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Ragnarok Akumachi
Crew

PostPosted: Mon Feb 13, 2017 9:33 pm
* Black and red lightning strikes down toward the south of the caravan but before the army. The air is somehow filled with fresh blood and a booming echo of the roar of a powerful sounding dragon, and more, black and red lightning hits the same spot causing an explosion, creating a cloud of smoke*  
PostPosted: Tue Feb 14, 2017 2:09 am
*Another wave of Zurg soldiers emerge from the beams, and another and another. At first, they are just simple grunts with rifles in hand, then come the shock troopers with arm cannons, and then finally the clawed cannoners.*
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Occ: Note: This is a kind of mini game. All these posted Zug avatars double as both visual aid for the RP and a score board. The object of the game is to unmask all the Zurg soldiers and destroy the saucers. Each time a saucer is destroyed, a flying saucer will disappear from above. Each time you unmask a Zurg, one of the Zurg of the same type up above will be replaced by a helmetless Zurg. Once all the Zurg up above are replaced by helmetless Zurg, the game will end. Also, each Zurg you unmask will fight for you. So, if you unmask just one Zurg, when you unmask a second Zurg, the first Zurg you unmasked will also unmask one, if be defeated. So luck is on your side, 1 victory become 3, 3 becomes 7, 7 becomes 15, and so on.
As you can see, there are four types of soldiers.

Blade warriors: Fierce melee soldiers that can each hold off several opponents at once. They are the immediate threat, but not the main one.

Infantry: Simple troopers armed with laser rifles. they are the most numerous and the main threat, but not the most dangerous.

Shock troopers: Zurg soldiers armed with arm cannons the can fire both energy blasts and missile that will explode damage you and those near you.

Cannoneers: Zug troopers equipped with Preda-pup alien gear. they have both razor sharp claws and powerful shoulder cannons that create huge explosions that can damage whole groups. Each saucer has sent out only one of them, but just one is powerful enough. They are the biggest threat.  

Shapeless Evil
Captain


Burning Icewolf
Vice Captain

Ghostly Werewolf

11,350 Points
  • There are two sides... 50
  • Galactic Domination 200
  • Signature Look 250
PostPosted: Tue Feb 14, 2017 5:14 am
shapelessevil
Burning Icewolf
shapelessevil
Burning Icewolf
shapelessevil

Occ: Sorry, but, no. The saucers aren't attacking just yet, you'll have to change that a bit. I control the NPC enemies. It's why I was created please don't take that away from me.



*Each Flying saucer then shines a bright light down on the ground from above from which Zurg ground troops begin to immegerge.*
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*Three from each beam, all armed with deadly razor sharp blades on their arms.*

*Aidar looks over at the Zurg captives, struggling to get lose from the Wargs.*
"Let em up."
*He commands them and immediately, the Wargs release their prisoners.*

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*The aliens get up cautiously and prepare to defend themselves, but do not attack.*

*WE protect yer princess, the Daughter Nili.*
*He tells them.*
"Will ye fight wi us?"

*Back in the caravan, one of the unmasked Zurg soldiers spot the princess and points to her as it looks at it's comrades. The soldiers exchange glances and then all in unison, answer.*
"We will fight!"

"Alright..."
*Aidar answers back*
"Rangarok, bring yer team tae the front! There be nae enemies approachin from the back, Ah came from there!"
*The burning Icewolf then steps to the front of the Shadow knight's team and stands at the ready.*
"Those, who can fly, take oot the saucers. As the princess said, they ave shileds that will protect them against all forms o energy, so ye'll ave tae use malee attacks. Also, if ye get within their sheilds,ye can hit em wi anythin.

The rest o ye, take care o the troops. remember, we dinnae wanna kill em, only remove their helmets.

