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 Roll To Dodge - Blue 
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Loose Canon
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Post Re: Roll To Dodge - Blue
Since Ruirize was first, he's the new temporary MLC.


Thu Nov 04, 2010 12:38 am
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Data Realms Elite
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Post Re: Roll To Dodge - Blue
> Welcome the new comrade... and hopefully don't get skewered. |


Thu Nov 04, 2010 12:45 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Uhh...Ice Queen? Will you please de-skewer me? I was honestly trying to deliver a valid point.
If she doesn't de-skewer, yank the spikes out while muttering something angrily. If she does, then temporarily divert some energy to work on healing those nasty holes.

Actually, how thin were these spikes?


Thu Nov 04, 2010 1:13 am
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Loose Canon
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Post Re: Roll To Dodge - Blue
About an inch wide.


Thu Nov 04, 2010 1:15 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
Yea, I'll keep that action then.


Thu Nov 04, 2010 1:23 am
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Post Re: Roll To Dodge - Blue
Attempt to unlearn thermokinesis in hopes of learning something more powerful.


Thu Nov 04, 2010 3:13 am
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Post Re: Roll To Dodge - Blue
I imagine that the spears of ice blocking my way are now gone, no?

> Continue down the hallway, rejoining the group and getting the lowdown on what has been going on, then ask Morgan if she could make arrows of ice; that preferably don't melt.


Thu Nov 04, 2010 7:38 am
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Post Re: Roll To Dodge - Blue
dhart5000, unlearning a power is not an action, you can choose which power to remove and which power to learn in it's place.


Thu Nov 04, 2010 8:06 pm
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DRLGrump
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Post Re: Roll To Dodge - Blue
I thought you needed a cooldown between the two.


Thu Nov 04, 2010 8:58 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
Nah. Just learn a new one, it'll overwrite thermokinesis.


Thu Nov 04, 2010 9:00 pm
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Post Re: Roll To Dodge - Blue
Well cool,
Replace my thermokinesis with slightly more generic telekinesis.


Fri Nov 05, 2010 2:06 am
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Post Re: Roll To Dodge - Blue
Telekenesis again. Ugh. Thats so awesome yet so lame at the same time.


Fri Nov 05, 2010 2:17 am
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Post Re: Roll To Dodge - Blue
I would post an action but I think I'll let Ruirize have some fun until I can be more active again.

Also Ruirize, The DecaBow quiver can make any arrow, so asking for ice arrows is probably pointless.


Fri Nov 05, 2010 8:59 am
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Post Re: Roll To Dodge - Blue
CrazyMLC wrote:
I would post an action but I think I'll let Ruirize have some fun until I can be more active again.

Also Ruirize, The DecaBow quiver can make any arrow, so asking for ice arrows is probably pointless.


Okay then, suggest an action that I could do instead. There's not much I can do at the moment, considering your abilities and most of your inventory is full :)


Fri Nov 05, 2010 2:47 pm
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Loose Canon
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Post Re: Roll To Dodge - Blue
Ok, rolling.

CrazyMLC [4]: Something in your head clicks, and you get a sudden want for ice arrows. Reaching into the DecaBow quiver, you pull out three arrows of unmelting ice.
"Huh? Wait, why did I pull these out?"
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 [6-3=3]: "Erk...Miss Ice Queen?"
"What."
"Could you...erk..."
"Oh fine."

She casually waves her hand, and the spikes mostly retract, leaving a thin sheaf of ice in the wound so that you don't bleed to death.
*cough* "Thanks..."
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:
- Vulnerable Skin (-1 to next roll)
- Impaled (-1 to rolls)

Foa [4]: "Welcome to the party?"
Morgan gives a half hearted grunt in response. Well, she's cold as ice all right.
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 Mags: 16|16)
2/2 Equipped:
- Fedora
- LadyKillers (Dual Kickass Desert Eagles)
Injuries:

Ragdollmaster [3]: You rub your hands together, charging more electricty in the cold air. You're practically crackling with electricity now!
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
2/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [6 Units]
- Evasive (+1 to dodge rolls)
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 [3]: You start thinking, and realize that everyone has control of temperature, but somehow no one has telekinesis. So, you fill the niche and differentiate yourself! It's weaker than your Thermokinesis was though...
2/2 Active Abilities:
- Bullettime (+1 to rolls, +2 to combat rolls, can use every other turn)
- Telekinesis
1/2 Passive Abilities:
- Super Agility
- Fast Hydro Regeneration (Heals injuries, can waterlog)
0/4 Inventory:
0/2 Equipped:
Injuries:

Barnox [1]: You try to free yourself from the ice prison, but Morgan is somehow overriding your Cryokinesis. She isn't even trying! You watch as she lowers the spikes blocking the entrance, and leads everyone else out and deeper into the fortress.
"Hey, you guys aren't just gonna leave me, are you? Guys? GUYS!?"
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: Morgan leads (almost) everyone down the hallway.
"This place is quite the maze past here, so you're lucky I'm helping. Anyways, we'll be taking a cargo elevator down."
After a few minutes of following twisting turns and passages, the group arrives at the cargo elevator she spoke of. Morgan presses the call button, and almost immediately after, the entire island shakes violently, throwing everyone to the ground.
"What the hell was that?!"
Fiona is the first to get back on her feet.
"Blue. ♥♥♥♥, she's still raging. And she's through the shield. I can't fight her, I don't have the power."
Morgan's face grows grim, and she sighs.
"Blue is strong, right?"
Fiona looks surprised at the question.
"Yes. Strong enough to accidentally kill us all by collapsing the island."
"Then I'm going to fight her. I haven't had a good challenge in a long while. When you get down the elevator, take a right, follow the signs, and you should be fine. Probably. Maybe."

The air around Morgan shimmers as it plummets in temperature. Frost starts to form on her clothes and skin. She sprints down the hall, the floor beneath her feet turning to ice.
The cargo elevator doors open, and an empty shaft greets the group. The cable snapped.
"CAN NOTHING NOT GO WRONG!"


Fri Nov 05, 2010 11:10 pm
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