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#1 Rifts: Juicer Uprising

Posted: Wed Jul 30, 2008 1:48 pm
by Jason_Firewalker
The date is January 5th, 105 PA, and the place is North America, the Coalition States has recently released a press breifing that they have found a cure for the seemingly terminal Juicer condition.

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

You play a juicer or an ally of a juicer on their way to the Coalition held city of Newton. The CS is offering to make juicers live normal lifespans as supermen and all they ask in exchange is service for two years in the Coalition Army.

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

Basically here is the idea of the setting, 405 years ago, magic resurged onto Earth and most of major civilization crumbled. Less then one third Earth's population survived. Now the Earth is a post apocolyptic war zone. There are kingdoms and feifdoms across North America. The major players are as follows:

Coalition States: Human Supermicist and highly anti-magic, the CS is Nazi germany reborn in some ways. The big evil super power of North America.

Tolkeen: A once peaceful kingdom on the brink of war with the CS, Tolkeen is fighting for its freedom on the plains and moutains of what was once Minnesota.

Lazlo: Named after a 21st century New Age and Magical theorist, Vicktor Lazlo, the city/kingdom of Lazlo is a peaceful community. They value knowledge above all.

Others: To be discovered or learned of later.

#2

Posted: Wed Jul 30, 2008 1:50 pm
by Jason_Firewalker
If you have any questions what soever or need help feel free to contact me over AIM

#3

Posted: Wed Jul 30, 2008 1:53 pm
by rhoenix
Not that I'm against the idea of a RIFTS-verse game, but I'm curious. You canceled your D&D game, citing reasons of lack of time. Why would you then begin an entirely new game with the afore-mentioned in mind?

I do like the RIFTS-verse, but I'm honestly much less inclined to join if this game goes the way of your first one.

#4

Posted: Wed Jul 30, 2008 2:34 pm
by Jason_Firewalker
I was up for reveiw for my internship that I was in, along with my other 2 jobs, I was working a total of 6 days a week, at a total of 74 hours. Basically I had no time. But with me no longer having my internship which was about 36 to 37 of those hours a week, I now have time to game again, and also I lost a key player in my DnD game, B4, and frankly I will not be making that mistake again, of making one of my players integral to the storyline without asking them first.

#5

Posted: Wed Jul 30, 2008 2:58 pm
by frigidmagi
I wish I could play but I'll be to busy with the games I'm in and work and school starting. Which is to bad because I liked the Juicer Uprising, it was a good idea although I think Kevin and the writers didn't take it as far as they could have.

Off Topic: Did Lazlo's actions in regards to Tolkeen and the CS annoy anyone as much as it did me? "Oh no, we shouldn't use violence against invading armies and such otherwise we'll become as bad as them! *gasp* You're summoning demons to stave off your own genocide!?? You manics!" Never you mind that Tolkeen likely wouldn't of had to of summoned those demons if Lalzo had backed them. I mean the city state bathers about how bad the CS is, but never does a damn thing about it.

#6

Posted: Wed Jul 30, 2008 11:26 pm
by Jason_Firewalker
Ya know, Lazlo's reaction to the Tolkeen demon summoning was not too off their character in my opinion, after all they are a bunch of panty waist pascifists.

#7

Posted: Sat Aug 02, 2008 1:21 am
by rhoenix
(Character sheet version 1.1, changes made with Jason Firewalker's permission)

Name: Matthias Korvina
Alignment: Scrupulous
OCC: Undead Slayer
Species: True Atlantean

Personality: The mark of the Undead Slayer was present in young Matthias from birth. From the time he was three years old, he began to train relentlessly in the arts of fighting, war, hunting the undead, and death. He loves the art of swordplay and melee combat much more than shooting at a distance, but he has a gun well-suited for long-distance work if need be.

Since he is now traveling on his own, he is learning how to relax while still keeping his vigilance. Learning to be calm, and not as...high-strung is a challenge for him.

Physically, he appears to be completely human, if a bit on the tall side. He walks with the grace of a predator - which in many ways, embodies what he had become from an early age. A hunter of the undead who hunt the living.

