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 Roll To Dodge - Blue 
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Roll To Dodge
Yeah, just make a whole new body out of dark matter and just sort of hop into it. :P


Last edited by CrazyMLC on Fri Nov 13, 2009 4:51 am, edited 1 time in total.



Fri Nov 13, 2009 4:50 am
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Post Re: Roll To Dodge
My zombie contolling powers fu.


Fri Nov 13, 2009 4:51 am
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Post Re: Roll To Dodge
Wow, I guess you're going to have a rogue arm interfering with your actions.


Fri Nov 13, 2009 4:52 am
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Post Re: Roll To Dodge
Late night Roll call.

CrazyMLC[6]: Due to the previous events involving exploding sharks, you decide to up the ante on your pyrokinesis. Concentrating, you call upon the spirits of fire, flame, and heat to empower you, and they all head your call. Your powers triple, but at this level they are beyond your control. The spirits of fire thusly inhibit your power, and force it so that it can only be used subconsciously, such as in defense, or automatically added to a normal attack. In other words, flaming bullets, fists, and melee weapons and fire shielding.
Abilities
- Unconscious Super Pyrokinesis
Injuries
-Numb Arm (-2 to next roll requiring arm)

wiffles[4]: By concentrating your Eye Beams into one spot in your hand, and refracting the beam through shear willpower, you create a dense net of bouncing laser energy. After a quick squeeze, you shove it into your eye socket. Unsurprisingly, this results in immense pain. After the pain subsides, you realize you can see out of your left eye again! It does have a reddish tint thought. Eh, free beer goggles.

Abilities:
- Eye Beams

rjhw1 [6]: Wise idea. Summoning up your Dark Matter powers, you create a semicircular barricade of dark matter. You are so focused on reiforcing the barricade, you don't notice the floor starting to crack underneath it, and the barricade breaks through the deck. It falls down a few floors, very noisily, before coming to rest in the cargo hold. You look down the hole, and see that the cargo hold is completely filled with fire. This ship is gonna go down faster than you thought, if that's any indication.

Injuries
- Zombie Infection (Zombification in 1 turn unless healed)
Abilities
- Greater Zombie Control
- Dark Matter Weaponry Synthesis
- Dark Matter Claw Arm
Inventory
- Wimpy Facial Hair
- Ammoless, broken Spas 12

Tomaster [4]: After looking down the hole from the Dark Matter barricade, you decide that it would be plain stupid to try and save this thing. With a grunt of exertion, you manage to lift the minigun, and wield it accordingly. You attribute your newfound strength to the adrenaline that's bound to be pumping from all the action thats been going on. Speaking of action, where'd all those zombies go? They were everywhere just a bit ago.
Inventory:
- Minigun
- Half a medkit
- TF2 Medigun
- TF2 Syringe Gun (69 syringes, filled with random drugs)
- Shark Device

Benpasko [2-1=1]: You lift yourself up with telekinesis, and stupidly, do so by the feet. You fly around backwards screaming curses in a equally massive amounts of pain and fury. You look like a complete idiot.

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

Foa [1]: Wiffles already finished his eye, and Crazy is no longer comatose, so you decide to go help Frank with his zombiefication problem. On the way there, you trip and accidentally fire off your right arm hairs, and probably because of the most retarded bad luck ever, nail Benpasko in the foot. Because it was a misfire, the hairs only have the damage potential of paintballs, but against Ben's already crispy foot, it causes a bit more than just bruising. Ben flys out of control, and shoots into the water.
Abilities
- SLEUTHY DIPLOMACY LV. 3
Inventory
- Cake Trilby
- Dead Rat
- 3 Paperclips

Game Event: *RUMBLE* Holy crap, that one was close. Everyone looks towards the source of the subsonic rumble; the side of the ship. A blubbing noise like bubbles surfacing from underwater is constant, along with occaisional scraping sounds coming from the bottom of the ship. Then, the water explodes upwards.
The closest thing to describing what comes out of the water would be an armor plated dinosaur. A gargantuan neck extends up to the ship, covered with metallic, interlinking plates on the front and back of its neck, and the monster releases a gout of fire from its throat in an earsplitting roar as it surfaces. It headbutts the side of the ship, smashing a huge hole into effortlessly, and ripping a huge gouge upwards through the side of the ship. It then looks hungrily towards the people on top of the boat, and gives what could be approximated as a grin.
MATILDA
IRONCLAD SEADRAGON


Last edited by TorrentHKU on Sun Dec 06, 2009 7:52 pm, edited 3 times in total.



Fri Nov 13, 2009 4:53 am
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Post Re: Roll To Dodge
Why would my dark matter arm interfer?


Fri Nov 13, 2009 4:55 am
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Post Re: Roll To Dodge
Lets just see what Kultra does.


Fri Nov 13, 2009 4:57 am
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Post Re: Roll To Dodge
Changed my mind about action, go down thar.


Last edited by Benpasko on Fri Nov 13, 2009 6:04 am, edited 1 time in total.



Fri Nov 13, 2009 4:58 am
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Post Re: Roll To Dodge
I think everyone has done their moves, so Kultra's post must be a stand in.
Funny how he always uses puns.


Fri Nov 13, 2009 5:00 am
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Post Re: Roll To Dodge
You all play nice now. :evil:


Fri Nov 13, 2009 5:22 am
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Post Re: Roll To Dodge
Mother. ♥♥♥♥. Whelp, I'll give the unzombification of Frank another go. I'll just pray that Frank can use his dark matter powers to either kill that thing, or at least shield me until he's healed.


Fri Nov 13, 2009 5:28 am
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Post Re: Roll To Dodge
Alright, this ♥♥♥♥ just got real. I want to land on my feet, and fire rapid light bolts of telekinetic force at the monster, to distract it while Tomamaster tries to dezombify Frank. If it attacks, I want to either deflect it (on a roll of 4-6), or try to dodge(rolls of 1-3). Hrmm, I need to establish a name for my character. Howzabout Alexander.

I AM ALEXANDER, THE TELEKINETIC RETARD!


Fri Nov 13, 2009 5:55 am
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Post Re: Roll To Dodge
> Launch MLC and wiffles nearby rjhw1, and run to team up with rjhw1 _

Sorry guys, but we need to get to rjhw1!
My plan is to heal you guys next turn, then get rjhw1 to craft me fel shards.


Last edited by Foa on Fri Nov 13, 2009 6:26 am, edited 1 time in total.



Fri Nov 13, 2009 6:19 am
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Post Re: Roll To Dodge
Launch me to the dino. I'll be a flaming missile.


Fri Nov 13, 2009 6:26 am
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Post Re: Roll To Dodge
CrazyMLC wrote:
Launch me to the dino. I'll be a flaming missile.

Not yet, but I have a better idea, I'll just need a really heavy object ( Dense DM-Barrier ) , but MLC, YOU ARE TOO VALUABLE!!!

Oh, and rjhw1, fel shards are made of what I would call a material even more dark, and deadly than your DM objects.
But you need a sacrifice... use the blood that'll splatter soon.


Fri Nov 13, 2009 6:29 am
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Post Re: Roll To Dodge
I imagine this one is much like the previous ones, with a box inside of it's chest.

I run up to it, giving a battle cry, and I twirl like a blazing tornado into the air where I use my momentum to give a flaming roundhouse kick to the chest!


Last edited by CrazyMLC on Fri Nov 13, 2009 6:52 am, edited 2 times in total.



Fri Nov 13, 2009 6:36 am
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