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 Roll To Dodge - Blue 
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
> Don't ♥♥♥♥ split up, stay with Fionna, and Blue, ready the Ladykillers, "So how do these magazines refill with bullets, and charge, or what not?" |


Fri Oct 22, 2010 7:31 am
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Post Re: Roll To Dodge - Blue
Blue is outside.


Fri Oct 22, 2010 10:04 am
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Post Re: Roll To Dodge - Blue
>Search HEN's memories. Retry previous action.


Fri Oct 22, 2010 5:30 pm
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Post Re: Roll To Dodge - Blue
Cool, so now we're just waiting on MLC. Unless he's already PM'd his action to Hyper.

In which case Hyper needs to roll.


Fri Oct 22, 2010 8:41 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
Tomaster too.


Fri Oct 22, 2010 8:44 pm
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Post Re: Roll To Dodge - Blue
Oh derp, I was just manually counting actions and I came across HEN's and counted it. Derpiddy derp derp.


Fri Oct 22, 2010 8:55 pm
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Post Re: Roll To Dodge - Blue
Barnox, you ain't allowed to do the same action twice.
Yo, Fiona, which one leads where?
Go down whichever hallway Frederic goes down.
I'm sticking with my bro.


Fri Oct 22, 2010 9:19 pm
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Post Re: Roll To Dodge - Blue
Like I wrote:
In which case Hyper needs to roll.


Fri Oct 22, 2010 9:24 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
Ragdollmaster wrote:
Cool, so now we're just waiting on MLC.


Fri Oct 22, 2010 9:25 pm
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Post Re: Roll To Dodge - Blue
Everyone agreed when I wrote:
Nobody cares


:u

Also, he has homework to do, just roll without him lolololol.


Fri Oct 22, 2010 9:33 pm
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Post Re: Roll To Dodge - Blue
...
Oh wow I thought I had posted my action for this. Must have not hit the submit button or something.
> Suck energy from the shield and transfer it into an orb large enough to fit into the gauntlets. |

(assuming I'm riding Stagroth...)
"Stagroth, follow the rest of the party. (NOT BLUE)"


Sat Oct 23, 2010 12:21 am
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
> Whatever, follow Fionna, be ready for most things, and ask, "So how do these magazines refill with bullets, and charge, or what not?" |


Sat Oct 23, 2010 12:54 am
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Post Re: Roll To Dodge - Blue
New Players' Rule: If all actions are posted before 8:00 PM Eastern Standard time on a given day, Hyper must roll that night.

>;3


Sat Oct 23, 2010 12:57 am
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Post Re: Roll To Dodge - Blue
Must ... find ... loophole ...


Sat Oct 23, 2010 1:09 am
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Post Re: Roll To Dodge - Blue
BARREL ROLL! Damn I'm hungry all of a sudden.

CrazyMLC [3]: You try to siphon energy off of the shield, but you can barely even control it at all. You can only keep hold for about a second before the shield pulses again, and your hold breaks. After a few tries, you just give up. What you don't know is that the shield has a modified Blue Screamer device attached to nullify abilities such as your kinesises.
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:

Tomaster [3-1=2]: "Yo, Fiona, which one leads where?"
She snorts.
"Hell if I know. I've never actually looked around here. The only time I was really here was when I was first hired, and a robot walked me through the base to Goodpants's meeting room. These walls are something else though, I've been trying to scout out the fortress through the earth, but these damn metal walls absorb any energy I try to pass through them."
You look around for Frederic, but you can't find him anywhere. Then, you look towards Fiona and spot Frederic. He's shrunken down to his adorable chibi form, and is now clinging to Fiona like a little Beanie Baby backpack.
"Fred?"
"It's easier to move around and not get killed in this form."

He also sounds a lot less butler-ish.
1/2 Active Abilities:
- Super Reflexes (+1 to anything involving reflexes, activate automatically)
2/2 Passive Abilities:
- Wing (+1 if flying)
- Super Strength (+1 to any rolls involving strength, moderate protection from impacts)
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:
- Burned (-1 to rolls)

Foa [1]: To be safe, you stick close to Fiona.
"So, ah, how exactly would I refill or recharge or whatever these LadyKiller magazines?"
Fiona glances over, distracted looking.
"Hmm? Oh, yes. The White Flame mags aren't really replaceable by you. Each round has to be runeforged, then imbued with a rather large chunk of energy from me, so that the actual 'White Flame' portion works. It's a slow process. Usually takes a bit less than a day per bullet."
"Oh. Damn."

0/2 Active Abilities:
0/2 Passive Abilities:
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 [5]: You pick up Durendal again, and clench your missing right hand. It reforms in a shockwave of electricity. Satisfied, you sheath Durendal again and ask Fiona what to do.
"Hm. Should we split up or... what?"
She makes an exasperated noise.
"Maybe. I know that there are fortress guards here, including Toto, but we have no idea where Goodpants is. If we split up, we'll cover more ground, but we run the risk of getting killed. It's your choice."
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
0/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [2 Unit]
4/4 Inventory:
- Satchel
--- Whistle
--- Orange Smoke Flare
--- A Fake Mustache
- Keyring
- Flask of "Sunshine"
- Carved Obsidian Key menacing with Spikes of Donkey Leather
1/2 Equipped:
- Durendal
Injuries:

dhart5000 [6]: You walk down the left fork, past the talking people. The time for action is now. You quickly reach a dead end with a small keypad set onto the wall. You examine it a bit, and punch in a few random keys. In response, the keypad explodes with the force of a grenade, throwing you back.
2/2 Active Abilities:
- Bullettime (+1 to rolls, +2 to combat rolls, can use every other turn)
- Thermokinesis
1/2 Passive Abilities:
- Super Agility
- Fast Hydro Regeneration (Heals injuries, can waterlog)
0/4 Inventory:
0/2 Equipped:
Injuries:
- Shellshock (-1 to next roll)
- Shrapnel (-1 to rolls involving movement)

Barnox [6]: You dive into HEN's old memories, intent on finding a way to use them. It doesn't take long to find the composition of the Regeneration, but you decide to watch them all for any other clues to his powers. Problem is, you feel everything he does. When his leg gets shot off, you feel that. When it gets frozen, you feel that. And when HEN dies, you feel that too. After this, you leave his memories, and are deposited back in your own body, which is actually HEN's. The experience is beyond surreal. You now have a full understanding of HEN's powers, but your experiencing his blood soaked time in the game has given you a permanent negative modifier to using HEN's abilities.
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:


Sat Oct 23, 2010 5:15 am
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