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 Roll To Dodge - Blue 
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Post Re: Roll To Dodge
Not a weapon, and it would be way beyond one person's capabilites anyway.


Thu Nov 12, 2009 11:08 pm
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Post Re: Roll To Dodge
> Shoot arm hairs at sharks, follow wiffles _


Last edited by Foa on Fri Nov 13, 2009 12:09 am, edited 1 time in total.



Thu Nov 12, 2009 11:40 pm
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Post Re: Roll To Dodge
This is how I roll.



CrazyMLC[4]: CrazyMLC stirs, but falls back into unconsciousness. Even though the flames covering the deck are spreading, they seem to be steering clear of Crazy and the rest of the party.
Abilities
-Pyrokinesis
Injuries
-Numb Arm (-2 to next roll requiring arm)

wiffles[6]: You run over to Crazy to revive him so he can stop the fire before it consumes everyone. After a quick bout of ineffective shaking and yelling, you Eye Beam his shoulder, low power of course, to wake him. It works, and how. He jumps to awakeness with a yelp, and a newly aquired burn to match. Your Eye Beams also seem to have a numbing effect when at low power, because Crazy can't feel his arm. Nice.

Injuries:
- Missing left eye (Chance to not spot danger)
Abilities:
- Eye Beam

rjhw1 [6]: Ignoring the pain in your non-existant arm, you forge yourself a new arm out of dark matter, connecting it directly to your shoulder's nerves, bones, and muscles. It works, and the bleeding stops. Strong and muscular, covered in metallic black plating, and having bladed claws for fingers, you could totally take on those sharks with this thing if they weren't already dead. Something seems a bit wrong, realizing that you don't have any feeling in the dark matter arm. You can move it fine, you just can't feel anything. You also continue panting and sweating, and your suspicions that something besides your missing arm is the problem are deepened.

Injuries
- Zombie Infection (Zombification in 2 turns unless healed)
Abilities
- Greater Zombie Control
- Dark Matter Weaponry Synthesis
- Dark Matter Claw Arm
Inventory
- Wimpy Facial Hair
- Ammoless, broken Spas 12

Tomaster [5]: Those sharks are beyond dead. No threat anymore from them, but that rumble everyone felt a bit ago has you a bit worried. You disregard this for now, and head over to the shark corpses. The one that was hit directly with the fireball was reduced to a combination of chunks, pieces, red mist, and a very disgusting smell that will probably linger in the air for a while. The other 2 fared a bit better than the first, so you examine them. The first shark, the one hit with syringes, is completely charred, and its arm falls off upon the touch. You have a feeling you aren't getting much from it, so you look at the other one. Its entire front has been burned off, revealing its internal organs and killing it the least of the three, although even this was overkill. You notice a metallic glint inside the shark, and reaching in, extract a small device that doesn't look like the shark swallowed it, more like it was put there almost. You keep it for analysis later.

Inventory:
- Minigun
- Half a medkit
- TF2 Medigun
- TF2 Syringe Gun (69 syringes, filled with random drugs)
- Shark Device

Benpasko [1-1=1]: There isn't much around here that isn't on fire, so you have to get creative. Using a combination of slightly heated metal, sharkskin, and some rope you cut from a smoldering line on the deck, you fashion a pair of ugly, but workable boots. You put them on, and immediately feel a searing pain in your feet. The metal was hotter than you thought, and for this your feet suffer greatly. You fling the boots off with telekinesis, cursing the sharks, and cradling your burned feet.

Injuries
-Burned Feet (Can't move from this spot)
Abilities
- Negative Roll Multiplier (-1 to all rolls)
- Telekinesis

Foa [5]: Seeing as the sharks are very dead, you open fire on some random zombies with your left arm. The arm hairs are suprisingly effective, ripping through the zombies like armor piercing bullets. The now pockmarked zombies slump to the ground, and you realize that those were just arm hairs. You have a whole freaking dead rat at your disposal. That things gonna hit like a cannon when you use it. You then follow wiffles.
Abilities
- SLEUTHY DIPLOMACY LV. 3
Inventory
- Cake Trilby
- Dead Rat
- 3 Paperclips

Game Happenings: The boat lurches violently, and a lurching crunch comes from belowdecks. The speakers somehow crackle to life, and a voice with a slight spanish accent comes on. "Greetings, interlopers. I trust that my sharks treated you well. They seem to be unresponding however, so I have sent thier nana to check up on them. I do hope she isn't too much of a bother, Matilda can be quite the handful sometimes. Well, I have my own plans to attend to at the moment, so I can't chat any longer. Ta!" The speakers then cut, and a deathly calm descends over the ship. Even the fires seem to have been calmed by the quiet, because the only sound is one of gently rippling water hitting the sides of the ship. Wait... The sharks are all dead....Aren't they?


Last edited by TorrentHKU on Fri Nov 13, 2009 12:35 am, edited 4 times in total.



Thu Nov 12, 2009 11:47 pm
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Post Re: Roll To Dodge
If I wake up and I can do something my turn I'll get all of the fire to circle the ship creating a protective wall of fire.


Fri Nov 13, 2009 12:00 am
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Post Re: Roll To Dodge
My above post was written, posted and edited once with my off-hand while biking.

Note: That it is really ♥♥♥♥ retarded to do what I did.

And ♥♥♥♥, the sharks are dead, MAH ARM HAIRS!!!


Fri Nov 13, 2009 12:03 am
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Post Re: Roll To Dodge
Ok, I want to fly around at 70 mph, smashing through anything that gets in my way, using telekinesis, all the while swearing at my feet.


Fri Nov 13, 2009 12:25 am
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Post Re: Roll To Dodge
I was gonna do more this turn, but Matilda got a bad roll, and everyone was still in pretty bad shape, so next turn it is.


Fri Nov 13, 2009 12:27 am
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Post Re: Roll To Dodge
Wait, am I following wiffles?


Fri Nov 13, 2009 12:34 am
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Post Re: Roll To Dodge
I attempt to enhance my pyrokinesis. Making it so I can do more subconsciously and more epic feats without passing out.


Last edited by CrazyMLC on Fri Nov 13, 2009 12:36 am, edited 1 time in total.



Fri Nov 13, 2009 12:35 am
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Post Re: Roll To Dodge
Foa wrote:
Wait, am I following wiffles?

<_<
>_>
<_<
Yes. Why wouldn't you be? No reason at all, That's why!


Fri Nov 13, 2009 12:36 am
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Post Re: Roll To Dodge
Alright, store the weird thing for later. Go down and attempt to stop various problems that are slowly sinking the ship. Also attempt to wield the minigun one more time. Am I still wearing my TF2 medic gettup?


Last edited by Tomaster on Fri Nov 13, 2009 2:46 am, edited 1 time in total.



Fri Nov 13, 2009 12:44 am
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Post Re: Roll To Dodge
I shall try to cretae another laser eye.

why am I always getting 1's or 6's????


Fri Nov 13, 2009 1:55 am
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Post Re: Roll To Dodge
> Help wiffles build a new eye, at MLC's comatose body... _

Yes I am going give my main action to boon wiffle's persuit, and yes, I will use mlc as a blanket.


Fri Nov 13, 2009 2:38 am
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Post Re: Roll To Dodge
Oh ya, also, someone help Frank with his zombification problem?


Fri Nov 13, 2009 2:45 am
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Post Re: Roll To Dodge
Make a barracad base for the next battle out of dark matter, if no one can heal me then stop the zombification process with my pwers.


Fri Nov 13, 2009 4:49 am
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