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 Roll To Dodge - Blue 
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DRLGrump
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Post Re: Roll To Dodge - Blue
Hyper, what kind of attack is Blue Screamer? How fast?


Tue Dec 21, 2010 3:20 am
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Post Re: Roll To Dodge - Blue
Any Bleach weeaboos here would say it looks similar to a Getsuga Tenshou. In other words, a crescent of blue (obviously) energy that shoots forward and smashes into things. A person couldn't outrun it, but they could dodge it.


Tue Dec 21, 2010 3:23 am
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Post Re: Roll To Dodge - Blue
http://www.youtube.com/watch?v=ygPzH8uUaCE

0:30. I don't even watch Bleach and that was easy to find.


Tue Dec 21, 2010 3:54 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Ragdoll, that's why I'm not sure I want to use it on Electricity or Fire. If they're both hella fast, they can probably dodge it.


Tue Dec 21, 2010 4:01 am
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Post Re: Roll To Dodge - Blue
...*click*

OHHHHHH.

In that case... hm. We might be better off with you attacking Ice with the screamer, me going after Fire (I'm faster and he can't negate my electricity), and Barnox using ice attacks on Lightning to try and slow him. I guess?

"Tiger, tiger, burning bright..."

>Rise into the air and attack Fire from above!


Tue Dec 21, 2010 4:09 am
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Post Re: Roll To Dodge - Blue
Sounds like a much better plan, because I'm probably even/slightly better with my super reflexes and tough skin.
Use Blue Screamer on Ice, and then get up close and personal. Make sure I'm in Reflexes mode, and use my wings and strength to my full advantage.


Tue Dec 21, 2010 4:32 am
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Post Re: Roll To Dodge - Blue
Alright then, I'll just wait for Barnox's action, since you seem to have formulated a plan.


Tue Dec 21, 2010 6:40 am
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Post Re: Roll To Dodge - Blue
Action change, then.
>Gain Inspiration from Morgana. Sprout Ice spikes from the walls and ceiling to try to constrict the Brother's movement (especially Lightning)
>Minion: Hold Ice to the floor. Because shadows stick to the floor.


Last edited by Barnox on Tue Dec 21, 2010 9:05 pm, edited 1 time in total.



Tue Dec 21, 2010 1:24 pm
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Post Re: Roll To Dodge - Blue
I have an issue. Lightning can travel through water, yes? Ice, thus water, puts out fire. But fire doesn't affect Lightning; it is in fact a possible product of it. So I say that Lightning is the most dangerous, as it has less weakness than the other two.


Tue Dec 21, 2010 2:59 pm
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Post Re: Roll To Dodge - Blue
Lightning doesn't travel straight through water, per se; when a lightning bolt hits water, it actually disperses throughout it rather rapidly. Now, as playing through BioShock may have taught everyone, this can be pretty deadly; however, it also restricts the lightning to the body of water it hits. Thus, ice (water) can be used to redirect and restrict the flow of lightning. By using ice against the Lightning broseph, we're hampering the accuracy of his attacks and possibly disrupting his lightning morph-form. At the same time, however, any attack from Lightning on Barnox (who is rather icy) could be very deadly. Fire in sufficient quantities would melt ice and evaporate the resultant water.

Fire won't do jackshit against lightning AFAIK.

I think as far as elemental weakness goes, it is:

Lots of Ice > Fire
Lots of Fire > Ice
Ice = Lightning
Lots of Water > Fire
Lots of Fire > Water


...basically it will depend on the roll. Derp.


Tue Dec 21, 2010 3:57 pm
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Post Re: Roll To Dodge - Blue
They see me rollin', they hatin'...

CaveMLCricket [3]: You flip BioBen's hat rightside up, and continue walking down the hallway with Fiona. Soon, your group reaches another door.
"Oh, you've gotta be ♥♥♥♥ kidding me."
"Don't worry, this one I have the code for."

You breath a sigh of relief as Fiona steps up to punch in the code.
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:

Tomaster [4+1+1+1+1=6]: The two groups are staring each other down. One side, glowing with energy from their elemental forms. The other waiting to make a move. Deciding that this waiting stuff is bull♥♥♥♥, you jump forward and attack. Your allies follow suit.
"BLUE SCREAMER, ♥♥♥♥♥es!"
You swing WolfHunt in a wide arc at the Ice, and the Blue Screamer streaks forward off of the blade towards him. Ice leaps over it, flips in midair, and actually lands on top of WolfHunt, thoroughly surprising you. The Blue Screamer impacts the ground and explodes, sending a shower of gravel and dust into the air. A crater at least 5 feet wide and a cloud of dust is now where Ice was a second ago. He puts his hand onto WolfHunt, and you feel something happening. Something very bad.
"Can't have you be cheating like that, boyo."
You swing WolfHunt to throw Ice off, and he lands on his feet 20 feet away.
*THUNK*
"Whu-"

