Rise of the Polygems OOC

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Re: Rise of the Polygems OOC

Postby jayjaycaps » Sat Mar 10, 2012 2:55 am

Never mind, here it is!

-Name: Jason Argo
-Race: Human
-Appearance: Black hair and incredibly dark eyes. Keeps hair slicked back. Has a pencil mustache. Think of a younger, less-creepy Fester Adams.
-Class: Specialist
-Nano-Tech Skill: Heavy Hit
<Stats>
-HP:
-EN:
-Might: 3
-Vision: 7
-Stamina: 3
-Appeal: 3
-Intelligence: 5
-Mobility:7
-Luck: 7
<Bio> Jason was born into the military with his father. He lived, ate, slept and breathed like a soldier did. Joining didn't change his life in the slightest, except for the new location. He quite enjoyed piloting the various crafts, and he quickly became both on of the best shots and flyboys of his company. However as soon as his father died in combat, Jason changed. He was no longer "the perfect soldier" and became something of an upstart. Rarely following orders, talking back to his superiors, and simply not showing up for drills. He even staged his own coup d'eta, taking over a small troop after a small disagreement with his commanding officer and his decisions. Jason's orders actually did save their lives, but his superiors didn't care. He was sent to Persus as a sort of punishment, as he cares not about the hostages or the colony- he simply wants to kick ass.
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sat Mar 10, 2012 3:55 am

Welcome to the show, Jay. I'll just need a bit to figure out how to introduce your character, while I get the main group into the action. :P
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Re: Rise of the Polygems OOC

Postby jayjaycaps » Sat Mar 10, 2012 6:22 pm

Yep, no problem. Besides, you already know what i'm away for a while and wont be active very much. Also, what happened to spaceships? I know that the first thread was just until we got out of the ship, but I why did he kill it completely?
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sat Mar 10, 2012 7:30 pm

Apparently, people spoke up about it seeming quite haphazard, and well...Suraru decided to close it, because it was almost entirely improv. Unfortunately, the kind of RP he was going for just...well, it doesn't work with an on-the-spot improv system like that.

Polygems is rather on-the-fly atm too, but that's mainly because it's just the "prologue" portion of the RP. Once the players wake up on the colony (won't spoil how they get there), events will start having more planning in how they unfold. The decisions that the characters make in response to those events, will ultimately shape how the story progresses. Be warned, however: the more muck-ups that happen along the way, the harder it will get from then on out, so don't be careless...unless you want to meet an Eldritch Abomination way sooner than you should. :twisted:
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Re: Rise of the Polygems OOC

Postby jayjaycaps » Sat Mar 10, 2012 9:32 pm

Dammit, why'd you have to bring Chuck Testa up? I was hoping that was dead....
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Re: Rise of the Polygems OOC

Postby Cliff Racer » Sat Mar 10, 2012 9:33 pm

jayjaycaps Wrote:Dammit, why'd you have to bring Chuck Testa up? I was hoping that was dead....

Well if we're establishing an antagonist, we might as well have reasons to hate him, right?
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sat Mar 10, 2012 9:56 pm

Cliff Racer Wrote:Well if we're establishing an antagonist, we might as well have reasons to hate him, right?


...Cliff, how did you read my mind? :shock:
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sat Mar 10, 2012 11:21 pm

And so, we now have a "Greg, I am your brother" moment, coupled with a pretty nasty boss-level enemy...somehow, I get the feeling you all know where this is going, though. :P
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Re: Rise of the Polygems OOC

Postby jayjaycaps » Sat Mar 10, 2012 11:36 pm

All we are missing is someone coming onto their coms and say "All your base is belong to us"

Also, since I don't really feel like following every post until I'm needed, please let me know when I can start.
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Re: Rise of the Polygems OOC

Postby Cliff Racer » Sat Mar 10, 2012 11:45 pm

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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sun Mar 11, 2012 12:59 am

Oh trust me, there's another surprise coming up...and personally, I'm gonna be imagining this song right here accompanying it. Not giving it away, but...well, if you think the Pulse Cannon's bad, you're in for quite a surprise.

EDIT: See what I mean? Disco Ball of Zappy-Death > Kinetic Pulse Cannon, certainly on the Hogans. Just be thankful Tank was the ONLY one that got cut in half. Well, I guess I'd better edit Greg's profile now... :P

PS: Jay, if you didn't get my PM by the time you read this, you can post in IC now. :)
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Re: Rise of the Polygems OOC

Postby Lady Foxy » Sun Mar 11, 2012 5:18 am

~Oh no! We're stranded! D: I'm mostly shocked and terrified because my character is the less probable one to be doing the shooting if anything comes up!
Atton Rand: "Feels like my last time on Telos."
Bao-Dur: "Crashed a shuttle that time, too?"
Atton Rand: "No, pazaak.''
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Re: Rise of the Polygems OOC

Postby MiscChaos » Sun Mar 11, 2012 5:28 am

XD Well, you've got the Captain with ya, you'll be fine. A question though, do we have any type of radio device outside of the com. links inside the mechs?
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sun Mar 11, 2012 6:18 am

MiscChaos Wrote:A question though, do we have any type of radio device outside of the com. links inside the mechs?