PPE: 178
ISP: 39
MDC: 278

(rolled stats base + stat bonuses)
IQ: 21 (+7% to skills)
ME: 26+2+2 = 30 (+8 to save vs. psionics, insanity)
MA: 12
PS: 24+2+2+2+1+2+1+2 = 36 (+21 to SDC melee damage)
PP: 26+1+2+1 = 30 (+6 to strike, parry, dodge)
PE: 18+2+2+1+1+1 = 25 (+20% to save vs. coma/death, +5 to save vs. magic, poison, disease
PB: 14
Spd: 26+6+3+19 = 54 (runs 37 mph)

True Atlantean Undead Slayer bonuses:
+4 save vs. magic, +11 save vs. horror factor, +2 to ME, +2 to PE, +2 to PS, +6 to Spd)

Bonuses from Skills:
- boxing (+2 to PS, extra melee attack per round, +2 to parry, +2 to dodge, +1 to roll, +2 to pull)
- gymnastics (+2 to PS, +2 to PE, +1 to PP)
- h2h: Zanji Shinjinkenryu (+2 to ME, +2 to PP, +1 to PS, +2 to init, +2 roll, +2 to parry with sword, +3 to dodge, +2 to sword damage, +2 to pull strike)
- wrestling (+1 to roll, +2 to PS, +1 to PE)
- acrobatics (+2 to roll, +1 to PS, +1 to PE, +1 to PP, +3 to Spd)
- bodybuilding (+2 to PS)
- running (+1 to PE, +19 to Spd)

Total Bonuses: (in progress)
+1 melee attack per round
+2 to initiative
+6 to roll
+6 to melee strike
+8 to parry (+10 to parry when wielding sword)
+11 to dodge
+21 to SDC melee damage (+23 to sword SDC melee damage)
+4 to pull strike
+7% to skills

+9 to save vs. Magic
+11 to save vs. HF
+8 to save vs. psionics
+8 to save vs. insanity
+20% to save vs. coma/death
+5 to save vs. poison
+5 to save vs. disease

OCC skills:
Radio: Basic 63%
Language/Literacy: Dragonese/Elf 98%
Language/Literacy: American 98%
Language/Literacy: Greek 98%
Language: Trade 6 78%
Language: Spanish 73%
Language: Euro 73%
Math: Basic 73%
Intelligence 49%
Tracking 48%
Wilderness Survival 53%
Lore: Demon/Monster 58%
Lore: Faerie 43%
Gymnastics
Boxing
Swimming 63%
Archery/Targeting
WP: Knife
WP: Sword
WP: Energy Pistol
WP: Energy Rifle
Hand to Hand: Martial Arts (superceded by OCC related skill, below)

OCC Related Skills: (4 total)
Recognize Weapon Quality 43%
Armorer/Field Armorer 58%
Hand to Hand: Zanji Shinjinkenryu (cost: 2 skills points, replaces Hand to Hand: Martial Arts, above)

Secondary Skills: (6)
===
Wrestling
Running
Bodybuilding
Acrobatics
Prowl 43%
Sniper (+2 to aimed shots)

Psionics:
Sixth Sense 2isp
Mask PPE 6isp

Tattoos:
Katana (Flaming): 3d6md, 10ppe
Flaming Greatbow & Arrow with Wings: (3d8md, 2700ft. range), 20ppe
Heart with Stake: (prot. from Vampires), 15ppe
Cross: (turn undead), 15ppe
Heart in Chains: (75mdc/lvl forcefield), 40ppe
Chain wrapped around Cloud: (air powers), 50ppe
Rose: (basic healing), 30ppe
Phoenix rising from Flames: (super heal or resurrection), 125ppe
Eye of Knowledge: (read/speak any language), 15ppe
Chain with Broken Link: (+10 to PS, makes PS supernatural), 30ppe
Wolf Head with glowing eyes: (hunting prowess - nightvision 1000ft, track animals, ID edible plants, sense traps), 30ppe
Silver Katana: (simple, 3d6 sdc), 2ppe
Bow & Silver Arrows: (simple, 3d8 sdc, range 900ft.), 2ppe
Flaming Shield: (indestructible), 15ppe
Crossed Katanas: (+1 to strike with melee weapon per 2 levels), 5ppe
Swift (animal): (fast flyer for long distances), 15ppe
Ferret (animal): (because everyone should have a ferret), 10ppe
Spiny Ravager (monster): (bigass beetle, large enough to eat a bus), 150ppe

Weapons:
- NE-75H Shoulder Cannon (2d6x10+40 MD per shot, 8 round clip, range 6000 feet, 3 extra full clips, +3 to strike on sniper shots)

- T-5 Pump Pistol (4d6md in a 1.25 foot radius, range 300 feet, 5 shot clip)

