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 Roll To Dodge - Blue 
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DRLGrump
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Post Re: Roll To Dodge - Blue
Buried under more rocks. Tasty.


Thu Dec 09, 2010 9:56 pm
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Post Re: Roll To Dodge - Blue
"C'mon, let's move! Goodpants is up ahead, and if we don't hurry, Blue will catch us."

Just making idle chatter while waiting for Hyper to roll :)


Thu Dec 09, 2010 10:02 pm
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Post Re: Roll To Dodge - Blue
Yes, I was starting to get the feeling you guys were mimicking Gordon Freeman xD


P.s - I admit my fail, I just forgot which one of you was the one who died.


Thu Dec 09, 2010 10:44 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
Awright, rolling.

CaveMLCricket [6]: You take the lull in action to tend to your hand. Damn, that's a bad cut. You sear the wound shut, rather painfully, with a spark of fire at your fingertips. It was a messing fix, so your hand still hurts...but it's fixed at least.
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
4/4 Inventory:
- DecaBow
- Nautical Shiv
- Impurities
--- 2 small Diamonds
--- Small amount of precious metal
--- Crystallized Insanity
- Chunk of Dark Stone
2/2 Equipped:
- Gold Gauntlets (Right: Wiffles' Orb | Left: Pure Electric Orb)
- DecaBow Quiver
Injuries:
- Singed Hand (-1 to next three rolls involving hand)

Tomaster [2]: "That's what's up, ♥♥♥♥. I'll go first through the door. Someone cover me."
Without waiting for any cover whatsoever, you saunter through the doorway like you own the place. It's just a hallway, nothing here. You proceed down the hall, and enter the next room. And it's a doozy.
The room is more like a cavern than a room. The roof is hundreds of feet up, and the room itself stretches out for at least a football field's length.
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:

Foa [6]: You head on through the door after Tomaster, entering the cavernous room.
"Echo!"
"Echo!"
"Echo!"
"Echo!"
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 Mag: 16)
2/2 Equipped:
- Fedora
- LadyKiller (Kickass Desert Eagle)
Injuries:

Ragdollmaster [3]: You just head down the hallway.
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
2/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [2 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:

Barnox [5]: You find the sharpest chunk of the door out of the six, and pick it up in your good hand. You then hold the flat end of the triangular chunk against your stump, and force shadow around it, securing it to your arm. To top it off, you add a hardened edge of ice to the sharp sides of the blade, so that it can actually cut things instead of bludgeoning them to death.
2/2 Active Abilities:
- Cryokinesis
-- Ice Suit
--- Ice-Metal Spear Hand
- Umbrakinesis
0/2 Passive Abilities:
0/4 Inventory:
1/2 Equipped:
- Cryolight (BlueMetal Halberd)
Injuries:
- Traumatized (-1 to using Cryokinesis)

BioBen [4]: You take your hat back off and reach deep inside, groping around for a weapon of any kind. All you find is a long wood cane, tipped with an ivory ram's head. Well, this will have to do.
0/2 Active Abilities:
0/2 Passive Abilities:
1/4 Inventory:
- Gentleman's Uniform
1/2 Equipped:
- Portal Tophat
- Ivory Ram Cane
Injuries:

Game Events: A voice rings out across the expanse of the room.
"About time you guys showed up. I've been free for over an hour now."
The voice is unfamiliar to you all. Then, another voice, this one slightly younger sounding, pipes up.
"What do you expect? They had to deal with Blue. I mean, even we had trouble in a fight with her."
"Ice, that's an excuse, not a reason. They're plenty strong, they can handle her."
"And they did. But it still took them a while, didn't it."
Suddenly, a third voice appears. One that is vaguely familiar to three members of the group.
"Stop arguing. We're here to fight them, not each other."
"Fine."
"Fine."
Foa finally notices something. There are three figures on the other side of the cavern. They're walking towards the group, and he can't make anything out through the gloom besides the fact that one is shorter, one is taller, and all three are pretty tall for the sound of their voices.


Last edited by TorrentHKU on Fri Dec 10, 2010 5:38 pm, edited 1 time in total.



Fri Dec 10, 2010 1:44 am
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Post Re: Roll To Dodge - Blue
MEAR! The answer for everything!


Fri Dec 10, 2010 2:59 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
What?
I'm going to assume this is a fair fight, no? We have the right to know who we're about to battle with then, right?
Stay on guard for any sudden attacks. Develop Battle Calm (+1 to anything during fights) as a passive ability.

Is that Rage I spy?


Fri Dec 10, 2010 3:08 am
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Post Re: Roll To Dodge - Blue
> "Hold on a moment, let's settle this issue peacefully. That way we're all happy, right?"
Pull out 7 pointed star with my uninjured hand, and charge up invisible electric energy in my injured one. Don't make an offensive move... Yet.


Fri Dec 10, 2010 3:50 am
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Post Re: Roll To Dodge - Blue
For some reason, I thought they were personifications of fire, ice, and lightning, but since the red voice is familiar, I guess it's Rage. What may the other two be? Hm.

"Ahem. Gentlemen. Perhaps we can resolve this conflict without your unnecessary deaths?"

>Lightning morph. If one of them attacks, counter them.


Fri Dec 10, 2010 3:53 am
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Post Re: Roll To Dodge - Blue
Ragdoll, I would laugh if some, if not all of them, turned out to be women.


Fri Dec 10, 2010 3:55 am
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Post Re: Roll To Dodge - Blue
Cricket: You can only do 6 points unless you've stolen/gotten some energy from somewhere.


Fri Dec 10, 2010 4:04 am
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Post Re: Roll To Dodge - Blue
Okay, making it 6.

> "Hold on a moment, let's settle this issue peacefully. That way we're all happy, right?"
Pull out 6 pointed star with my uninjured hand, and charge up invisible electric energy in my injured one. Don't make an offensive move... Yet.


Fri Dec 10, 2010 4:41 am
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Post Re: Roll To Dodge - Blue
Isn't the red one that guy who played a game with shadow and JJ?
Um... I feel a tad out of my depth.

Yell "♥♥♥♥ it!" and jump into the top-hat


Fri Dec 10, 2010 8:01 am
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Post Re: Roll To Dodge - Blue
Why do I only have 1 active ability?
Is all my Cryokinesis going into my suit?

>Buff CMLC's star with my own Cryo + Umbra energies.


Fri Dec 10, 2010 8:04 am
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Post Re: Roll To Dodge - Blue
No worries, BioBen, the cool kids with magical artifacts will handle this one 8)

And by 'handle' I mean there is a very probable chance that at least one of us will end up mortally wounded.


Fri Dec 10, 2010 12:12 pm
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
> "So, guys, good time to put together your elemental powers" , [minor] use the elemental dudes as shields, [major] besides, who is that guy? [Preferably by not asking him who s/he is] |


Fri Dec 10, 2010 4:11 pm
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