say. He's aobut 1.9 meters tall and has a very deep voice. His coat is covered in cuts and slashes, and overall he's very hard to read. Confident in all his actions, but not very trusting, he likes to take control and give out orders.
Backstory: Marko's story has just begun :^)
Traits: Masterful Tactician(+1.5 to ally attack & defense when in a group of 3 or more. When he is squad leader, he boosts each individual members attack by +1 accuracy and piercing.)


help kek is holding my family captive and forcing me to play this
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Re: {Roll 1} Roll to Dodge - Oktyabrskaya

Postby chrose » 2 February 2019, 17:34

.. A Hospital? Why am I here?

... What's she typing?


Echo tries to read what's on the computer screen without alerting the nurse.
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Re: {Roll 1} Roll to Dodge - Oktyabrskaya

Postby Astar » 2 February 2019, 17:42

I glance up to his eyes - only briefly, before dragging my gaze away to break eye contact. Digging my hands into the two side pockets of my over-sized winter coat, I pull out several personal documents. The papers are creased and yellowed from age.

> I place my passport on the counter.
> If the Inspector demands that I hand over my ID card, or either of my permits, give in to the stated demand.


A shallow, nervous breath forms a thin cloud of mist between me and the Inspector. I keep my gaze pointed downwards, slightly swaying as I shift my weight between my two feet.
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Roll 2 - Oktyabrskaya

Postby thetoppestkek » 4 February 2019, 10:40

Roll 2


------------------------------------

A big welcome to my boy @gajacar25! No, I'm not releasing his family

I also fixed a minor typo on the Hydraulic colour in the sheets being the Illumination colour instead but I don't think anyone noticed that so


------------------------------------

R2 (Asteria Eloria)

You throw a glance towards the inspector, but nervously look away. He seems unfazed by this, however, and you begin looking in your winter coat for your documents. You place your passport on the counter, which he takes and begins inspecting.

-Inspector
"This passport has clearly seen better days." he says jokingly as he begins shifting through the yellowed and creased pages of the passport.

The man puts the passport back on the table, before he clasps his hands again and puts them on the table.

-Inspector
"I would also like to see your ID card and access permit." he says again, this time with a more serious tone.

You proceed to hand in the respective documents. A nervous breath exits your mouth and only briefly forms a cloud of mist, which disappears almost immediately. The inspector looks at the documents, before examining the ID card. He then places the ID card on top of the passport, and then examines the access permit. The inspector's work looked really precise: the man would carefully read the documents by eye, and then use various sophisticated machinery to inspect for what seemed to be false documents.

Finally, the inspector finally puts down the access permit with the other documents. He takes the passport and boots up a stamping machine: you notice him rifle through pages before stopping at one of the pages. The man nearly slams the green "APPROVED" stamp on your passport before he slides all three documents to you.

-Inspector
"Cause no trouble." he says as the wide checkpoint doors open to reveal what appeared to be a road passing from what appeared a massive military airbase and launch facility, and leading towards a massive city.

It would appear as you have arrived in Rhozoya.

Spoiler: Show More
Name: Asteria Eloria
Age: 17
Class: Illumination
Inventory [3/11]:
-Wallet:
--2000 RU
--ID card
--Labor permit
--Access permit
--Passport

-Phone
Health: 6/6
AP: 3

Energy: 0/0
Energy restoration: +0 per turn

Weapons:
-Stechkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Elorian heir (+1.5 accuracy with firearms, +1 illumination defense.)
-Elorian blood (Casting Illumination spells adds one charge, up to a cap of 3. Charges can be consumed to boost the attack or defense of Illumination spells by a value of 1.0 per charge.) [0/3]

-Skinny (-0.5 melee attack, -0.5 melee defense)
Conditions:
-Dual-wielding (+2.5 attack, +1 accuracy, +1 pierce)
-Healthy


------------------------------------

R2 (Echo)

Your thoughts shift inside your head before they finally stop at the nurse: what was she typing?

You try to tilt your head upwards to see towards the computer screen. You manage to make out some words such as "car", "prospekt", "memory loss" and "crashing", but it was really hard to make out anything else because of the sheer volume of the nurse's typing. The nurse stops typing for a moment and breathes a sigh of relief, before closing what appeared to be the report on the computer and, presumably, sending it to the hospital database.