You're cut short by a huge, branching tree of ice crystals exploding out from WolfHunt.
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)
3/4 Inventory:
- 1 BLKBST Syringe Cartidge (40 Syringes)
- 1 Mostly Harmless Syringe Cartridge (25 Syringes)
- Butterscotch (Kitten)
2/2 Equipped:
- WolfHunt
--- Frost Blade
- Force Amplifiers (+1 to any rolls involving strength)
Injuries:

Foa [2]: Interrupting Fiona before she can type in the code, you ask her;
"Hey Fiona, do you have any snacks?"
She freezes in place, then slowly turns around to face you. You can't make out any emotion at all on her face.
"The only reason they call me Nanna is because I've helped to raise them since they were born. Don't push your damn luck."
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 [1]: You leap into the air after Tomaster attacks, and dive towards Fire. Suddenly, your Lightning Form just vanishes, and you're speeding straight towards an entity made of elemental fire. He sidesteps you, then gives a flaming hammer blow to the small of your back as you pass, smashing you down into the ground. You then realize that Durendal is missing from your hand.
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
2/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [10 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
0/2 Equipped:
Injuries:
- Burned (-1 to rolls)
- Disoriented (-1 to next roll)
- Broken Ribs (-1 to rolls involving movement)

Barnox [5-1=4]: Being the slowest of the three who stayed to fight, you take the longest to attack. But attack you do. A moment after the others attack, you summon huge spires of ice from the ground and walls, all directed towards Lightning and Fire. A few spikes of ice somehow manage to pierce lightning, but he just leaps back from the ice, and his Lightning Form repairs itself. Fire, on the other hand, doesn't even seem to be phased. The ice all melts to water or steam before it can even come close to him. Then, against your will, the ice all simultaneously shatters.
2/2 Active Abilities:
- Cryokinesis
- Umbrakinesis
0/2 Passive Abilities:
0/4 Inventory:
1/2 Equipped:
- Cryolight (BlueMetal Halberd)
- ShadowKiller's Skull
Injuries:
- Traumatized (-1 to using Cryokinesis)

BioBen [1]: The world tips again, and with the shifted gravity you once again lose track of where you are. You've lost the damn portal again.
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: "Wow, you guys really don't get it. Any and all fire, ice, or electricity in this room is ours to command. Your kinesises are pitiful compared to us."
"We have one of you completely outclassed, another is half powerless against us, and the the one with the sword Ice just stole his biggest advantage."

♥♥♥♥.


Tue Dec 21, 2010 8:01 pm
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Post Re: Roll To Dodge - Blue
Well ♥♥♥♥.

>Slice some ice off WolfHunt. Force my powers into it.
>Minion: Grab Durandal, return it to Ragdoll if possible. If blocked, attack.


Tue Dec 21, 2010 8:58 pm
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Post Re: Roll To Dodge - Blue
WHERE THE ♥♥♥♥ IS DURENDAL WHAT THE PISS WE ARE SCREWED :C

"OK. Playtime's over. If you'll excuse me for a second."

>Replace Electrokinesis with Heliokinesis (Control of light, IN BURNINATING QUALITIES), look around for Durendal.


Can't see this going very well since I'm getting a -2 :v Oh well. Gotta try.



Quickly, Tomaster and Barnox, adopt ♥♥♥♥ that they can't control. Pick from my quick BS'd list: Aerokinesis (air control), psychokinesis (mental control of time-space), geokinesis (earth control), acidkinesis (generation and control of acid), sonickinesis (sound control), gravikinesis (gravity control), magnetokinesis (magnetic control).


Tue Dec 21, 2010 9:11 pm
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Post Re: Roll To Dodge - Blue
Ragdoll, I can see that going extremely badly as you might still end up with Tesla Coil, and no Electrokinesis.
Electrokinesis may also save you if you get punched by Lightning. Some kind of passive resistance?

Seems like Ice may be the only one we can harm physically, too, as they all have Element-forms.
Ragdoll, how do you feel about trying to put Fire into your flask?


Tue Dec 21, 2010 9:22 pm
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Post Re: Roll To Dodge - Blue
Good point, but Tesla Coil needs Electrokinesis to work. It's just a storage ability. With Electrokinesis gone, it won't generate more electricity, it'll just kind of not do anything.

Also, they are complete and utter masters of their elements. Lightning would murder me, electrokinesis or no, if he got in a clean hit. If I can recover Durendal and use Heliokinesis to move at lightspeed- well, obviously, I'll be able to outmaneuver Lightning. The hard part is acquiring Heliokinesis this turn with a -2 modifier and getting Durendal back with a -2 modifier next turn. After there, it should theoretically be smooth sailing.

Of course, statistically speaking, I am ♥♥♥♥ up the butt. However, while the dice allow me to live, I will try my hardest to fight back.

>Ragdoll, how do you feel about trying to put Fire into your flask?

I don't know what you mea- Oh, you mean my empty flask? Which used to hold alcohol? Yeah, that doesn't seem like a good idea.


Tue Dec 21, 2010 9:34 pm
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