Ok, ready?"
*He then raises left fist and Gives his roaring rallying cry.*
"DARKHUNTERS, TAE ARMS!!!"
*With the utterance of these words, all fear and doubt is erased from everybody's minds. they know what the have to do and they will not hold back, will not hesitate. Their paths are clear before them. They will fight on and give no quarter! They feel stronger, as if their bodies are overflowing with energy. Their adrenaline flows, their blood boils, all their senses become alert and they become filled with an overwhelming urge to charge their enemies. The normally quite Shadow Knight takes to the the air and give a mighty war cry; Mr Stubbs flies into the air, spinning his trident and hisses ferociously, a look of blood lust in his feline eyes; Mina stands with her legs bent, arms and claws curled with her palms facing up, all her muscles tens up and she gives out a loud ringing howl and appears to go completely feral; The Wargs all assemble and snarl savagely and they cover themselves in hedgehog-like ice armor; the free Zurg brandish their weapons; and Homac becomes ansty and active and struggles to get out of Aileen's cleavage.*
"CHAAAAAARGE!!!!!" scream  
PostPosted: Tue Feb 14, 2017 1:06 pm
Burning Icewolf
shapelessevil
Burning Icewolf
shapelessevil
Burning Icewolf
shapelessevil

Occ: Sorry, but, no. The saucers aren't attacking just yet, you'll have to change that a bit. I control the NPC enemies. It's why I was created please don't take that away from me.



*Each Flying saucer then shines a bright light down on the ground from above from which Zurg ground troops begin to immegerge.*
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*Three from each beam, all armed with deadly razor sharp blades on their arms.*

*Aidar looks over at the Zurg captives, struggling to get lose from the Wargs.*
"Let em up."
*He commands them and immediately, the Wargs release their prisoners.*

User ImageUser ImageUser Image


User ImageUser ImageUser Image
*The aliens get up cautiously and prepare to defend themselves, but do not attack.*

*WE protect yer princess, the Daughter Nili.*
*He tells them.*
"Will ye fight wi us?"

*Back in the caravan, one of the unmasked Zurg soldiers spot the princess and points to her as it looks at it's comrades. The soldiers exchange glances and then all in unison, answer.*
"We will fight!"

"Alright..."
*Aidar answers back*
"Rangarok, bring yer team tae the front! There be nae enemies approachin from the back, Ah came from there!"
*The burning Icewolf then steps to the front of the Shadow knight's team and stands at the ready.*
"Those, who can fly, take oot the saucers. As the princess said, they ave shileds that will protect them against all forms o energy, so ye'll ave tae use malee attacks. Also, if ye get within their sheilds,ye can hit em wi anythin.

The rest o ye, take care o the troops. remember, we dinnae wanna kill em, only remove their helmets.

Ok, ready?"
*He then raises left fist and Gives his roaring rallying cry.*
"DARKHUNTERS, TAE ARMS!!!"
*With the utterance of these words, all fear and doubt is erased from everybody's minds. they know what the have to do and they will not hold back, will not hesitate. Their paths are clear before them. They will fight on and give no quarter! They feel stronger, as if their bodies are overflowing with energy. Their adrenaline flows, their blood boils, all their senses become alert and they become filled with an overwhelming urge to charge their enemies. The normally quite Shadow Knight takes to the the air and give a mighty war cry; Mr Stubbs flies into the air, spinning his trident and hisses ferociously, a look of blood lust in his feline eyes; Mina stands with her legs bent, arms and claws curled with her palms facing up, all her muscles tens up and she gives out a loud ringing howl and appears to go completely feral; The Wargs all assemble and snarl savagely and they cover themselves in hedgehog-like ice armor; the free Zurg brandish their weapons; and Homac becomes antsy and active and struggles to get out of Aileen's cleavage.*
"CHAAAAAARGE!!!!!" scream

Vanessa: as much as i like air fighting im going to stay on the ground, and.....
*Vanessa catches the sent of blood and hears the roar from the back of the caravan, then reconizes that it is ra-chan summoning akumachi*
Vanessa: you know one day she is going to have to use "that". Anywho, now ....who am i going to play with first?  

