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 Roll To Dodge - Blue 
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Joined: Mon Jun 29, 2009 10:34 pm
Posts: 51
Post Re: Roll To Dodge! Where to?
Ok. Sooooo sorry about all the confusion but i looks like the other RtD is back up and running so i am gonna be in that one and you can remove me from this one. Again, soo sorry and this desicion is final.


Thu Apr 08, 2010 3:19 am
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DRLGrump
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Post Re: Roll To Dodge! Where to?
TechnoGeek wrote:
Ok. Sooooo sorry about all the confusion but i looks like the other RtD is back up and running so i am gonna be in that one and you can remove me from this one. Again, soo sorry and this desicion is final.

Not like you'd really hafta worry all that much.


Thu Apr 08, 2010 4:32 am
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Post Re: Roll To Dodge! Where to?
Back up and running??!! It's been running for a while now. I think he means that he has just been ACCEPTED. Meh. Just so you know, I'm gonna keep poking my head in here to see what you guys are doing, so that I can prepare for the worst for the other RtD. :grin:


Thu Apr 08, 2010 8:36 am
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
Post Re: Roll To Dodge! Where to?
CrazyMLC wrote:
edit
CrazyMLC wrote:
Have I started a kinesis craze?

> Buddy system, people. I follow Tomaster while learning how to enhance my my -kinesis' by doing funky dances.

Don't you remember the last time someone tried to power up their kinesis...

Anyway
Tomaster wrote:
Better hope there's no dust in the way. You'd be ♥♥♥♥♥♥.
♥♥♥♥ everyone else, I wanna go to my hut. Wave goodbye to everyone/give everyone the finger, and start flying towards the hut place. Continue to work on toggling both things.

Foa wrote:
> Well, seeing as the Cake powers have rejected me, I will have to defect to the Pie Demons... |

Pie- Offensive, volatile, associated with fire.
Cake- Defensive, soothing, associated with ice.

ShadoWKilleR255 wrote:
ehm, i think i shouldn't mention that i have he power TO MAKE STUFF (energy control!) but still if you insist of not making me this gun then I want to >>gain telekinesis! >and fix the frenchmen

JJA79 wrote:
Ok fairly confuzling

Ok first
>Finaly some peace and quiet! Go into the boat and work on gyrokenesis

Gyrokenesis is the control of gravity since at this moment i am not worthy of chrono powers.

rjhw1 wrote:
Curse the pastry and wipe it off, but then move on.
>make a new arm a leg.


Sat Apr 10, 2010 12:40 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
Post Re: Roll To Dodge! Where to?
Gyro- = Spinning.
Gravi- = Gravity.
Grravitaxis = The axis at which you gravitate... basically where you gravitate to.


Sat Apr 10, 2010 1:29 am
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Post Re: Roll To Dodge! Where to?
^I was going to point that out but then I said, "You know what? Why does it matter?"

Why indeed, Foa?


Sat Apr 10, 2010 3:03 am
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Data Realms Elite
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Post Re: Roll To Dodge! Where to?
Eh, seeing this guy end up in the vacuum of space better than him gyrating at such a rate he explodes, and warps the ship's hull.


Sat Apr 10, 2010 11:50 am
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
Post Re: Roll To Dodge! Where to?
I think Gyrokinesis is the ability to manipulate gravitational fields.
Foa wrote:
Eh, seeing this guy end up in the vacuum of space better than him gyrating at such a rate he explodes, and warps the ship's hull.

And that's why i said go INSIDE the ship before screwing with gravity.

Also i think hyper might have accidentally given me a form of Clairsentience with the aura thing earlier


Last edited by JJA79 on Sat Apr 10, 2010 5:38 pm, edited 1 time in total.



Sat Apr 10, 2010 4:12 pm
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Post Re: Roll To Dodge! Where to?
>Learn pornokinesis and summon two naked lesbians.


Sat Apr 10, 2010 4:44 pm
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Loose Canon
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Post Re: Roll To Dodge! Where to?
Actually rolling. Unlike last time I said that.

CrazyMLC[5]: After consulting with Shadow and learning the layout of the islands, you decide to split from the group and head to the island with the hut. You jump off the side of the yacht, and land on the water. Using both Aero and Hydro kinesis, you do a sort of high speed skate across the water, which looks a lot cooler than it sounds. Because of a wind blowing northward, you make better time than you thought you would, and should arrive at the island by the end of next turn.
Abilities:
- Pyro, Aero, Hydro, and GeoKinesis
- Olympian Power
- Metabolic Regeneration
- Photosynthesis
- Razor Leaves
Inventory:
- Nautical Shiv
- Wiffles' Orb
- DecaBow
- DecaBow Quiver

