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Author Topic: Metamorphican Madness II: Turn 32  (Read 78832 times)

Toaster

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Re: Metamorphican Madness II: Turn 20
« Reply #255 on: April 17, 2013, 12:12:36 pm »

Does the cage go to the floor or ceiling?  Try to go out through the top/bottom weak point.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

GreatWyrmGold

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Turn 21
« Reply #256 on: April 17, 2013, 07:51:02 pm »

Use cooks and Light-Heat thing to finish off the soup.
[2-1] You sweep the beam across the room, causing glare off a shiny pot to blind you for a turn or so. “Argh!”
[6+1,5,4,3] Wow. You quadruple in size (forcing you to the ground) and you feel a chill. A cook splashes you with water, which burns and causes you to recoil! The burns don’t leave a mark--it seems to basically be supernatural hydrophobia.

Grab a respirator, then fly out the window and into the city. Are there any nearby villains?
You don’t see a respirator in the van, nor a window, not a way to fly.
The van pulls to a stop, then starts turning and backing up.
[2] And no new mutations come along to let you respirate, fenestrate, or aviate.

Ask for bandage. And haemophilia medication.
Heal shin.

“Hey, can I have a bandage and some haemophilia medication?”
[1] (Oh gods why do you guys suck at these kinds of rolls.) “Why would you want those? See, you’re O.K. Look, I’ll cut you to prove my point.” A slight gash on your arm turns into a bleeding river. You feel a bit light-headed.
[2+1,7+1] A fin grows out of your back and another on your tail.

Rick continues trying to get to shore with his new body with the aid of his water powers. "Is there any thang I can do to help you, little buddy? You done helped me out a lot with that thar cage, and I'm aimin' to return the favor."
”Having a tribe would be nice. Maybe you could recruit one?
[2+1] You’re almost to shore now.
[3] You don’t change any further. Although by this point, it’s kinda hard for you to get weirder.

-----

Do nothing! Let mutation happen naturally.
[5] It sure does. You feel supernaturally strong...oh wait, you’re inanimate. Wow, the dice are just taunting you now.

Get out of the creek, follow it to something interesting.
[1] You find yourself at a police station in a tiny town where you murdered someone and their police station has a creek flowing by it. They recognize you! Yes, despite glowing.
[6] Your new weakness comes into play: You have a sort of minor telepathy, causing every thought of every man, woman, and child, as well as their dogs, to whisper themselves indistinctly into your mind’s ear.

Respond to the question by punching the guy and driving off.
[3v5] FALCON PAWNCH REDUX! You miss. [4-1] Despite the “big” guy grabbing the highest part of you he could reach--just above your legs--you manage to slip into the vehicle. It’s quite cramped, but you can drive. [3] Except that the keys aren’t in the car. (Unless I said that they were earlier, in which case let me know.)
[4] You gain an almost useless ritual that requires touching someone!

CRAZY PUNCH EVERYONE! HAHAHAH!
[5v5-1] You punch the disoriented people, making them more so! Fun!
[3] Fun fun fun!

Does the cage go to the floor or ceiling?  Try to go out through the top/bottom weak point.
No, it’s like a dog cage, except much bigger.
[1] You manage to get your head stuck between two bars.
[4,5] You swing your arms about and feel a cell phone teleport into your hand. The dice have mercy on you as well, as when you tug your head backwards, you rip the bars enclosing your head out of their sockets...and wrenching your neck painfully. Use this power wisely...

-----

"May I see one syringe? Is very interesting, I must take look." Surreptitiously slip one of the syringes into jacket pocket. "Ah yes, is very good test then, all adequate and normal."
If sleight of hand doesn't work, whip out cell phone and start talking in unknown foreign language, occasionally interjecting English "Okay Suzie!" In other words, call superiors and ask for further instruction.
[2,4] “No, you cannot.” This doesn’t stop you from sneaking one off the shelves.
[7] You hear waves, neat.