- TW Water Shotgun (1d4sdc, or 5d6HP to a Vampire, range 650 feet, costs 12ppe or 24isp per 40 shots)

- Juicer Chainsaw (5d6md, takes an e-clip for 60 minutes, 5 e-clips)

Armor:
T-10 Triax Infantry Armor (100 MDC)

Credits/Items: 3000 total, 100,000 to cash in
- NG-S2 Survival pack (-1500)
- laser targeter for rifle (-1250)
- tracer bugs (2 tins of 10 each) (-2400)
- gas mask (-100)
- cleaning kit for rifle (-1500)
- extra barrel for rifle (-5000)
- 2 extra 8-shot clips for rifle (-4300)
- Juicer chainsaw (-35,000)
===
55,350 credits total so far

#8

Posted: Sat Aug 02, 2008 2:37 pm
by Jason_Firewalker
Slap a name on him rheonix and a physical and personality description and you are in

#9

Posted: Wed Aug 06, 2008 3:25 pm
by Haizu
Name: Skai Treno
Alignment: Unprincipled (Chaotic Good)
Occ: Mind Melter
Species: Human
Background: Skai's abilities manifested at a very young age. Due to his inability to control them, he quickly became an outcast of normal society. When he reached the age of 17, Skai joined the North Gun Army. Because of his abilities, he was put into a special black ops program (PsiOps), carrying out specialty assasinations and covert ops. While he was in the military he made regular trips to Psyscape to get the training he required to hone his skills. When he was age 23, Skai was sent out on a mission that he wasn't supposed to come back from. Much to his superiors surprise, he did. He was immediately labeled a traitor upon his return and an attempt at capture was made. Skai narrowly escaped. He is now roaming the country staying under the radar and doing whatever he can to help those around him.

Personality: Skai is calm, cold, and calculating. He has an independent streak that can make him difficult to work with at times. Although he is all of these things, he does what he can to protect others.

IQ 17
ME 22
MA 14
PS 14
PP 15
PE 10
PB 6
SPD 23

SDC 31
HP 13

ISP 135
PPE 4

PCC Skills:
Language: American 88%
Language: Spanish 88%
Language: Euro 88%
Basic Math 73%
Land Navigation 53%
Pilot Hovercycle 86%
Pilot Rocketcycle 76%
WP Sword
Hand To Hand Martial Arts

PCC Related Skills:
WP Sub Machine Gun
WP Energy Rifle
Lore: Psionics 48%
Streetwise 39%

Secondary Skills
Radio Basic 53%
Read Sensor Equipment 38%
Lore Juicers 38%
Sniper
Gymnastics


Armor:
T-42 Triax Commando Armor
MDC:
Head: 60
Arms: 40 Each
Legs: 50 Each
Main Body: 70
Physical Skill Penalty: 0
Special Features: Enhanced Optics Suite and Laser Targeter

Weapons:
Vibro-Sword (2d6MD) (+1 to hit)
NG-IP7 Ion Pulse Rifle (3d6 MD Single Shot/1d4x10 MD for 3 shot pulse) (18 shots per eclip) (1600 ft range) (+1 to hit)
MP-23A Caseless SMG (4d6 SDC, 2d6x10 for 20 round burst) (100 round mag) (1800 ft range) (+2 to hit)

Equipment:
Backpack
Bedroll
4 Short Eclips
6 Magazines MP-23A
10 Days Rations
3 Days water
3 Sets of Travelers Clothing
Flashlight
3 Sets of Batteries
Compass
MDC Explosive Case
1 lb NG4 MD Plastique
12 Blasting Caps
2 Plasma Grenades
2 HE Grenades


Vehicle
NG-300 Speedster Hovercycle

Finances
145 Credits

Powers
Alter Aura
Change your apparent level, conceal the fact that you are a master psychic and make it seem as if you were a minor psi, conceal your PPE level and conceal the presence of magic powers, Duration 1 hour per level, 2 ISP

See Aura
Allows you to aproximate level, presence of magic, presence of psionics, high or low ppe, possiable posession, and general mood 60 ft range, 2 melees, 6 ISP

6th Sense
A precognetive flash that he or someone within 90 feet is about to get attacked, giving the psi a +6 init, +3 to parry and dodge only for that first round of combat, 2 ISP

Mind Block
For a 10 min per level duration, you completely close your self off telepathically and empathically and shut down your aura, 4 ISP