She gets up from her chair and begins searching her pockets for something. To your horror, she pulls out what appeared to be a razor, but simply puts it back in her pocket again. The woman then begins walking towards you and looks at the machinery attached to you.

"Wait, you were awake this whole time?" the nurse says abruptantly as she looks at you.

Spoiler: Show More
Name: Echo
Age: 17
Class: Hydraulic
Inventory [2/11]
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 5/5
Energy: 0.6/0.6
Energy restoration: +0 per turn

Weapons:
-Antique Spear (+2 accuracy, +1.5 attack, +1.5 pierce) [
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 0
-Intellect: 3 (+0.6 mana cap)
-Precision: 0
Equipment: N/A
Traits:
-200IQ (+50% experience gain)
-Asthmatic (-1 health, -1 melee defense)
Conditions:
-Healthy


------------------------------------

R2 (Kazimir Beniko)

You flinch hearing the man trying to kick down your door. Knowing that the door couldn't take much more, you almost snatch your shield and Stetchkin from the room rushing towards the entrance, knocking down a metal kitchen table on the way and taking cover under it.

"Hey, buddy, no need to bash my door off it's hinges! If you stop, I'll let you in and then we'll talk!" you yell towards the intruder, gripping your gun.

Your nervousness increases as you hear no response from the intruder, and peaks as you see the tip of a fire axe break through the center of the door. The man from behind the door yells out something obscure before ramming his fireaxe into the door again.

Spoiler: Show More
Name: Kazimir Beniko
Age: 23
Class: Hydraulic
Inventory [3/11]
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 6/6
Energy: 0/0
Energy restoration: +0 per turn

Weapons:
Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
Improvised Riot Shield (+2 armour, -0.5 accuracy)
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Camaderie (Abilities restore 1 (additional) health and apply a +1 armor buff for 2 turns when used on an ally)
Conditions:
-Dual-wielding (+1.5 attack, +0.5 accuracy, +0.5 pierce, +2 armour)
-Healthy


------------------------------------

R2 (Marko)

(Roll to start: 2)

The sensation of cold fills you as you wake up. Getting up from the cold, damp snow, you notice that around you were an overturned military truck and two corpses of what appeared to be CZ riot agents. Their bodies appeared to have been here for not a long time, and seemed to have been the subject of an explosion. Judging by the charred marks around the ground and on the truck itself, the damage from it must have been caused by an explosion, like the riot agents.

Oddly enough, it would appear as if the remaining riot agents from the truck survived and started travelling on foot. This alarms you, as you detect bootprints leading towards the cold Siberian forest.

The silence is interrupted as you hear a scream in the distance, followed by muffled gunfire. Not surprisingly, the gunfire is coming from the direction where the bootprints lead.

Spoiler: Show More
Name: Marko
Age: 20
Class: Dusk
Inventory [2/11]
-Wallet:
--500 RU
--ID card
--Labor permit

-Phone
Health: 6/6
Energy: 0/0
Energy restoration: +0 per turn

Weapons:
-Bizon (+0.5 accuracy, +2 attack, +1 pierce) [40 magazine size] [4] [AP swap/reload cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 1 (+0.2 firearm attack)
-Intellect: 0
-Precision: 2 (+0.4 accuracy)
Equipment: N/A
Traits:
Masterful Tactician (+1.5 to ally attack & defense when in a group of 3 or more. When he is squad leader, he boosts each individual member's attack by +1 accuracy and piercing.)
Conditions:
-Healthy
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Re: {Roll 2} Roll to Dodge - Oktyabrskaya

Postby neoexdeath » 4 February 2019, 10:54

"You've asked for it!" Kazimir raises his gun and sprays towards the entrance, hoping that at least some of the bullets would get to the fireaxe-wielding-lunatic.

After unloading 8 rounds at his door he sits back down behind the table and focuses on his 'inner magic reserves', or whatever that book called them.

"Suppose this the best time there is to try it." he mutters, releasing the gathered to energy to do... something - hopefully something helpful.
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Re: {Roll 2} Roll to Dodge - Oktyabrskaya

Postby chrose » 4 February 2019, 12:14

Echo panically backed away on the bed. “W-w-what’s that razor for? W-why am I here?”
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Re: {Roll 2} Roll to Dodge - Oktyabrskaya

Postby Astar » 4 February 2019, 14:29

Finally - Rhozoya.