VanessaXross


sha312
Crew

Wheezing Genius

PostPosted: Wed Feb 15, 2017 11:40 am
Burning Icewolf
shapelessevil
Burning Icewolf
shapelessevil
Burning Icewolf
shapelessevil

Occ: Sorry, but, no. The saucers aren't attacking just yet, you'll have to change that a bit. I control the NPC enemies. It's why I was created please don't take that away from me.



*Each Flying saucer then shines a bright light down on the ground from above from which Zurg ground troops begin to immegerge.*
User ImageUser ImageUser ImageUser ImageUser Image


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*Three from each beam, all armed with deadly razor sharp blades on their arms.*

*Aidar looks over at the Zurg captives, struggling to get lose from the Wargs.*
"Let em up."
*He commands them and immediately, the Wargs release their prisoners.*

User ImageUser ImageUser Image


User ImageUser ImageUser Image
*The aliens get up cautiously and prepare to defend themselves, but do not attack.*

*WE protect yer princess, the Daughter Nili.*
*He tells them.*
"Will ye fight wi us?"

*Back in the caravan, one of the unmasked Zurg soldiers spot the princess and points to her as it looks at it's comrades. The soldiers exchange glances and then all in unison, answer.*
"We will fight!"

"Alright..."
*Aidar answers back*
"Rangarok, bring yer team tae the front! There be nae enemies approachin from the back, Ah came from there!"
*The burning Icewolf then steps to the front of the Shadow knight's team and stands at the ready.*
"Those, who can fly, take oot the saucers. As the princess said, they ave shileds that will protect them against all forms o energy, so ye'll ave tae use malee attacks. Also, if ye get within their sheilds,ye can hit em wi anythin.

The rest o ye, take care o the troops. remember, we dinnae wanna kill em, only remove their helmets.

Ok, ready?"
*He then raises left fist and Gives his roaring rallying cry.*
"DARKHUNTERS, TAE ARMS!!!"
*With the utterance of these words, all fear and doubt is erased from everybody's minds. they know what the have to do and they will not hold back, will not hesitate. Their paths are clear before them. They will fight on and give no quarter! They feel stronger, as if their bodies are overflowing with energy. Their adrenaline flows, their blood boils, all their senses become alert and they become filled with an overwhelming urge to charge their enemies. The normally quite Shadow Knight takes to the the air and give a mighty war cry; Mr Stubbs flies into the air, spinning his trident and hisses ferociously, a look of blood lust in his feline eyes; Mina stands with her legs bent, arms and claws curled with her palms facing up, all her muscles tens up and she gives out a loud ringing howl and appears to go completely feral; The Wargs all assemble and snarl savagely and they cover themselves in hedgehog-like ice armor; the free Zurg brandish their weapons; and even Homac awakens, upon hearing those words. (come on dude)*
"CHAAAAAARGE!!!!!" scream


Sha began to survey the teeming waves of enemies that lay stretched out before them. There were four different types from what he could see and the ones with the cannons and blasters looked the toughest. He adjusted his stance and the grip of his weapons so that the blades faced backwards. When the order was given, he zeroed in on that group.  
Shapeless Evil rolled 20 6-sided dice: 2, 6, 3, 4, 4, 2, 6, 2, 3, 1, 4, 6, 3, 2, 2, 6, 2, 4, 4, 6 Total: 72 (20-120)
PostPosted: Wed Feb 15, 2017 3:43 pm
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Not yet knowing of the team in the back of the caravan, lead by Ragnarok; the Zurg Blade Warriors charge the Darkhunter's triad teams in front and one the two sides, from the north, while the rest of the Zurg unleash a barrage if bright green laser and cannon fire and energy blasts.*