Bio-Regeneration Self
You put yourself in a medatative healing trance and heal every round
1 min action, Heal 2d6 HP and 3d6 SDC, 6 ISP

Healing Touch
Instantly heal someone for 2d4 HP or 2d6 SDC or 1d4 MD, 6 ISP

Induce Sleep
Self Explanitory, If unwilling they get +5 to save, 4 ISP

TK Leap
Jump 2 additional feet in height per level or 3 feet length wise per level. You can use to perform a super flying kick that does 6d6+6 SDC plus your strength mod, Duration: 1 action, 8 ISP

Night Vision
10 min per level with a visual range of 600 ft, allows you to see in NEAR total darkness like NVG would, also allows you to polarize your sight to reduce glare, 4 ISP

TK Accelleration Attack
Toss dust particles and small objects at targets within 50 +10 ft per level, 10 ISP for 2d4*10 SDC or 20 ISP for 3d6+4 MDC

Mask ISP/Psionics
Allows you to block the fact your a psi at all, 10 min per level, 7 ISP

See Invisible
Allows you to see things that are otherwise invisible magically or psionically but not technologically, 1 min per level, 4 ISP

Sense Evil
allows you to sense general numbers of evil things, the intensity of their evil,and distance, 140 ft radius, 2 min per level, 2 ISP

Psychic Body Field
Create a psychic field around you to protect you from incoming attacks. 4 min duration per level, 20 MDC per lvl, 15 ISP

Telekenesis Super
100 ft per level range, 2 min per level duration 10 ISP for every 100 pounds you want to lift or move with your mind or pounds of pressure you wish to exert on a target point

Hypnotic Suggestion
The power of suggestion is psionically enhanced, allowing you to say simple commands to the target and have them possibly obey, 6 ISP and 12 ft range with eye contact

#10

Posted: Wed Aug 06, 2008 4:32 pm
by General Havoc
It's been a while, but I don't think there's an alignment "unscrupulous".

There is an "unprincipled" though.

#11

Posted: Wed Aug 06, 2008 4:52 pm
by Haizu
Oh, lol. My bad. I've never played Rifts before.

#12

Posted: Wed Aug 06, 2008 7:55 pm
by Jason_Firewalker
Haizu that is acceptable, you are in

#13

Posted: Wed Aug 06, 2008 7:57 pm
by Haizu
Shweet!

#14

Posted: Thu Aug 07, 2008 3:02 am
by General Havoc
Name: Gregory Clayburn
Race: Human
Age: 16
OCC: Descended Glitter Boy
Alignment: Scrupulous

Background:

In 2098, the world ended in fire. Civilization imploded under nuclear fire and the ravages of the Rifts. Scarce pockets of civilization survived the apocalypse that laid waste to the entire planet. Some survived by pure luck, some through the vagarities of fate. The town of Pinecrest, South Dakota, survived because of a man named Charles Clayburn, a part time national guardsman who had the foresight, when the Great Cataclysm overtook the world, to return to his hometown from the local National Guard base bearing a single, desperately important item, a brand new Mk. 89 Glitter Boy Combat Robot Suit. Weilding the awesome power of the US Army's foremost weapons platform, Charles Clayburn singlehandedly destroyed the alien and demonic forces that sought to consume the town of Pinecrest, and managed to hold back the darkness that overcame the world itself.

Such at least is the story as Gregory first heard it.

For twenty generations, the Clayburn family had ruled the small town of Pinecrest, South Dakota, not as mayors or warlords or petty nobility, but instead as a combination of all three, for in their keeping was a weapon of phenomenal power carefully preserved and maintained, and wielded as needed to safeguard the town and its surrounding lands. A Glitter Boy armored battle suit, the pinnacle of American Empire weapons technology, that had been in the family for over four hundred years. It's origins now the stuff of legend and myth, the Glitter Boy was the shining defender of Pinecrest, carefully maintained by dozens of pairs of hands, repaired, recharged, rearmed, and occasionally enhanced whenever the opportunity or the money presented itself, there existed not a soul in the town of Pinecrest who did not believe in their bones that their very existence depended on a single suit of robot armor, and the generations of Clayburn men and women who wore it.