Indeed we do. Each member of Halberd team came suited up in their respective power-armor, which all have a built-in communication system and HUD. The HUD has health monitors, vital-tracker data for each team-mate, and a targeting cross-hair for ranged weapons. The com systems allow communication between team-mates, as well as with anyone with whom you have an open channel on their frequency. Of course, certain forms of interference (such as radiation from a reactor core) can hinder and/or negate the com system, so keep that in mind. :P
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Re: Rise of the Polygems OOC

Postby daxtinator396 » Sun Mar 11, 2012 7:00 pm

Hmm Zender it looks like i may have time for this after all since DNA has slowed down considerable *sadface* so ill post a character sheet soon :)
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Re: Rise of the Polygems OOC

Postby daxtinator396 » Sun Mar 11, 2012 7:53 pm

Name:Dax
-Race: Neko
-Age:27
-Appearance:Sandy colored fur with lighter spots mixed in and one dark spot over his right eye. Shortish standing at about 5'3 and weighing about 100 pounds mostly muscle.
-Class:~Stealth Trooper~
The class which believes "discretion is the better part of valor." Focused on staying out of sight, and picking off unwary enemies, though their effectiveness in more "direct" combat is rather limited.
-Stat bonuses: +2 Vision, +1 Mobility, +1 Luck.
-Starting Equipment: Light armor-suit, 2 photon pistols, and 5 incendiary throwing blades.
-Nano-Tech Skill: Razor's Edge
<Stats>
-HP:200
-EN:100
-Might:3
-Vision:5+2
-Stamina: 4
-Appeal:6
-Intelligence: 6
-Mobility: 6+1
-Luck:5+1
<Bio> Dax lost his family at a young age and lived on his own taking to the streets and tunnels of a dome on an airless moon. There he learned to stay hidden and use his envoriment to his advantage in the Understreets where the gangs ruled and if you weren't with them you were against them. He would use the small spaces of the vents and sewers to get around silently without being seen and then one day on one of his forays to the surface he stole away on aPlatinum Stilleto ship. That was 15 years ago and no one had the heart o kick him off so they trained him using his natural skills and he became an excellent scout and his reputation quickly spread and thus he became a permanent addition to the team.
Last edited by daxtinator396 on Sun Mar 11, 2012 8:52 pm, edited 1 time in total.
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Sun Mar 11, 2012 8:48 pm

EDIT: I've updated this weapons list a bit, with new weapons, and more info on them.

Spoiler (click to show/hide):

<<Energy Firearms>>
<Photon Pistol> Standard RTGS sidearm. Fires 400kJ (kilojoule) bolts of photon-based energy.

Attack power: 3.
5% Heat per shot.

<Photon Burst Rifle> Energy adaptation of ballistic burst-fire assault rifles. Fires 500kJ photon bolts in 3-shot bursts, but also has a full-auto setting.

Attack power: 4 single-shot; 6 for burst-fire.
5% Heat per shot, sustained fire applies 15%.

<Gatling Blaster> Rapid-fire energy weapon. Fires 450kJ photon bolts at roughly 650 shots per minute.

Attack power: 8.
20% Heat per "turn" of sustained fire.

<Plasma Shotgun> (this one's based loosely on the weapon of the same name in Jet Force Gemini) A powerful spread-shot weapon. Fires an airborne mass of plasma, which quickly expands as it speeds forward. It loses power over range, but can be charged up to increase power and range, at the cost of a smaller spread. Charge levels increase by 1 per turn.

Attack power: 6 uncharged, 7 semi-charged, 8 fully charged.
10% Heat per uncharged shot, 30% for a semi-charged shot, and 65% for a fully-charged shot.

<Neutron Sniper Rifle> A powerful long-range rifle, easily capable of piercing a 3"-thick steel wall, the man right behind it, and the next 10 men behind him. A godsend for the distinguished marksman.

Attack power: 10.
40% Heat per shot.

<<Ballistic Firearms>>

<Needle Gun> A ballistic weapon specially-made for medics, which fires hypodermic, twin-dose needles at a semi-automatic rate. Needles can be switched between toxic chemicals for offense, and medicinal chemicals to heal allies over distance. The needles themselves don't pack much punch, as the latter setting would cause more harm than good to allies if they did.

Attack power: 3.
Range: Medium.
Ammo capacity: 20 needles per clip.

<Grenade Launcher> Technically a ballistic weapon, but it can fire energy-based grenades, as well as the fragmentation type it normally has in the clips. Don't concern yourself with its nickname of "noob-tube;" all's fair in love and war.

Attack power: 8.
Range: Medium.
Ammo capacity: 6 grenades per clip.

<Assault Rifle> While the RTGS military has left behind this aged weapon in favor for its energy-based cousin, the ballistic Assault Rifle still holds its own in the right situation, and with the right person pulling the trigger.