Occ; Note: I'm sorry if some of you don't like this set up, but it's the only way I can think of to determine if somebody is shot, almost shot, or missed entirely. I 'm going to roll 20 6 sides for enemy fire. Each die represents a shot. and their numbers determine the type of attack.
1. Laser fire
2. Laser fire
3. Energy blast
4. Missiles
5.Cannoin fire
6. Cannon fire
There will also occasionally be laser fire from saucers, as well.
Each player gets 6 dice to roll and must roll individually for every character they control. Ex. Aidar controls himself, Nili, The Shadow Knight, Greagus, Mr.Stubbs, and Mina; so he has to make a roll for each of them, 6 rolls in total. the total numbers of your rolls are not meant to compete, but the individual dice. I roll 20, which gives me 20 shots, you roll 6, which gives you 6 probabilities to avoid the shots. Each time one of your die reads equal to or higher than one of mine, in the same order, you avoid a shot. if it is lower, you get hit. When you run out of dice, your pattern repeats, while nine continues to the end.
Those with higher rolls then mine, are missed entirely. Those with horribly low rolls are hit directly, those with fair rolls that are lower then mine, might be hit, might be grazed, ore might be missed, depending on their luck. A direct hit need not end in defeat. If you can come up with a good explanation as to why you can still fight, you can either be merely wounded ore avoid taking damage, entirely. Different races and characters have different defenses and abilities be sure to use them all. Rolls will only be required, when the Zurg forces send a volley at the Darkhunters.

Each character also gets 10 NPC allied troops of their players own invention to uses as fodder to take enemy fire instead of them. they don't necessarily step in the way of a shot meant for your character, they just turn out to be the target. When all 10 of a character's troops are incapacitated, there will be nothing left to protect that character, except their own endurance. Although the main purpose for a character's 10 troops is cannon fodder, they can also fight too, so try to be creative with them. # Every Zurg that a character unmasks can also be used in this way. be careful laser fire from saucers can take out 5-10 allied troops in one shot, Cannon fire always takes out five, and missile fire can take out 1-5. the other blasts can take out 1,-2, but sometimes, 0.

To help keep score, List, a "10/0" at the beginning of your character's actions. The "10" will be how many allied troops you have. If one of your character's allied troops is incapacitated, reduce the count to "9/0", then "8/0" and so on. The "0" represents how many unmasked Zurg the character has fighting for them. Every time a Zurg is unmasked by one of your characters, increase that Character's number,, like so "10/1" and every time one of your characters unmask a Zurg, every zurge that character has will also unmask a zurg, or be incapacitated, so make sure to keep score of how many zurg your character gets, what I make a reply post of it.

I have deliberately arranged the Zurg avatars in a specific pattern. There are three full teams made up of the four types of Zurg and their saucers. each team has 5 saucaers. each saucer has 1 cannoneer, with 3 shock troopers infront of them, with 4 infantry infront of them, and 3 blade warriors in the very front. Those of you who can see the pattern, should see a row of 5 saucers, with a cannoneer under each one, a triangle of 3 shock troopers beneath each of the cannoneers, a square of four shock troopers beneath the shock troopers, and another triangle of blade warriors on the very bottom. This represents the exact formation of the Zurge, except it is actually in rows. each team is made up of a single row of 5 saucers, that has sent out a row of 3 blade warriors, followed by 2 rows of 2 infantry, followed by 1 row of 3 shock troopers, followed by one cannoneer. the team on the tip is attacking Mr. Stubbs's team. The teem in the middle is attacking Kai& Aidar's team. The team on the bottom is attacking the Shadow Knight's team. An extr flying saucer is also posted just above the team attacking the Shadow Knight, this is the last of the fist three saucers, that called for these reinforcement in the first place; it is also attacking the Shadow knight's team. Aidar is also currently with the Shadow Knight's team, and kai is currently in charge of their team.