No-one in the entire town felt the weight of that responsibility more than Gregory, whose father was the 20th wielder of the suit, and who had known as far back as he could remember that the Glitter Boy was his inheritance, his birthright, the weight of 20 generations of semi-mythologized ancestors contained and embodied within it, all to devolve upon him when the time came. Since the age of four, he had spent nearly every day being forced to dwell upon the awesome responsibility that was to be his. Every Clayburn had undergone rigorous training of course, before they were permitted to don the robot, but Gregory threw himself into the task of preparing himself with a vengeance even his father had never seen, determined to take his place as Pinecrest's defender and 'bear the weight' as his father always put it. Every bolt, every wire, every servo or actuator were burned into his memory like brands. Much brighter than most of his fellows, by the time he was nine, he had mastered the basics of the robot's controls, and every month thereafter brought improvements to his skill and technique, to the point where his parents had to coax him out of the robot whenever his father wasn't using it. To Gregory, the Glitter Boy was a symbol of everything he wanted to be, an honor and a glory that filled his dreams and aspirations, and drove him to be as good as he could be.

But in the end, the doom that overtook Pinecrest in Gregory's 14th year was not one that anyone could stop, for not even the most skilled Glitter Boy pilot could prevent the plague that swept through the town and slew its inhabitants by the dozen and the hundred. Within four months, 98% of the town's population was dead, including both of Gregory's parents, and the town itself was deserted, another faded ruin on the face of Rifts Earth. By a freak of immunity and genetics, the plague spared Gregory almost alone among the residents of the town, and its microbial assault could not harm the Glitter Boy itself. With his town destroyed, his parents dead, Gregory had no choice but to leave, and enter the world at large, armed only with his centuries-old Glitter Boy, and his own desire to prove worthy of it.

Time will tell.



Description & Personality:

Gregory's life, his being, his entire world revolves around the mighty robot suit he wears. Thin, small, and pale, with the look of one who spends too much time indoors, Gregory looks younger than he is, particularly when not plugged into his larger-than-life robot. He knows the Glitter Boy inside and out, knows it better than a headhunter knows his rifle, or a Ley Line Walker his spells, and spends enormous amounts of time, pains, money, and effort keeping it in absolutely top condition. When outside the robot, Gregory is fearful, nervous, and jumpy, especially around strangers. Even when not plugged in, he keeps close to his Glitter Boy, making sure it is within view almost always, as though it were a ward against whatever monsters or challenges lie in wait. He tries to do the right thing, but suffers from indecision and weak will, unable to remove himself from the terrible pressure of twenty generations of ancestors depending on him alone to hold up the weight of history.

And then he gets into his robot.

Wearing the Glitter Boy, Gregory is an entirely different person. Safely ensconced within the pilot's compartment of his heirloom Glitter Boy, he is poised, relaxed, confident, even brazen. A very skilled robot operator, he knows precisely how to get the maximum performance from his hand-tuned war machine and its eclectic collection of upgrades and customizations, assembled over the course of hundreds of years. His mannerisms, his demeanor, his very essence changes when he is within his Glitter Boy, for only when connected to his machine does the weight of his family legacy feel like a comfort rather than a burden. It should come as no surprise therefore that Gregory spends as much time as he physically can in the confines of his robot, having even taught himself to be able to sleep comfortably and blissfully inside the pilot's compartment, surrounded by the familiar hums and clicks of the war machine's systems.

It should therefore also come as no surprise that people often find Gregory very weird, if not slightly crazy. All pilots adore their vehicles of course, but Gregory treats his like a living thing, whispering to it in the middle of battle, referring to it in the third person, and even claiming that the venerable robot talks to him about a variety of subjects. There can be no denying however that he is an exceptional robot pilot, a skill in high demand all across North America. Most are willing to forgive his eccentricities in favor of his skills, and permit him to willingly lavish attention, affection, and even reverence upon the one object that represents his entire world, and everything he is... his Glitter Boy.


Character Sheet:

IQ: 20 (+6%)
ME: 8
MA: 12
PS: 9
PP: 14
PE: 8
PB: 10
SPD: 13

SDC: 43/43
HP: 9/9

Minor Psi:

Machine Ghost
Object Read

ISP: 20/20
PPE: 7/7



OCC Skills:

Speak American: 94%
Speak French: 94%
Literate American: 51%
Literate French: 51%
Military Etiquette: 56%
Land Navigation: 50%
Radio Basic: 61%
Pilot Robots & PA: 92%
Pilot Auto: 76%
Pilot Hovercraft: 71%
Pilot Tank/APC: 52%
Read Sensory Equipment: 56%
Basic Math: 78%
Weapons Systems: 61% (+1 to strike)
Robot Combat Basic
Robot Combat Elite (Glitter Boy)
WP E Rifle
WP Heavy
General Athletics
HTH: Expert


