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 Roll To Dodge - Blue 
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Joined: Fri Apr 04, 2008 12:06 am
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Post Re: Roll To Dodge - Blue
And no doubt a boss coming soon called Jack - who has Gigantism and eats beans all day.


Mon Dec 13, 2010 9:35 am
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Post Re: Roll To Dodge - Blue
>Express extreme displeasure. We are clearly having a parley, there was no need to break my suit. Shadow Suit up!


Mon Dec 13, 2010 10:32 am
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Post Re: Roll To Dodge - Blue
Can someone carry my hat until I figure out how to get out?

Try to get my bearings


Mon Dec 13, 2010 3:18 pm
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Post Re: Roll To Dodge - Blue
"Fascinating, 'Fee'. While we're on the subject, do you have any other superpowered friends, or for that matter, enemies, that we should know about?"

>Generate more electricity.


Mon Dec 13, 2010 6:14 pm
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Post Re: Roll To Dodge - Blue
Someone should totally say goodbye to Zapdos, Articuno and Moltres.


Mon Dec 13, 2010 7:21 pm
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Post Re: Roll To Dodge - Blue
Quote:
2/2 Active Abilities:
- Perfected Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity)
--- #-Point Star
--- Kinetic Trance
--- Healing Light


Question: Is "#-Pointed Star" supposed to be seperate from "Perfected Elemental Kinesises"? Also, can I expand on my "Perfected Elemental Kinesises" ability catagory with more sub-abilities?


Mon Dec 13, 2010 10:05 pm
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DRLGrump
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Post Re: Roll To Dodge - Blue
Huh. That was terrifying. So are these "kids" gunna help us defeat Goodpants?
Offer to shake hands with them, and introduce myself.


Mon Dec 13, 2010 10:18 pm
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Post Re: Roll To Dodge - Blue
one "-" means power the type that you can only have 2 of, but in your case only 1 since it already contains 6 powers in it. 3 "-" ( "---" ) means special techniques, pretty self explanatory no?


Mon Dec 13, 2010 11:32 pm
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Post Re: Roll To Dodge - Blue
> Figure out what exactly everything in my inventory does, as well as what "Mythical Power" does.


Last edited by CaveCricket48 on Tue Dec 14, 2010 2:29 am, edited 2 times in total.



Mon Dec 13, 2010 11:58 pm
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Post Re: Roll To Dodge - Blue
CaveCricket48 wrote:
Quote:
2/2 Active Abilities:
- Perfected Elemental Kinesises (Fire, Air, Water, Earth, Light, Electricity)
--- #-Point Star
--- Kinetic Trance
--- Healing Light


Question: Is "#-Pointed Star" supposed to be seperate from "Perfected Elemental Kinesises"? Also, can I expand on my "Perfected Elemental Kinesises" ability catagory with more sub-abilities?

It's a subskill of Perfected Elementel Kenisi.
You need the kenesi to use them abilities.
And I'm guessing you can have more, but only as an off-shoot of them skills.


Tue Dec 14, 2010 12:40 am
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Post Re: Roll To Dodge - Blue
Rolling.
Know what, because I'm in such a kickass mood, everyone gets +1 to their roll. Or -1. They go closer to a 5.
:D

CaveMLCricket [5]: First, you look through your inventory.
The DecaBow fires homing arrows at things. Magical Homing Arrows. The quiver can create said arrows, of any type, at will.
The Nautical Shiv is just a fancy decorated knife for stabbing things.
The Impurities are 2 small diamonds, several marble-sized orbs of shiny silver and gold metals, and a rough crystal of unkown usage. Blue said something about crystallized insanity? You think?
The Dark Stone is a slender piece of jet black stone, the same kind as was used to create your golem.
The gauntlets are gold gauntlets with little slots for inserting orbs. The gauntlets can then utilize the power of the orbs. Somehow.
Mythical Power is basically super strength and speed. Sadly, Tomaster's strength surpasses yours.
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:
- Singed Hand (-1 to next roll involving hand)

Tomaster [6-1=5]: "Huh. That was terrifying. So are these "kids" gunna help us defeat Goodpants?"
"Hell no. I came here to kick your asses, and I intend to do so. Fiona can pass though."
"Same."
"Me three!"

You think it best not to offer to shake their hands...
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)
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:

Foa [5]: Considering that they didn't attack you, it isn't hard to reacquire your bearings.
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 [4+1=5]: "Fascinating, 'Fee'. While we're on the subject, do you have any other superpowered friends, or for that matter, enemies, that we should know about?"
"Why would I tell you that?"

You fume at Fiona's rebuke, and generate more electricity to replace what you lost.
2/2 Active Abilities:
- Mega Electrokinesis
- Ethereal Wings
2/2 Passive Abilities:
- Tesla Coil (Generates Electricity) [8 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
1/2 Equipped:
- Durendal
Injuries:

Barnox [1+1=2]: You're a bit angry that your ice suit is broken, even though you have no good explanation why they shouldn't have broken it.
You try to form a shadow suit, but the energies radiating from the red blur are making your shadows fade before they can form a physical suit.
2/2 Active Abilities:
- Cryokinesis
- Umbrakinesis
0/2 Passive Abilities:
0/4 Inventory:
1/2 Equipped:
- Cryolight (BlueMetal Halberd)
Injuries:
- Traumatized (-1 to using Cryokinesis)

BioBen [3+1=4]: A hop, skip, and a spin get you back to what you think is upright. You don't really know. It's quite terrifying in here. Suddenly, you see something in the corner of your eye. Spinning around, you see the portal to the outside!
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: "You're going to beat my group up? Eh, fine. But I need some of them for my own purposes. You may have half, one each. CMLC, you're with me. The rest of you may decide as you wish."
"Why do I have to-"
"Several reasons, none of which I need to reveal to you. So, who's staying here to play with the Element Brothers, and who's going on ahead to fight Goodpants?"

"I better get one of the originals. I still have a score to settle with you bastards."


Last edited by TorrentHKU on Sat Dec 18, 2010 6:33 am, edited 1 time in total.



Wed Dec 15, 2010 1:54 am
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Post Re: Roll To Dodge - Blue
Yes, I'm safe!
> Follow Fiona, and try to find a way to store energy in one of the small diamonds.


Wed Dec 15, 2010 2:50 am
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DRLGrump
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Post Re: Roll To Dodge - Blue
...♥♥♥♥! I'll go wherever you need me most.
Go with the group decision. If I get left behind, so be it. Develop Berserker's Calm. For realz. Use the fact that I'm about to fight things that can murder me without breaking a sweat to concentrate really ♥♥♥♥ hard.


Wed Dec 15, 2010 3:15 am
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Post Re: Roll To Dodge - Blue
"...I'm probably the only one that can counter the lightning freak. I'll stay and fight."

>Try to change "Evasive" to "Vengeful Thunder" (Automatically counterattack unless I roll below a 3)

"C'mon then, sparky. Let me show you what this little blade can do."


Last edited by Ragdollmaster on Wed Dec 15, 2010 6:51 pm, edited 1 time in total.



Wed Dec 15, 2010 3:49 am
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Post Re: Roll To Dodge - Blue
Grand work so far, Cave.
I'll PM you some details so you can make some educated decisions...


Wed Dec 15, 2010 6:08 pm
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