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 Roll To Dodge - Blue 
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Loose Canon
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Post Re: Roll To Dodge - Blue
CRAZYMLC, LET'S DO THIS THING! TWO IN ONE DAY, CMON! NEW RECORD!


Fri Jul 30, 2010 12:15 am
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Post Re: Roll To Dodge - Blue
You make me sad :-( I have to wait two days for ONE action :x


Fri Jul 30, 2010 1:03 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Damn it MLC. And Xcalibur just makes it seem like I'm trying to be eXtreme! So if I have a chance, I'm going with Hrunting.


Fri Jul 30, 2010 4:48 am
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Post Re: Roll To Dodge - Blue
Sowwy guys wasn't expecting a two action day.

> Gain Electrokinesis. |

I'll heal JJ and Shadow later. :3


Fri Jul 30, 2010 4:57 am
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Post Re: Roll To Dodge - Blue
YAY 2 IN ONE DAY ROLLING GOGOGOGO.

CrazyMLC[2+1=3]: BOOM BOOM POW, ELECTROKINESIS.
Abilities:
- Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity) [###]
- #-Point Star
- Kinetic Trance
- Healing Light
- Olympian Power
- Photosynthetic Regeneration [#]
- Razor Leaves
- Relaxed (+1 to rolls)
Inventory:
- Nautical Shiv
- Wiffles' Orb
- DecaBow
- DecaBow Quiver
Injuries:
- Left leg broken (Splinted, Heal in 1 turns)

Tomaster [4]: With the sword in your left hand, you take the foam out and see what's under it. Mercifully, it's a woven steel mesh holster for the sword! You remove the holster and put it over your shoulder, then attach the sword. It holds the sword tightly but is easily released, and doesn't interfere with your wings! You then notice a slip of paper in the very bottom of the Case, easily overlooked. You pick it up and flip it over, reading the two words on the back.
WolfHunt
Inventory:
- 1 BLCBST Syringe Cartidge (40 Syringes)
- 1 Mostly Harmless Syringe Cartridge (25 Syringes)
- Force Amplifiers (+1 to any rolls involving strength)
- WolfHunt
Abilities:
- Wing (+1 to dodge if flying)
- Summon Shade [##]
- Invisibility
- Super Strength [#] (+1 to any rolls involving strength, provides moderate protection against impacts)

Foa [3]: You try to remember what it was in your dream that you forgot, but you just can't. It just keeps shifting back to the rider of that 4 legged beast. Giving up, you look back at the others, then realize that you're getting close to the Spires. As you cross under the edge of the thunderhead above the spires, it starts to rain very heavily on all of you. It went, near instantly, from calm and blue skies, to a torrent of rain and darkness.
Inventory:
- HIGH-SPEED HANDCANNON
- LadyKillers (Dual Kickass Desert Eagles)
- 8 Mags for LadyKillers (Current Mags: 18|18)
- Fedora of the Gods
Abilities:
- Ranged Teleprotation

JJA79 [5]: "Oh hell no. You two wussy little sons of ♥♥♥♥♥es GET YOUR ASSES BACK HERE, or so help me I'll come down to the underworld or superpower heaven or wherever the hell you are and drag you kicking and screaming back with me!"
You powers immediately comply to the sheer force of your will, returning to you, this time without a conflict. Satisfied, you lie back and go to sleep, utterly exhausted and uncaring that you're getting rained on.
Abilities:
- Life Energy Manipulation [##]
- Always Thinking [-#]
- Gyrokinesis (Gravity Control) [***]
- Ergokinesis (Energy Control, +1 to melee and reflexes)[##]
- Bird Communication [#]
- Resting
Injuries:
- Sore (-1 to strenuous action, lasts 3 turns)
- Broken Left Arm
- Paralyzed Legs
- Fractured Legs

ShadoWKilleR255 [6]: The feeling in your legs is finally starting to return, so that's good. But JJ is still severely messed up. Once again, you try to heal JJ with energy infusion, this time on his broken spine. It works, but not the way you'd like it to. It repaired the nerves enough to carry sensations such as touch or pain, but sucked the life out of the nerves responsible for muscle control. With the dead nerves still there, they cannot be regrown either.
JJ can no longer walk, ever.
Abilities:
- Precision Mass/Energy Control [###]
- Telekinesis [###]
- COMBO TECHNIQUE: Massively Effective Accelerator Rifle
- Nanotube Skeleton
- Cheating the System [-##]
Inventory:
- Archipelago Map
- Knuckle Blade