> Take the path down to the city and begin exploring the urban forest.
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Re: {Roll 2} Roll to Dodge - Oktyabrskaya

Postby gajacar25 » 4 February 2019, 17:22

Ugh, what a way to wake up.

Marko quickly cracks his neck, then knuckles, looks over the corpses by him for guns, ammo, money, whatever's useful, before cautiously pulling his Bizon out and following the bootprints.
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Roll 3 - Oktyabrskaya

Postby thetoppestkek » 5 February 2019, 19:30

Roll 3


------------------------------------

------------------------------------

R3 (Asteria Eloria)

You pass by the airbase, filled with commotion from nearby soldiers and paramilitary. The occasional sounds of helicopters and fighter jets taking off was also present.

The city of Rhozoya unfolds as you get closer and closer to it - revealing many Soviet-style high rise buildings. Most notably, there were many apartment complexes in the area, with the inclusion of a convenience store, a high-rise watchtower and what appeared to be a military-themed store.

You look around again and notice some followers of the Freedom Insurrection to your left giving some type of speech. Several citizen were sitting in the speech and listening carefully, while others were simply giving them the hard stare or phoning police.

You notice again that the protesters had risen a portrait of someone named "Tesak" in the air, yelling slogans and promoting their campaign.

Spoiler: Show More
Name: Asteria Eloria
Age: 17
Class: Illumination
Inventory [3/11]:
-Wallet:
--2000 RU
--ID card
--Labor permit
--Access permit
--Passport

-Phone
Health: 6/6
AP: 3

Energy: 0/0
Energy restoration: +0 per turn

Weapons:
-Stechkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
-Carbon Knife (+1 accuracy, +1 pierce, +1 attack) [AP swap cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Traits:
-Elorian heir (+1.5 accuracy with firearms, +1 illumination defense.)
-Elorian blood (Casting Illumination spells adds one charge, up to a cap of 3. Charges can be consumed to boost the attack or defense of Illumination spells by a value of 1.0 per charge.) [0/3]

-Skinny (-0.5 melee attack, -0.5 melee defense)
Conditions:
-Dual-wielding (+2.5 attack, +1 accuracy, +1 pierce)
-Healthy


------------------------------------

R3 (Echo)

-Echo
“W-w-what’s that razor for? W-why am I here?” you yell in terror as you start backing away on the bed.

-Nurse
"It's for cutting down bad boys like you." the woman says with a smug grin on her face and then laughs.

-Nurse
"Don't worry about it, I use it to cut my nails. Anyways, regarding you being here, I think reports vary." the woman says again as she looks at you.

-Nurse
"You were brought in from a car crash at Prospekt 17. Apparently, a car hit you while being pursued by a CZ vehicle. CZ brought you in here almost dead, bleeding, loss of memory, and all that. The same car later crashed a few blocks down.. no one survived. In fact, the officers who brought you are still here if you wish to talk to them." the nurse finally says with a rather morbid tone.

Spoiler: Show More
Name: Echo
Age: 17
Class: Hydraulic
Inventory [2/11]
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 5/5
Energy: 0.6/0.6
Energy restoration: +0 per turn

Weapons:
-Antique Spear (+2 accuracy, +1.5 attack, +1.5 pierce) [
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 0
-Intellect: 3 (+0.6 mana cap)
-Precision: 0
Equipment: N/A
Traits:
-200IQ (+50% experience gain)
-Asthmatic (-1 health, -1 melee defense)
Conditions:
-Healthy


------------------------------------

R3 (Kazimir Beniko)

You raise the gun towards the door from the table.

"You've asked for it!" you almost scream as you start firing upon the door.

The 8 shots pierce into the door, but don't seem to find their mark anywhere. The door still appears to be intact. Taking cover behind the table, you find this as the perfect opportunity to tap into your element as you begin channeling your inner energy canals..

