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 Nerrone's Rangers OOC

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Delta
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 12:26 pm

One thing that occurred to me would be to change the setting radically after the conclusion of a major plot arc; like skipping forwards by six years and moving to somewhere in the third world. Happy. Players could choose to portray how their characters have changed directly or by report, and/or take on a new one.

...But of course, we have a thread for this now, so let's continue discussion of this topic on there. Wizard

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Mitchz95
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 5:30 pm

Delta wrote:
...But of course, we have a thread for this now, so let's continue discussion of this topic on there. Wizard

Huh? There's a new NR thread? Where?
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 5:35 pm

Drago and I were talking about the Unnamed Superpower RP; I assumed you were too. Wondering

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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 08, 2012 7:10 am

Come on, guys! Don't let NR die!
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 08, 2012 8:31 am

By all means, post.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 08, 2012 4:00 pm

Yeah please do, I mean I feel like people might have missed this:

I wrote:
((This is open time period; if you don't want to do anything, just make a post summarising your character's activity during the next few hours. Once all active users are covered we shall move on.))

Obviously what counts as an 'active user' is a bit fluid at this point, but I'd be willing to move on once it's clear we've got enough people posting to make it worthwhile. Happy.

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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 08, 2012 5:02 pm

I'm writing up a post right now, it's just that I'm finding it hard to progress through this whole 'gun building' scenario on my own. There's nothing to respond to.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 08, 2012 7:03 pm

Dark_potato57 wrote:
By all means, post.

Oh yeah, I forgot that Bor hasn't said anything in about two months. face plam Fixed.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 22, 2012 2:12 am

I would like to add "caffeine addiction" to Naboo's weaknesses.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 22, 2012 3:59 am

Done. razz

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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 22, 2012 4:00 am

Maybe later today I will make another post. This RP needs Hutch.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Sep 22, 2012 4:02 am

Oh, I'm sure I could move things along — I just need to set aside some time to write an establishing post for Tareen.

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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 1:28 am

Alright, sound off: Who's still up for continuing with this RP? I've got a fair amount of material prepped for this world, as I recall, I just need to know who'll be around to take part. Happy.

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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 2:03 am

I'm good for it.
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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 3:23 am

I would for sure!
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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 12:59 pm

I'll be ready
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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 2:37 pm

I'm on it.
Oh, and Mitch, the "Arm" dialogue was no joke. I really mean that Rhak needs to get a new arm.
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PostSubject: Re: Nerrone's Rangers OOC   Fri Oct 19, 2012 3:48 pm

IsakTheWriter wrote:
I'm on it.
Oh, and Mitch, the "Arm" dialogue was no joke. I really mean that Rhak needs to get a new arm.

It was said in a humorous way. Close enough.
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PostSubject: Re: Nerrone's Rangers OOC   Sat Oct 20, 2012 10:03 am

Jack Sparrow: "So how many is that?"

Gibbs: "Including that four that's... four."

And @Isak, I think you missed the part where Flank left a note on Rhak with a number of a contact who's had some replaced limb experience.
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PostSubject: Re: Nerrone's Rangers OOC   Mon Oct 22, 2012 5:32 pm

I think we could take that in with the IC.
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PostSubject: Re: Nerrone's Rangers OOC   Thu Nov 15, 2012 4:19 am

I'll also make a post, it's just that school work is taking time that I usually spend writing away.

EDIT: Okay, weapon rundown.

The Wheezer, having been taken from a turret, isn't the lightest of guns. As mentioned, it is fairly heavy, and is carried like a chaingun. There's a half-second delay between pulling the trigger and the gun actually firing, during which it is charging up. The sound of the charging process increases in pitch like a turbine, and the exposed, yellow tiers of the module glow faintly. Because of these two aspects, any target who sees or hears the Wheezer will have a short 'heads up' before it fires, assuming that they are actually paying attention to it.

Despite this, the weapon is very quiet. The sound it makes while firing is inaudible from a distance, making it a little easier to remain undetected. That is, it won't alarm every single 'enemy' within a kilometre, unlike Flank's FlaK cannon.