OCC Related Skills:

Basic Mechanics: 56%
Computer Operation: 71%
Computer Programming: 61%
Camouflage: 31%
Research: 51%
History: 71%
General Repair & Maintenance: 51%


Secondary Skills:

Basic Electronics: 36%
Armorer: 46% (+20 Basic Mechanics)
WP E Pistol
Demolitions: 66%
Strategy/Tactics: 36%


Personal Equipment:

Weapons:
JA-12 Energy Assault Rifle (4D6 MD, 1D6x10+10 MD burst, 10/20 shots per short/long clip)
JA-12 Underslung Grenade Launcher (3d6 MD, 4 rounds max)
NG-45 Particle Beam Pistol (5D6 MD 8/14 shots per short/long clip)
NG-11s Double-barreled Sawn-off Shotgun

Ammunition:
4x Short Eclip
6x Long Eclip
12x Slug rounds, 12 gauge (5D6 SDC)
12x Buckshot rounds, 12 gauge (4D6 SDC)
6x APRJ Ramjet rounds, 12 gauge (3D6 MD)

Armor:
T-13 "Mechanic" body armor, 80 MDC


Glitter Boy Powered Armor Suit:
(Note: Modifications denoted with *)

Weapons:
M89 Shoulder-mounted Flechette "Boom" Cannon (3d6x10 MD, 100 round belt, 2 mile approximate range)
*2x2 Box Right Shoulder-mounted Mini-missile Launcher, 8 rounds (4x Plasma, 1d4x10 MD, 2x Frag, 4d6 MD, 2x AP, 5d6 MD)
*Mantisque Industries Mk. VII "Durandel" Robot Vibrosword (4d6 MD)


Armor:
*Naruni Forcefield, Heavy Robot-model: 200 MDC
Main Body: 770 MDC
Main Cannon: 175 MDC
Head: 290 MDC
Hands: 100 MDC
Arms: 270 MDC
Legs: 450 MDC
Pilot's Compartment: 150 MDC
(Note, all armor is laser-reflective, and takes 50% damage from non-variable frequency laser weapons)

Maximum Speed: 60 MPH


Robot Combat Bonuses:

5 Actions Per Melee
+2 Initiative
+3 Strike (Boom Gun)
+3 Strike (Hand to Hand)
+2 Parry
+2 Dodge
+5 Roll
+7 Pull
+4 vs. Horror Factor

Restrained Punch: 1d6 MD
Full Strength Punch: 2d6 MD
Tear/Pry: 2d6 MD
Kick: 2d4 MD
Running Leap Kick: 4d6 MD
Body Check: 3d4 MD

#15

Posted: Thu Aug 07, 2008 11:09 am
by Jason_Firewalker
General Havoc, welcome to the game

#16

Posted: Thu Aug 07, 2008 11:28 am
by Jason_Firewalker
There is no longer a need to have known Speedy Louis, I am asking you all to be within the relative vacinity of the combat going on

#17

Posted: Thu Aug 07, 2008 1:15 pm
by rhoenix
Nobody expects a Spiny Ravager.

#18

Posted: Thu Aug 07, 2008 8:53 pm
by Haizu
Lol, that was pretty badass.

#19

Posted: Fri Aug 08, 2008 12:56 am
by rhoenix
Haizu, if you See Aura on the ravager, you'll note that it's an entirely magical construct, though alive. Mwaha.

#20

Posted: Fri Aug 08, 2008 12:58 am
by Haizu
Very slick, very slick. Me like.

#21

Posted: Sun Aug 10, 2008 2:24 pm
by rhoenix
Holy hell, I don't think it quite sank in how nasty that rifle is until now.

140md for a single shot is pretty damn nasty, I have to say.

#22

Posted: Sun Aug 10, 2008 2:26 pm
by Haizu
Lol, yeah it is. Mine's just a little bullpup.

#23

Posted: Sun Aug 10, 2008 10:20 pm
by rhoenix
Sorry Haizu, my character's...jumpy. :cool:

#24

Posted: Sun Aug 10, 2008 11:16 pm
by Haizu
I freaking hate the dice roller on this thing! I get crappy rolls every freaking time!

#25

Posted: Thu Aug 14, 2008 10:50 pm
by Jason_Firewalker
rheonix are you keeping track of your ppe?