Yawn. Go to sleep.
“Goodnight everyone.” You lie down and [5] enjoy a restful sleep.
[5] This is hard to convey when you’re asleep.

seek more booze and cookies
[2] “I DEMAND ALCIHOL AND COOKIE SNACKS!” “Um, no. Now tell me...how do you feel?”
[3] You feel normal. Well, normal as ever. ...Which is normal, of course.

-----

NPC Actions:
The police make a watchlist for Xan, Crazy Joe, That Guy, and Walther.

-----

Spoiler: Statuses (click to show/hide)

-----

I had some clever comments, but I forgot them.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Remuthra

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Re: Metamorphican Madness II: Turn 21
« Reply #257 on: April 17, 2013, 07:53:04 pm »

Oh, thought that was a hallucination. Melt a hole in the back of the van to let me escape.

Dermonster

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Re: Metamorphican Madness II: Turn 21
« Reply #258 on: April 17, 2013, 07:56:39 pm »

Eat meaty bits that are doubtlessly around the kitchen intended for the soup, then burst out of the building with my square cube law'd super strength like goddamn godzilla.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Persus13

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Re: Metamorphican Madness II: Turn 21
« Reply #259 on: April 17, 2013, 08:00:43 pm »

Wake up. See how i've changed.
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Xantalos

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Re: Metamorphican Madness II: Turn 21
« Reply #260 on: April 17, 2013, 08:04:44 pm »

GET MUTAGEN
HEAL
GET BANDAGES
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Toaster

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Re: Metamorphican Madness II: Turn 21
« Reply #261 on: April 17, 2013, 08:40:38 pm »

"Bros, you gonna pay!"

Teleport nearest scientist into hand.  Shake them around until I can feed from their anger!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Greenstarfanatic

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Re: Metamorphican Madness II: Turn 21
« Reply #262 on: April 17, 2013, 08:59:30 pm »

Pick up the guy by the neck and perform the ritual. Hopefully it helps me get the keus. If not, attempt pickpocketing.
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Hey, don't forget about research boy sitting right here!

Unholy_Pariah

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Re: Metamorphican Madness II: Turn 21
« Reply #263 on: April 17, 2013, 09:16:28 pm »

I feel extremely sober, now wheres my booze?

continuously demand booze and/or cookies
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

WillowLuman

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Re: Metamorphican Madness II: Turn 21
« Reply #264 on: April 17, 2013, 09:32:09 pm »

Suddenly, Mr. Normal hears someone whispering hideous insults in the language of the Uncleland. Confused as to why someone would make a serum to do this, he quietly calls his superiors for further instructions.
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superBlast

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Re: Metamorphican Madness II: Turn 21
« Reply #265 on: April 17, 2013, 09:49:05 pm »

I'm super strong.... BUT I"M A FREAKING LUMP OF METAL!

Will the stupid mode lock out of existence!
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"Come oooooon, a little insanity never hurt anyone.... Well except for that one guy, but never mind him." -superBlast

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Xanmyral

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Re: Metamorphican Madness II: Turn 21
« Reply #266 on: April 17, 2013, 10:31:28 pm »

Rick continues heading towards shore with help of water bendingx3. "Sure there little buddy, I'll be tryin' my best for that. How do I do that though, just ask someone? Also, you knowin' how I can stop these changes though? I'd rather not get any, well, weirder. Not that I supposin' I could, comparin' to normal people."

WillowLuman

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Re: Metamorphican Madness II: Turn 21
« Reply #267 on: April 17, 2013, 10:40:46 pm »

You and Xantalos both.

Say, I think I found the song for this. Don't kill me!
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Xantalos

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Re: Metamorphican Madness II: Turn 21
« Reply #268 on: April 17, 2013, 10:53:17 pm »

You and Xantalos both.

Say, I think I found the song for this. Don't kill me!
...who ya talking to?
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

WillowLuman

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Re: Metamorphican Madness II: Turn 21
« Reply #269 on: April 17, 2013, 11:00:00 pm »

About which part?
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?
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