Attack power: 6.
Range: Medium.
Ammo capacity: 60 rounds per clip.

<Shotgun> While not as flexible in use as its plasma-based variant, the ballistic pump-action Shotgun is still quite powerful at close range. Those who don't already fear bottlenecks will learn their terror quite fast, if the man guarding it has one of these on him.

Attack power: 9.
Range: Short.
Ammo capacity: 12 shells per clip.

<Minigun> While many RTGS soldiers favor the Gatling Blaster, the Minigun provides a similar degree of power, without being quite as hefty or awkward to wield.

Attack power: 7.
Range: Medium.
Ammo capacity: 800 rounds in one large magazine; can only carry 1 reserve magazine at a time.

<<Melee Weapons>>

<Heat Dagger>
A saw-toothed combat dagger that uses thermo-electric coils in the blade to heat it, allowing the wielder to cut through light armor-grade materials like butter.

Attack power: 4.

<Chainsaw Zweihander>
A two-handed broadsword with chainsaw teeth along the edge. Microscopic heating coils in each tooth allow it to cut through hard materials with more ease.

Attack power: 6.

<Surgical Saw>
While primarily used in surgery and amputation, the Surgical Saw is also quite effective as a melee weapon. While not heated like the Zweihander, its teeth move along the blade at a faster rate, allowing it to be quite effective at tearing through bio-matter.

Attack power: 5.

<<Grenades>>
<Photon Grenade> Replacing the fragmenting, pin-fuse explosives of the past, the Photon Grenade has a motion sensor that, when armed, starts the detonation timer upon first contact with a solid object. Once triggered, the timer lasts for roughly 1.5 seconds, then detonates the grenade, releasing a 900-kJ burst of photon energy.

Attack power: 8.
Blast Radius: 4.

<Flash Grenade> A long-standing asset to the field, Flash Grenades are the perfect door-opener for when the enemy has you pinned. This model comes equipped with a friend-or-foe system that signals friendly units' HUD systems to auto-adjust for the flash. It's less effective on mechanical enemies, however, as they tend to use infrared imaging that voids the device's flash.

Stuns nearby biological enemies for 2 turns. Void if target does not use optical vision.
Blast Radius: 6.

<EMP Grenade> EMP Grenades are a life-saver against mechanical targets. Each one emits an electro-magnetic pulse that disables all electronic systems within its blast radius. Just don't throw one too close; the blast can scramble your armor's onboard computer, as well.

Stuns nearby mechanical enemies for 3 turns. Any power-armored targets in the blast radius will be inflicted with "glitch" status, disabling their armor's stat benefits, and de-buffing Mobility by 1 due to extra weight.
Blast Radius: 7.
Last edited by Zender_Solarheart on Mon Mar 19, 2012 3:28 am, edited 1 time in total.
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Re: Rise of the Polygems OOC

Postby daxtinator396 » Sun Mar 11, 2012 8:52 pm

oh my bad totally missed the OR ill fix that
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Re: Rise of the Polygems OOC

Postby Zender_Solarheart » Mon Mar 12, 2012 12:01 am

For anyone who missed it in the IC thread, the bonus AP allotted after the prologue is as follows:
~~
(NOTE: For Jenna and Jason, bonus AP will be a share of what Greg earned.)
-Greg: 46 kills --> 15 AP, including cut shares for Jenna and Jason (5 per share). Bonus: "Speed Demon," for downing multiple enemies at full speed (+2). Final result: 7 AP.
-Derek: 19 kills --> 6 AP. Bonus: "Dead Weight." Downed a Heavy-class enemy (Torpedo Gunship, +1). Final result: 7 AP.
-Olivia: 6 kills --> 2 AP. Bonus: "Wrong Pipes, Bucko." Downed one or more fighters chasing an ally (Fighter x3 = +3). Final Result: 5 AP.
-Jenna: 5 AP, share from Greg. Bonus: "Bring me my Brown Pants." Notified the CO of a high-threat situation before he realizes it (+1). Final result: 6 AP.
-Jason: 5 AP, share from Greg. Bonus: "Hey Guys, What'd I Miss?" Joined your group mid-battle (Limit one per player, +1). Final result: 6 AP.
-Vigs: 15 kills --> 5 AP. Bonus: "Flyboy PAUNCH!" Stunned a Medium-class or higher enemy with a mech or grapple-ship's fist (+1); "Women and Mogs First." Survived a vehicle crash with 80% or more of max HP remaining (+2). Final result: 8 AP.
~~
I mentioned this because it seems some of you didn't edit your profiles' "Stats" section to show what stats you applied the AP to...in fact, Chaos seems to be the only one that did. Well, I have 'em here now, un-spoiler-tagged, and in the same thread. Bonuses added after the prologue will still be applied to your characters, though; I'll just go back and edit once that bonus AP is distributed. :P
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Re: Rise of the Polygems OOC

Postby Cliff Racer » Mon Mar 12, 2012 12:05 am

Oh, hey, THAT'S what that meant. Got sorta confused for a sec. I'll distribute the points posthaste!
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