Use the enemy formation and your locations to choose your targets. When a player's character or one of their character's unmasked zurg unmasks an enemy Zurg, that enemy Zurg's avatar will be replaced with a unmasked avatar, with that player's character's name/code name on it's right side. This is how you will know your locations Characters who can fly or teleport( or in Aidar's case, jump very, very high) can attack any body in their opposing team. Those who can't fly or teleport, will have to fight their way through each row of enemies.


# Allied troops have different durability's and defenses, depending on their race and skills. Because the Darkhunters are mostly made up of creatures of darkness, Most allied troops can only be creatures of darkness such as Goblins/Orcs, Vampires, demons, Therianthropes (All Werewolf allied troops are Icewolves), trolls, Mermen/mermaids (50% fish, not "half", like Rikuo from Darkstalkers), zombies, ect. The rest are mostly Zurg freedom fighters. All of Nili's allied troops are made up of Zurg.

There are also 4 basic types to chose from for your character's allied troops to be. Pick carefully, when chosing what type to make your allied character, some races are better suited to them and thee combination will determin how many or how few hits the allied trip can take.
Tank. takes multiple hits to fall
Ninja: narrowly escapes most attacks but takes one hit to fall
mage: can counter projectiles with magic, but easily falls to melee attacks and is easily caught in explosions.
fighter: can dodge, strike, and shoot when possessing long range weapon/abilities, but falls in only a few hits.

If your character gets a losing roll, PM me, to tell me if your character is going to take the hit their self, ore have a an allied troop be hit. Also PM me a description of the Allied troop, so I can put it in my reply post, to let you know how bad your character, or their allied troop is hit.  

Shapeless Evil
Captain

Burning Icewolf rolled 6 6-sided dice: 3, 2, 5, 6, 6, 5 Total: 27 (6-36)

Burning Icewolf
Vice Captain

Ghostly Werewolf

11,350 Points
  • There are two sides... 50
  • Galactic Domination 200
  • Signature Look 250
PostPosted: Wed Feb 15, 2017 4:28 pm
shapelessevil

Not yet knowing of the team in the back of the caravan, lead by Ragnarok; the Zurg Blade Warriors charge the Darkhunter's triad teams in front and one the two sides, from the north, while the rest of the Zurg unleash a barrage if bright green laser and cannon fire and energy blasts.*

Occ; Note: I'm sorry if some of you don't like this set up, but it's the only way I can think of to determine if somebody is shot, almost shot, or missed entirely. I 'm going to roll 20 6 sides for enemy fire. Each die represents a shot. and their numbers determine the type of attack.
1. Laser fire
2. Laser fire
3. Energy blast
4. Missiles
5.Cannoin fire
6. Cannon fire
There will also occasionally be laser fire from saucers, as well.
Each player gets 6 dice to roll and must roll individually for every character they control. Ex. Aidar controls himself, Nili, The Shadow Knight, Greagus, Mr.Stubbs, and Mina; so he has to make a roll for each of them, 6 rolls in total. the total numbers of your rolls are not meant to compete, but the individual dice. I roll 20, which gives me 20 shots, you roll 6, which gives you 6 probabilities to avoid the shots. Each time one of your die reads equal to or higher than one of mine, in the same order, you avoid a shot. if it is lower, you get hit. When you run out of dice, your pattern repeats, while nine continues to the end.
Those with higher rolls then mine, are missed entirely. Those with horribly low rolls are hit directly, those with fair rolls that are lower then mine, might be hit, might be grazed, ore might be missed, depending on their luck. A direct hit need not end in defeat. If you can come up with a good explanation as to why you can still fight, you can either be merely wounded ore avoid taking damage, entirely. Different races and characters have different defenses and abilities be sure to use them all. Rolls will only be required, when the Zurg forces send a volley at the Darkhunters.

