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Author Topic: Metamorphican Madness II: Turn 32  (Read 78521 times)

Onyxjew944

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Re: Metamorphican Madness II: Turn 23
« Reply #315 on: April 21, 2013, 06:34:36 am »

Name: Elrond Humperdink
Gender: Eunuch
Description: Middle-aged male with sunken, green eyes; a hooked nose; and a beard with singed tips on both plaited ends.
Bio: Following a long life of living a life of prosperity and boredom, Elrond decided to engage in the surprisingly uncommon sport of gladiatorial duck fighting. Considering his current predicament, it is safe to say he lost it all when they learned just how much methane sixteen thousand pissed-off ducks could produce. Not a pretty sight.
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Greater Collection
Quote from: Steel Resolve
I shall be ready! My head is full of disturbing but useful information. And all it cost me was my peace of mind and sanity. A bargain!
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They told me to aim higher, so we dug deeper.

GreatWyrmGold

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Turn 24
« Reply #316 on: April 21, 2013, 06:53:52 pm »


Regain consciousness.

The dice do not like me apparently.


They never have.

[1] They really really hate you.

[5,1] Mutation!



"Hurm.... Well, I'mma thinkin' we won't be findin' no new followers here. Thinkin' we should head to some place more full 'o people, things probably died down by now. Although there was that thunderin' a while back, but I'm sure it was just nothin'. Hm... First though, Imma gonna mark this place." Rick takes his now useless shoes and ties the strings together, then tries to toss it on a branch to get it to hang there. "There, now if'in we wanna come back we just gotta look for tha shoes. Now to try and find civilization, and people to show the proper way of the worm."


”Sounds like a plan!”

[1] You march off as much as a wormy creature can march! ”Where are we?” You’re...not sure.

[5,4] You grow soft, pinkish-orangish down. ”You’re sure you haven’t been cheating on me with some bird totem?”



Use snout to sniff out living beings. Kill them.


You sniff. You find a technically-alive person and smother him. Or maybe her. What now?

[5+2,2,3,2;5+1;7] You flatten, pretty thin at the edges, with some hard struts. You might be able to glide, if you could get high. You also shift green and feel a bit weak, sprout amberish hair on your back. You discover the ability to shift stuff about and corresponding swift reflexes when you accidentally drop a chunk of rubble almost on yourself.


-----



Dive into a creek (or, if possible, a nearby, larger river) and swim downstream, preferably away from here.


[1+1] You can’t find the creek! You hear some people coming out of the police station!



Try to wriggle out of rubble. Pray for helpful mutations.


[1] “Ggh! Mm!” You cause the rubble to shift, crushing you.



MOOOOOOOOORE willing the mode lock out of existence!


[2-2] You’re completely mindless and therefore can’t be played. Given up yet?



Now I need two flavors of flavor.

"I say, we're in a deuced pickle here!"

"Bro, can the fancy-talk, we gotta ACT!"

Logic:  Consider the situation

Passion:  Chuck Logic through the cage



[1] Logic decides that it’s hopeless. [2v2] Passion and Logic struggle.



DRIVE OFF! Maybe use my magnetic powers to make the Gas Station blow up or something somehow.


[5-1] You drive off and pull out onto the highway! You do not make the rest stop explode.


-----




Try to wriggle out of rubble. Pray for helpful mutations.


Same here


Hopefully with more success. [5] Successfully with more success. You squirm out into the lobby, which is merely devastated rather than collapsed.

[5] You must have VENGEANCE on these people!




Taking his handkerchief out of his pocket, Mr. Normal finds he can now scarcely read the intricate print on his operations map. The landmarks were still legible, but there was no way of telling which way the map was supposed to be held without reading words. With no other alternative, he destroys the map and looks for someone in these woods to give him directions to a certain landmark.


[5] You find a ranger’s cabin. Knocking on the door, you ask how to get to [5] Gethercole Pond. [3] “Um, it’s about that ways a few miles.”

[8] “Tank you, gud sir.” You shake his hand, causing yours to drop off. “Interestink...” You put it back on. “Um, your hand...um...”



sift through the rubble looking for a safe, use super hearing to crack rotary lock, loot everything


[5] You somehow manage to find a safe in the rubble and [4] manage to open it after a few attempts. Within is...[3] a few $20-dollar bills and a nice watch.

[8] Wow. Just wow.


-----


NPC Actions:

Emergency personnel arrive at the rubble-pile.


-----


Spoiler: Statuses (click to show/hide)


-----


Nice. Maybe there’ll be enough people dead by the next “experiment” to balance out the new players!
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superBlast

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Re: Metamorphican Madness II: Turn 24
« Reply #317 on: April 21, 2013, 07:01:52 pm »

Fine.... that's a hell of a way to die though.... become a chunk metal and have my mind dissipate into nothing....