The gun takes large batteries as ammunition, each being able to fire 15 times before it must be replaced. It could have been 10 without the heat sinks that transfer power back to the battery. Flank so far is using his armour battery to power it, which is good because it lasts longer than normal batteries (30 shots). However, he won't be able to use his stealth field, comm link, music player, electrical attack, or jet boots while his battery is attached to the Wheezer. He will also be more susceptible to electricity since his battery can't intercept the net charge.

The Wheezer is pretty powerful, having been designed for a turret. Being a prototype, it will probably go through modifications in the near future.


Last edited by Dark_potato57 on Fri Nov 16, 2012 3:01 am; edited 2 times in total
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PostSubject: Re: Nerrone's Rangers OOC   Thu Nov 15, 2012 7:28 pm

Wheezer = best name for a gun ever.
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PostSubject: Re: Nerrone's Rangers OOC   Mon Nov 19, 2012 4:49 am

Why thank you, Mitch. Perhaps when I'm older, I'll produce it in Blender, along with other imaginary weapons of mine.
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PostSubject: Re: Nerrone's Rangers OOC   Thu Nov 22, 2012 5:14 am

Time for a new character that's spent a long time in the making.


User: Naboo9
Name: Cobalt
Gender: Male
Age: Unknown, Psych eval suggests a youthful mind.
Race: Mallium
Homeworld: Mallia
Equipment: Flexible and light armor, Malli Moonblade, Balanced Throwing Daggers, two Stiletto daggers, pair of curved knives, shield-disabling pistol, flashbangs and smoke grenades, Silent One visor with (almost) all the hidden tricks that come with it, stimulant.
Bio: An assassin for the infamous Silent Temple, Cobalt's initiation was like many other initiates. With all the sweat, blood, getting mantras drilled into his mind, and psychological indoctrination that was a part of it. Over time, something didn't click in all the mantras, the creeds, the indoctrination. He did his missions as assigned, but squad-mates noted him striking out on his own. The mission still got done as efficiently as they were supposed to, of course, but not the way they were planned. Eventually on a mission, Cobalt did something none of his squad-mates thought he would do, he went rogue. Cobalt waited until his squad-mates were separated, than he took care of the loose ends to his escape. He tripped the alarm systems to attract security. First of his former colleagues to die was killed by a hail of bullets and plasma bolts meant for Cobalt, the second was killed by Cobalt's own blades, the final was captured by security and killed as soon as they ran. After all of his former squad-mates were killed, Cobalt severed his visor's connection with the Silent temple, and ran.
Strengths: Armor is more protective then the armor worn by most Silent Ones, good with all of his blades, Agile and stealthy, prehensile tail, Being a Silent One Cobalt possesses incredibly high reflexes, Stimulant grants far higher reflexes and strength, blades can cut through most armor.
Weaknesses: Almost useless in ranged combat aside from throwing knives, pistol is only good for taking out shields otherwise its energy pulses are harmless if painful, Armor is still relatively weak compared to other armors and is slightly noisier then the armor used by the Silent Ones, almost emotionless in personality, stimulant use leaves him with a splitting headache and physically drained.

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I kinda feel like his strengths and weaknesses aren't balanced properly, feel free to add input on those.


Last edited by Naboo9 on Thu Nov 22, 2012 8:57 pm; edited 2 times in total
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PostSubject: Re: Nerrone's Rangers OOC   Thu Nov 22, 2012 6:35 pm

Perhaps you should lose one set of blades from that set, but otherwise that seems relatively balanced to me; I'll assume stimulant use functions like this:

Quote :
Each type is activated by neural cues, coming into effect for a thirty-second duration before automatically deactivating. Using more than once a day may cause withdrawal symptoms, resulting in reduced combat efficiency for remainder of day.
——> SPEED: |2| For the duration of this unit's activity, user's reaction time and movement speed is markedly increased.

EDIT: We also might like to place a limit on the number of grenades he carries per mission; Azure was armed with three of each type.

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