Each character also gets 10 NPC allied troops of their players own invention to uses as fodder to take enemy fire instead of them. they don't necessarily step in the way of a shot meant for your character, they just turn out to be the target. When all 10 of a character's troops are incapacitated, there will be nothing left to protect that character, except their own endurance. Although the main purpose for a character's 10 troops is cannon fodder, they can also fight too, so try to be creative with them. # Every Zurg that a character unmasks can also be used in this way. be careful laser fire from saucers can take out 5-10 allied troops in one shot, Cannon fire always takes out five, and missile fire can take out 1-5. the other blasts can take out 1,-2, but sometimes, 0.

To help keep score, List, a "10/0" at the beginning of your character's actions. The "10" will be how many allied troops you have. If one of your character's allied troops is incapacitated, reduce the count to "9/0", then "8/0" and so on. The "0" represents how many unmasked Zurg the character has fighting for them. Every time a Zurg is unmasked by one of your characters, increase that Character's number,, like so "10/1" and every time one of your characters unmask a Zurg, every zurge that character has will also unmask a zurg, or be incapacitated, so make sure to keep score of how many zurg your character gets, what I make a reply post of it.

I have deliberately arranged the Zurg avatars in a specific pattern. There are three full teams made up of the four types of Zurg and their saucers. each team has 5 saucaers. each saucer has 1 cannoneer, with 3 shock troopers infront of them, with 4 infantry infront of them, and 3 blade warriors in the very front. Those of you who can see the pattern, should see a row of 5 saucers, with a cannoneer under each one, a triangle of 3 shock troopers beneath each of the cannoneers, a square of four shock troopers beneath the shock troopers, and another triangle of blade warriors on the very bottom. This represents the exact formation of the Zurge, except it is actually in rows. each team is made up of a single row of 5 saucers, that has sent out a row of 3 blade warriors, followed by 2 rows of 2 infantry, followed by 1 row of 3 shock troopers, followed by one cannoneer. the team on the tip is attacking Mr. Stubbs's team. The teem in the middle is attacking Kai& Aidar's team. The team on the bottom is attacking the Shadow Knight's team. An extr flying saucer is also posted just above the team attacking the Shadow Knight, this is the last of the fist three saucers, that called for these reinforcement in the first place; it is also attacking the Shadow knight's team. Aidar is also currently with the Shadow Knight's team, and kai is currently in charge of their team.

Use the enemy formation and your locations to choose your targets. When a player's character or one of their character's unmasked zurg unmasks an enemy Zurg, that enemy Zurg's avatar will be replaced with a unmasked avatar, with that player's character's name/code name on it's right side. This is how you will know your locations Characters who can fly or teleport( or in Aidar's case, jump very, very high) can attack any body in their opposing team. Those who can't fly or teleport, will have to fight their way through each row of enemies.


# Allied troops have different durability's and defenses, depending on their race and skills. Because the Darkhunters are mostly made up of creatures of darkness, Most allied troops can only be creatures of darkness such as Goblins/Orcs, Vampires, demons, Therianthropes (All Werewolf allied troops are Icewolves), trolls, Mermen/mermaids (50% fish, not "half", like Rikuo from Darkstalkers), zombies, ect. The rest are mostly Zurg freedom fighters. All of Nili's allied troops are made up of Zurg.

There are also 4 basic types to chose from for your character's allied troops to be. Pick carefully, when chosing what type to make your allied character, some races are better suited to them and thee combination will determin how many or how few hits the allied trip can take.
Tank. takes multiple hits to fall
Ninja: narrowly escapes most attacks but takes one hit to fall
mage: can counter projectiles with magic, but easily falls to melee attacks and is easily caught in explosions.
fighter: can dodge, strike, and shoot when possessing long range weapon/abilities, but falls in only a few hits.

If your character gets a losing roll, PM me, to tell me if your character is going to take the hit their self, ore have a an allied troop be hit. Also PM me a description of the Allied troop, so I can put it in my reply post, to let you know how bad your character, or their allied troop is hit.

10/0
*The Burning Icewolf Stands as tall as he can at the front of the caravan's eastern guard and spreads his limbs, acting as a shield to protect his comrades.*  
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Castle Ire

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