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 Roll To Dodge - Blue 
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Loose Canon
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Post Re: Roll To Dodge - Blue
Chain Explosive Roll.

CrazyMLC [6]: Once again, the lack of light proves to be your downfall in healing yourself. You just can't use Healing Light without direct sunlight. But...maybe Fiona has something?
2/2 Active Abilities:
- Perfected Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity)
--- #-Point Star
--- Kinetic Trance
--- Healing Light
2/2 Passive Abilities:
- Mythical Power
- Photosynthetic Regeneration
3/4 Inventory:
- Gold Gauntlets (Right: Wiffles' Orb | Left: Pure Electric Orb)
- Nautical Shiv
- Impurities
--- 2 small Diamonds
--- Small amount of precious metal
--- Crystallized Insanity
2/2 Equipped:
- DecaBow
- DecaBow Quiver
Injuries:
- Cut Hand (-1 to rolls involving hand)

Tomaster [3-1=2]: You try REALLY HARD to regain your Berserker Rage, but it just won't come. Maybe your Rage is just... too weak now? Something to do with losing it once before? Who knows. Any way you look at it, you just can't seem to get angry enough.
1/2 Active Abilities:
- Super Reflexes (+1 to anything involving reflexes, activate automatically)
2/2 Passive Abilities:
- Wings (+1 if flying)
- Super Strength (+1 to any rolls involving strength, moderate protection from impacts)
--- Steel Skin (Moderate protection from piercing and slashing)
4/4 Inventory:
- 1 BLKBST Syringe Cartidge (40 Syringes)
- 1 Mostly Harmless Syringe Cartridge (25 Syringes)
- Butterscotch (Kitten)
- ShadowKiller's Skull
2/2 Equipped:
- WolfHunt
--- Butenko Raisen
--- Piercer of the Heavens
--- Blue Screamer
--- Safeguard
- Force Amplifiers (+1 to any rolls involving strength)
Injuries:
- Depleted (-1 to next 3 rolls)

Foa [4]: Instead of going prone on the floor where you can get killed more easily, you walk with the drunken Ragdoll down the hall. You reach a door at end of the hall with a minimum of Ragdoll falling, but it looks like the door is closed tight. There's an electronic keypad next to the door as well, but you don't know the combination. Hmm...
0/2 Active Abilities:
1/2 Passive Abilities:
- Sixth Sense (+1 to rolls involving surprise)
2/4 Inventory:
- HIGH-SPEED HANDCANNON
- 4 Mags for LadyKillers (Current Mags: 16|16)
2/2 Equipped:
- Fedora
- LadyKillers (Dual Kickass Desert Eagles)
Injuries:

Ragdollmaster [3-1=2]: I'm not gonna lie and say that you didn't fall once or twice, but you manage to get to the end of the passage intact. You then lean against the door, eager to rest a bit. Seems huge, thick, and heavy. Not anything you can just sneeze at and it breaks, that's for sure. We'll need MAHSCLE to break this down...
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
2/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [8 Units]
- Evasive (+1 to dodge rolls)
4/4 Inventory:
- Satchel
--- Whistle
--- Orange Smoke Flare
--- A Fake Mustache
- Keyring
- Empty Flask
- Carved Obsidian Key menacing with Spikes of Donkey Leather
1/2 Equipped:
- Durendal
Injuries:
- Drunk (Chance for -1 to rolls, clumsy, lasts 4 turns)

dhart5000 [1]: You point yourself towards the wall of the shaft, away from anyone else. You then activate the Energy Projection, unprepared for the blazing red beam of energy that shoots from your single eye. The kick from the beam throws you backwards, and the beam strays up, carving a jagged trough into the side of the shaft. You fall flat onto your back, then hear a loud rumble from the shaft above you. Perhaps it's time to exit...
1/2 Active Abilities:
- Energy Projection
0/2 Passive Abilities:
- Golem Body
- Hovering
0/4 Inventory:
0/2 Equipped:
Injuries:

Barnox [3-1=2]: Your traumatization causes your Cryokinetic bulking up of the Ice Suit to fail. You can move it around fine, but any modifications via Cryokinesis are going to be... tricky.
1/2 Active Abilities:
- Cryokinesis
1/2 Passive Abilities:
- Umbriantic Regeneration
0/4 Inventory:
1/2 Equipped:
- Cryolight (BlueMetal Halberd)
Injuries:
- Traumatized (-1 to using HEN's Abilities)

Game Events: A low, growing rumble fills the shaft as the rubble and scrap metal that dhart's laser dislodged tumbles down the shaft, smashing into itself and the walls of the shaft. Anything under it when it hits next turn will die.


Last edited by TorrentHKU on Sat Nov 20, 2010 3:44 am, edited 1 time in total.



Sat Nov 20, 2010 3:11 am
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Post Re: Roll To Dodge - Blue
Hyperkultra wrote:
- Tesla Coil (Generates Electricity) [6 Units]


I believe you mean "8", sir.


>Try to cut the door out with Durendal, ie, start at one edge and go across, then down, across, and up to cut out a rectangular section.


Sat Nov 20, 2010 3:35 am
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Data Realms Elite
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Posts: 3966
Location: Canadida
Post Re: Roll To Dodge - Blue
Image


Sat Nov 20, 2010 4:13 am
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Posts: 77
Post Re: Roll To Dodge - Blue
Ummmm... Whoops, my bad.
Quickly head to Foa and Ragdoll, and if they can't open the door, attempt to tone down my laser eye beam a bit to cut open the wall.


Last edited by dhart5000 on Sat Nov 20, 2010 8:44 pm, edited 1 time in total.



Sat Nov 20, 2010 4:52 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Am I under the shaft? Were am I in relation to Ragdoll?


Sat Nov 20, 2010 5:56 am
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Loose Canon
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Post Re: Roll To Dodge - Blue
There's the elevator shaft, and at the bottom, an exiting tunnel. Ragdoll and Foa went down the tunnel, and are safe. Everyone else is currently at the bottom of the shaft.


Sat Nov 20, 2010 6:35 am
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Post Re: Roll To Dodge - Blue
GEET TU THEE CHOPPPA RAAGDULL !!!

There are soooo many, ahem, insinuations, in that last roll.


Sat Nov 20, 2010 7:09 am
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Post Re: Roll To Dodge - Blue
[quote=CrazyMLC]while proceeding down the stairway.[/quote]

:/

If I'm truly not there: Get there.


Sat Nov 20, 2010 12:19 pm
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Post Re: Roll To Dodge - Blue
>Attempt to convince MLC/Tomaster to throw me at the door. Failing that, batter door.
Either way, I'm out of the shaft.


Sat Nov 20, 2010 1:34 pm
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DRLGrump
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Post Re: Roll To Dodge - Blue
Ha! I was going to do that anyway.
Grab Barnox and chuck him towards the exiting tunnel. Then grab whoever's still left in the tunnel and fly into the safety of the tunnel myself.


Sat Nov 20, 2010 5:16 pm
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Post Re: Roll To Dodge - Blue
Hyper, I never said to use light to heal myself. In fact, I meant to bandage the wound.


Sat Nov 20, 2010 8:41 pm
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Post Re: Roll To Dodge - Blue
Healing is not treating, sorry to break it to you :P


Sat Nov 20, 2010 10:13 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
CrazyMLC wrote:
> Heal self while proceeding down the stairway. |


Hyperkultra wrote:
2/2 Active Abilities:
- Perfected Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity)
--- Healing Light


Sat Nov 20, 2010 10:47 pm
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Post Re: Roll To Dodge - Blue
I mean what I say and I say what I mean; at least when it comes to my actions.
If I had wanted to use Healing Light I would have specified.

Anyway, it's no biggie.


Sun Nov 21, 2010 5:17 am
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Post Re: Roll To Dodge - Blue
Ahoy, I'm fairly certain we're ready to roll. Jus' saying.


Mon Nov 22, 2010 5:38 pm
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