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Author Topic: Metamorphican Madness II: Turn 32  (Read 79123 times)

Greenstarfanatic

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Re: Metamorphican Madness II: Turn 32
« Reply #465 on: May 25, 2013, 03:54:31 pm »

((Holy Shit! Look at all of my shit! ASDGCDFGHS))

Ride out of town, and search for someone who might be looking for an assassin. Because I want to kill stuff.
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Hey, don't forget about research boy sitting right here!

WillowLuman

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Re: Metamorphican Madness II: Turn 32
« Reply #466 on: May 25, 2013, 04:00:24 pm »

Knowing only one way out, Mr. Normal thinks of the extraction zone as hard as he can and teleports, preferably leaving behind whatever restraints and blindfolds/sacks. Hopefully, with all the agents in the van, they won't be able to find him in a hurry. Then again, they do seem to extraordinarily lucky.
« Last Edit: May 25, 2013, 09:15:29 pm by HugoLuman »
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Xantalos

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Re: Metamorphican Madness II: Turn 32
« Reply #467 on: May 25, 2013, 05:11:42 pm »

Malleable features.
Assume the face of an important official and search for heretic.
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Sig! Onol
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kj1225

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Re: Metamorphican Madness II: Turn 32
« Reply #468 on: May 25, 2013, 06:40:30 pm »

Choose furry self and hope I- I mean we become something that can fly.
Apologize and leave burger shop. Ask Broody what the fuck he keeps talking about.
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WillowLuman

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Re: Metamorphican Madness II: Turn 32
« Reply #469 on: May 25, 2013, 06:45:16 pm »

If I were you, I'd go for one of the other two. Becoming less conspicuous seems to help survival in this game, statistically. And the other two sound damn useful.
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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Xantalos

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Re: Metamorphican Madness II: Turn 32
« Reply #470 on: May 25, 2013, 06:45:51 pm »

If I were you, I'd go for one of the other two. Becoming less conspicuous seems to help survival in this game, statistically. And the other two sound damn useful.
MALLEABLE FEATURES BEST POWER
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Xanmyral

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Re: Metamorphican Madness II: Turn 32
« Reply #471 on: May 25, 2013, 06:52:23 pm »

[I'd like to now note that I can charm people by 1) Talking to them, 2) Touch or even just be close to them, and 3) look at them. This is helped by the fact that my voice can get as loud as a megaphone naturally, or similarly loud thing, I intimately understand and know what people are thinking and feeling by their body movements, and I know if anyone is lying to me with a bit of concentration.

Eh, subtly is for the sane and those not a prophet.]

The bleached white feathered fat worm with a glowing torso, worm tentacles with wings, constantly shivering and with a head looking something similar like that one guy in Dune, slithered into the hospital. Aura set to max, meeting eyes with all it saw, it stated something calmly in its usual half-rhyming, partial archaic manner of the spoken word. "A house of healing this is, oh yes, but I've the feeling of distress. A practitioner of the arts I require, if presented I shall give what's desired, of the way, the light, there's no need to be a fright. Rewards most grand will be in demand, if I but have some board."

kj1225

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Re: Metamorphican Madness II: Turn 32
« Reply #472 on: May 25, 2013, 07:07:26 pm »

If I were you, I'd go for one of the other two. Becoming less conspicuous seems to help survival in this game, statistically. And the other two sound damn useful.
MALLEABLE FEATURES BEST POWER
To be honest malleable features would require a fair bit of time and some good rolls to get working well. To be fair all the options are shit. I know I read the Metamorphica for fun. I suppose the anthormophisim is not very useful as well given it is based all on the dice... screw it do whatever.
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WillowLuman

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Re: Metamorphican Madness II: Turn 32
« Reply #473 on: May 25, 2013, 07:14:25 pm »

Perhaps GWG wouldn't be so extreme as to require a 4 roll to look remotely like what you're trying to look like. And that telepathic translation seems both useful and safe.
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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kj1225

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Re: Metamorphican Madness II: Turn 32
« Reply #474 on: May 25, 2013, 07:26:10 pm »

Having looked through the Book I will agree in that choice two is probably the best one. And that if we rolled one higher on the second mutation we would have gotten a really awesome mutation.
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WillowLuman

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Re: Metamorphican Madness II: Turn 32
« Reply #475 on: May 25, 2013, 07:28:37 pm »

Where does one find this book, by the way? I don't want to order something in the mail
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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kj1225

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Re: Metamorphican Madness II: Turn 32
« Reply #476 on: May 25, 2013, 07:39:27 pm »

I at some point saw the PDF for this so I down loaded it to my touchpad. I would search for the metamorphica  and it will be the first link you see. And it's free, that's always a plus.
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WillowLuman

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Re: Metamorphican Madness II: Turn 32
« Reply #477 on: May 25, 2013, 07:42:11 pm »

All google gives me are links for buying a hard copy.
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

kj1225

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Re: Metamorphican Madness II: Turn 32
« Reply #478 on: May 25, 2013, 07:45:49 pm »

Look for a link to redbox vancouver and it should be there. Also the PDF is at Lulu.com for free.
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borno

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Re: Metamorphican Madness II: Turn 32
« Reply #479 on: May 25, 2013, 07:56:40 pm »

I'll choose Mental Healing.
What a hindrance. Ah well, if you want a job done well, you must do it yourself.
Leave the room and start searching for the scientist.
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