Name: Maika
Gender: Female
Description: Long black hair and has eerie purple eyes.
Bio: She loves pain.... it feels great.... but what she likes most.... is making others feel good too!
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Greenstarfanatic

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Re: Metamorphican Madness II: Turn 24
« Reply #318 on: April 21, 2013, 07:02:59 pm »

WOO! Now, let's see if I can't find a motel or something. Or maybe a bank without security to rob.
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Xanmyral

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Re: Metamorphican Madness II: Turn 24
« Reply #319 on: April 21, 2013, 07:24:56 pm »

[Eight? Wut?]

"I can't control mah changes little guy, they just 'appen and will keep 'appening till I figure out a way ta make 'em stop sadly. You're ta only creature talkin' to me, and I've been with ya since you found me." Rick tries to dispel the idea that he's been seeing another totem on the side. "Now then, lets see iffin' I can find us outta here and into some place with livin' people..."

Persus13

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Re: Metamorphican Madness II: Turn 24
« Reply #320 on: April 21, 2013, 07:33:06 pm »

Search for an ambulance. One must have unbroken limbs before having Vengeance.
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Remuthra

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Re: Metamorphican Madness II: Turn 24
« Reply #321 on: April 21, 2013, 08:09:12 pm »

Make a deal with the nearest aetherial presence to get me into a better situation.

Xantalos

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Re: Metamorphican Madness II: Turn 24
« Reply #322 on: April 21, 2013, 08:39:35 pm »

Go kill something. Wonder why govenment agents haven't tried to capture us yet.

HINT HINT
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Unholy_Pariah

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Re: Metamorphican Madness II: Turn 24
« Reply #323 on: April 21, 2013, 08:59:54 pm »

Wear watch, use money to buy some beer, get drunk and mutate.
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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 24
« Reply #324 on: April 21, 2013, 11:05:43 pm »

"Ees no woory, mister, very good. Just... how you say? Prosthetic. Very good prosthetic." With the ranger reassured by the polite and unthreateningly awkward demeanor, Mr. Normal set off in the indicated direction. Being cautious, he does not try his teleportation, instead choosing to walk... happening upon a large wormy creature. He tries to approach to get a better look without being seen.
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Xanmyral

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Re: Metamorphican Madness II: Turn 24
« Reply #325 on: April 21, 2013, 11:53:01 pm »

[A large, fat worm with its left tentacle being noticeably longer than the other. The creature is covered in both green down and red exterior feathers with tendril-like bat wings, and a hairless green worm face. Which is to say that it just has a green tube for a head. Also wearing the top half of a jumpsuit that, if you're suave enough, might recognize as something from the science lab you were in if you passed any other janitors. Currently talking intently to his shirt pocket with a drawl, constantly jittering for some reason.

Figured I'd clarify, because even I have to take a step back and say "I started as a janitor."]

Harry Baldman

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Re: Metamorphican Madness II: Turn 24
« Reply #326 on: April 21, 2013, 11:59:09 pm »

Use telepathy to avoid the police by knowing where they will search for me! Look for a more important criminal around town.
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Toaster

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Re: Metamorphican Madness II: Turn 24
« Reply #327 on: April 22, 2013, 08:29:07 am »

"Damn and blast!  It's hopeless!"

"Bro, get yourself together!"

"What?  We're stuck in a cage under a pile of rubble!  Do you think that the bobbies will just dig us out by teatime?"

"...Dude, what is wrong, broseph?"

"...Our name is Thrak, not Joseph!"

"No, man, BROsef.  What, you crazy?"

"What the devil are you talking about?"

Logic:  Start digging out rubble

Passion:  Start smashing



Spoiler: Note (click to show/hide)
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TCM

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Re: Metamorphican Madness II: Turn 24
« Reply #328 on: April 22, 2013, 09:02:39 pm »

Name: Maika
Gender: Female
Description: Long black hair and has eerie purple eyes.
Bio: She loves pain.... it feels great.... but what she likes most.... is making others feel good too!


As if Transforming wasn't enough of a Fetish already.
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WillowLuman

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Re: Metamorphican Madness II: Turn 24
« Reply #329 on: April 22, 2013, 09:58:38 pm »

I don't see what's so appealing about melting into a puddle then sprouting discolored hair. I'm just hoping I can get some kind of invisibility before Mr. Normal turns into some kind of cancerous mess. Unless he somehow manages to remain (outwardly) completely not suspicious the whole time.
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