You concentrate a bit and can feel a strange magical energy flowing inside your body. You instinctively attempt to cast a spell! Suddenly, a small blue field can be seen expanding around you.. it would appear as if you casted a shielding spell. (Shielded: +1.5 armour)

Spoiler: Show More
Name: Kazimir Beniko
Age: 23
Class: Hydraulic
Inventory [3/11]
-Wallet:
--1500 RU
--ID card
--Labor permit

-Phone
Health: 6/6
Energy: 0/1
Energy restoration: +1 per turn

Weapons:
Stetchkin APS (+0.5 accuracy, +1.5 attack, +0.5 pierce) (20 magazine size) [4] [AP swap/reload cost = 0.5]
Improvised Riot Shield (+2 armour, -0.5 accuracy)
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 3 (+0.6 attack to firearms)
-Intellect: 0
-Precision: 0
Equipment: N/A
Abilities:
-Vodoem shield (Applies Shielded on an ally or yourself for 3 turns.) 1 energy cost, 2 CD
Traits:
-Camaderie (Abilities restore 1 (additional) health and apply a +1 armor buff for 2 turns when used on an ally)
Conditions:
-Dual-wielding (+1.5 attack, +0.5 accuracy, +0.5 pierce, +2 armour)
-Healthy
-Shielded (+1.5 armour) [3]


------------------------------------

R2 (Marko)

(Roll to start: 2)

You look over the corpses of the two riot agents as you crack your neck and knuckles. Walking over to them, you lean down to see if any important items survived the blast.

Spoiler: Show More
Loot:
-CZ Identity Card (x2)
-900 RU
-Access permit (x1)


It would appear as if the men were looted already for their weapons and equipment, but not for their personal items. You pull out your trusty, already loaded Bizon and start walking towards the trail of bootprints. It seems like a long trail, as the bootprints continue all the way to the very edge of the Siberian forest.

You're taken aback as you can see four, maybe five black silhouettes engaged in combat with eachother in the distance, followed by muffled gunfire and aggressive yelling.

Spoiler: Show More
Name: Marko
Age: 20
Class: Dusk
Inventory [2/11]
-Wallet:
--1400 RU
--ID card
--Labor permit
--CZ identity card (x2)
--Access permit (x1)

-Phone
Health: 6/6
Energy: 0/0
Energy restoration: +0 per turn

Weapons:
-Bizon (+0.5 accuracy, +2 attack, +1 pierce) [40 magazine size] [4] [AP swap/reload cost = 0.5]
Attributes:
-Agility: 0
-Strength: 0
-Tactics: 1 (+0.2 firearm attack)
-Intellect: 0
-Precision: 2 (+0.4 accuracy)
Equipment: N/A
Traits:
Masterful Tactician (+1.5 to ally attack & defense when in a group of 3 or more. When he is squad leader, he boosts each individual member's attack by +1 accuracy and piercing.)
Conditions:
-Healthy
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Re: {Roll 3} Roll to Dodge - Oktyabrskaya

Postby Astar » 6 February 2019, 07:38

The Freedom Insurrection. I've heard about this before, long before coming here. Perhaps it'll be worth a quick listen.

> Briefly listen in on the speech to get a grasp of their group's movement.
> Visit the convenience store and military store afterwards, just to take a look around.


Regardless, some exploration is due. By no means is this a small city.
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Re: {Roll 3} Roll to Dodge - Oktyabrskaya

Postby chrose » 6 February 2019, 12:31

"O-oh..."

Echo breathed out in relief when the nurse clarified about her razor.

"I... I almost died? Am I okay? ... Do I have - Do I have brain damage?"
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Re: {Roll 3} Roll to Dodge - Oktyabrskaya

Postby neoexdeath » 6 February 2019, 14:11

"Ah, nice!" Kazimir grins, speaking mostly to himself.

His little celebration is interrupted, however, by another swing from the intruder towards his door. More splinters clatter on the floor and the wood looks just about to fall apart.

The man readies his gun and waits until the stranger breaks through; When that happens he shoots up and unloads 12 rounds into the idiot, then tries to block any incoming attacks.
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Re: {Roll 3} Roll to Dodge - Oktyabrskaya

Postby gajacar25 » 6 February 2019, 20:28

Hmm...should I get involved?

Marko spends a second considering his options, before looking around for a good hiding spot and moving to the best one he can find.
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