Ragdollmaster [6]: "BZZT!"
You quickly raise your hand, and a bolt of lightning shoots forward, striking the dwarf in the face. It courses through his body, and the dwarf falls on the floor, convulsing wildly. Even after the point where he should and would be dead, you continue filling the dwarf with electricity. The air starts to feel electrically charged, and you stop when the dwarf's beard lights on fire. You then notice that all of his chainmail is glowing cherry red, just before the dwarf's clothing bursts into flames. Thick black smoke billows down the hallway, probably alerting a bunch of other dwarves. And, smart move! You electrocuted that poor SOB before he unlocked the cell door! So now the key is a puddle of molten slag, and other dwarves are on their way. Have fun with that.
Inventory:
- Satchel
- Whistle
- Orange Smoke Flare
- Green Gelatin (with Evil Pineapple Chunks)
- A Fake Mustache
Abilities:
- Invisibility
- Electrokinesis
Injuries:
- Bound Ankles

Game Event: All six Rollers are now at the Spires.
JJ is asleep.
Ragdoll is in a jail cell, the others are in an entrance room.

The rain pounds down on those aboard Twiggy, and the sea has become rather choppy. Astoundingly, JJ is still sleeping through this. Twiggy pulls up next to a small opening in the side of one of the spires, leading into a room lit by tallow candles. The walls are all a smooth, sort of glassy black stone, still slightly jagged from being dug out. There's a stone table off to one side, with a candle, an axe, and a few coins on it. The door is circular, made from stone, and almost a foot thick. It glides along well oiled hinges as the 4 awake Rollers jump through the door into the room, JJ carried by Shadow and Foa, then closes without a sound as Tomaster pushes it shut.


Fri Jul 30, 2010 5:01 am
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
I thought I had infinite ammo. :l


Fri Jul 30, 2010 5:43 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Hyper, you can ignore my PM, WolfHunt is just fine. Are we doing a prescripted event here, or can we all just split off on our own ways?


Fri Jul 30, 2010 6:30 am
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Post Re: Roll To Dodge - Blue
Go ahead and do what you want. I'll be making some noise soon enough.
On that note, how do you guys feel about Turtles?


Fri Jul 30, 2010 6:31 am
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Post Re: Roll To Dodge - Blue
JJ, you really are stupid for not healing yourself >.> well, I'll try 1 attempt at creating you an exoskeleton for your legs+hips.
new action 1st post page 206


Last edited by ShadoWKilleR255 on Fri Jul 30, 2010 7:07 pm, edited 1 time in total.



Fri Jul 30, 2010 7:18 am
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Post Re: Roll To Dodge - Blue
Hyperkultra wrote:
Go ahead and do what you want. I'll be making some noise soon enough.
On that note, how do you guys feel about Turtles?

YEAH TURTLES.
And you make it look like I only have a finite amount of ammo.


Fri Jul 30, 2010 7:18 am
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Post Re: Roll To Dodge - Blue
<3 turtles.

> JJ probably doesn't look too good, use my Elemental Kinesises to heal him.
(Use Light to heal him, Electrcity to stimulate his nerves, Fire to heat him up so he's no longer cold, Earth to splint his bones, Water to rehydrate him, and Air to help him breathe.)


Fri Jul 30, 2010 7:20 am
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Post Re: Roll To Dodge - Blue
> [Basically help MLC with his healing] |


Fri Jul 30, 2010 7:24 am
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Post Re: Roll To Dodge - Blue
Legs = Nonfunctioning.
No healing those nerves. There might be a way around them, but JJ will not be walking under his own power again.


Fri Jul 30, 2010 7:25 am
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Post Re: Roll To Dodge - Blue
Mind-controlled super strength exolegs anyone?

Edit: we could also do some crazy thing to reroute his nerve signals around his spine. I'm sure I could do it with my kinesises...


Fri Jul 30, 2010 7:26 am
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Post Re: Roll To Dodge - Blue
> FINE, don't cut yourself, and be wary |


Fri Jul 30, 2010 7:37 am
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