rjhw1 [1]: Slowly and angrily, you wipe the eclair off the back of your head, and try to ignore it. You go out into the sun on the deck, and sit down again to work on a new arm and leg. Again. But of course, something goes wrong.
When you try to you your DM Synthesis, it goes berserk for some reason. Spheres of solid Dark matter appear randomly around you, of differing sizes. Some are small and appear in the air, hitting the deck harmlessly. Others are bigger and smash things a bit when they fall. Some orbs even materialize inside the boat like large black tumors. Flailing around trying to regain control, you hear a grating crunch, then a mechanical whine, and finally another crunch. The boat then slows to a stop. At this point, you manage to get a handle on the DM Synthesis again, and halt it.
Abilities:
- Greater Zombie Control
- Dark Matter Synthesis
- Zombification (Increased speed and strength)
- Dragon Pulse Style
- Surging Dragon Pulse
- Twisting Dragon Tornado Kick
Inventory:
- Wimpy Facial Hair
- Spas 12 (7 shots left)
- 24 12 Gauge Shells
- Loaded AS50 (13 Extra Rounds)
- Scythe (Death Render)
Injuries:
- Missing Right Arm
- Missing Right Leg

Tomaster [1]: You decide that this is good enough for now, and go out onto the deck. You crouch down, and lift up your wings, then jump and flap to gain air quickly. As you fall back down from your wing assisted jump, you realize that the air isn't part of the floor, so you can't fly while intangible. You hit the deck with a thud, and roll over to see MLC shooting across the water northward.
Inventory:
- M79 Grenade "Lawnchair" (No ammo)
- TF2 Syringe Gun (66 syringes, filled with random drugs)
- Pulpy (Large Flaming Mace)
Abilities:
- Wing (+1 to dodge if flying)
- Physically Weak (-1 to physical rolls, excludes wings)
- Summon Shade
- Flickering Invisibility
Injuries:
- Burned Right Arm (-1 to rolls involving arm until healed in 1 turns)
- Flickering Intangibility

Foa [3]: You wish to own the power of pie? Prove yourself. Kill one of your companions in a sacrifice to us, and we will grant you a power to exceed the power that your hat had. Defy us, and you will feel our wrath.
Oops.
Inventory:
- HIGH-SPEED HANDCANNON
- 3 Paperclips
- 5 chunks of metal
- Eclair
Injuries:
- Weakened Zombie Virus (Zombification in - turns)
- Legless

JJA79 [2] At least those bloody seagulls aren't squaking anymore. You go to the bow of the yacht, and sit there peacefully, concentrating. You try to understand the ebb and flow of gravity, how the smallest particle can effect everything. But even with your higher level of thinking, you can't manage to grasp gyrokinesis.
Abilities:
- Life Energy Stealing
- Always Thinking
Injuries:
- Frozen in Time (Anything done during this time will happen instantaneously)

ShadoWKilleR255 [6] Telekinesis? Old hat, that's cake.
Having gained that power, you go down to help the frenchman. Looking at him, you determine it will be pretty simple to fix. A quick atomic shuffle later, the frenchman is back in one piece. Except his legs are backwards, but he'll live. Suddenly, the ship gives a lurch, and several crunching metallic sounds come out from the engine room. Shocked, you fire a burst of telekinesis downwards, pushing the water under you out, all the way down to the seabed. The telekinesis also has the strange effect of keeping it pushed out. So the yacht is now about to fall about 100 feet to the ground.

Abilities:
- Mass/Energy Control
Inventory:
- 5 Small Energy Orbs
- ME Gun Blueprint
- Archipelago Map

Game Event: The yacht begins its fall to the seafloor. If it hits at this speed, anyone still inside will probably die. (Yacht impacts at end of next turn)


Sat Apr 10, 2010 5:38 pm
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Post Re: Roll To Dodge! Where to?
Wow, there's pretty much a guarantee of someone dying next turn <3


Sat Apr 10, 2010 6:09 pm
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Joined: Fri Dec 22, 2006 4:20 am
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Location: Good news everyone!
Post Re: Roll To Dodge! Where to?
I live again.


Sat Apr 10, 2010 6:23 pm
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Loose Canon
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Post Re: Roll To Dodge! Where to?
4 people are in danger of death, IF they don't get out/slow the boat.


Sat Apr 10, 2010 6:28 pm
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Post Re: Roll To Dodge! Where to?
I leave the boat and ♥♥♥♥ hits the fan. Go figure.

*DEJECTED SIGH*

> Use -kinesis to move the boat back to sea level.


Last edited by CrazyMLC on Sat Apr 10, 2010 6:35 pm, edited 2 times in total.



Sat Apr 10, 2010 6:31 pm
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Location: Being The Great Juju
Post Re: Roll To Dodge! Where to?
But Foa will have to kill somebody or suffer the wrath of the piegods (which hopefully entails painful death)


Sat Apr 10, 2010 6:32 pm
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