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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 145 146 [147] 148 149 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409301 times)

chaoticag

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2190 on: November 23, 2008, 02:47:52 pm »

Our new players can be trusted, especially if they read this far into the story.
I don't mind fresh blood, but can't help but shake the feeling that I am currently the weakest character in this RTD.
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andrea

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2191 on: November 23, 2008, 02:53:16 pm »

Zako is weaker. and you are just as powerful as rolls allow you to.
and you were (probably, can't remember) very useful in the last world

neo1096

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2192 on: November 23, 2008, 04:22:35 pm »

I'll jump across the buildings and examine the dead man, while telling my teammates below whats going on. Also i think we should make acquiring long-range communication a priority. No sense alerting the zombies through yelling more than we have to
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What again? Iron scepter - Lovehealing? Oh, I almost shed a tear... Put it in your ass, I'm talking about importans artistic defences!!! You see, yaks and bridge... Stop polishing that scepter! You're disgusting me!"

andrea

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2193 on: November 23, 2008, 04:35:34 pm »

is it a problem if we use the metagaming communication device that is this thread?

Kashyyk

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2194 on: November 23, 2008, 04:41:08 pm »

We are just communicating through our bands aren't we?
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andrea

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2195 on: November 23, 2008, 04:44:37 pm »

oh true, i forgot the mgihty bands.

in few words: just ignore it and speak here

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2196 on: November 24, 2008, 01:16:38 am »

Neo has a -1 to telepathy, and +1 against telepathy. :)

I can grant ye the "collective unconscious" while you're near each other, but if you like to roleplay, refrain from doing things your character wouldn't know about. I can make a penalty for that if you want, like a -1 to doing stuff you aren't aware of. ;)

Then again, the bands do have that function, so let's just say it's a collective unconscious communication thing that lets you alert others of stuff, using psychic imagery.

I'll get to that turn when I get to work.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2197 on: November 24, 2008, 06:40:55 am »

Turn almost finished! Doing statuses, and they are some helluva statuses. Someone just went down trying to go up, and is now half-alive and badly bleeding. One of you decided to get a scenic view of the city and got lost. There's a little more light now on the street, but whether that's a good thing is open to debate. Some of you have now realised that you are Definetly not in a cartoon, and Definetly not in any position to oppose freestanding lampposts. And.. that's all until I get to the background roll. ;)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Zako

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2199 on: November 24, 2008, 09:06:46 am »

Indeed, ROLLS!
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 69! Creepy creepiness in the creepy sewer!
« Reply #2200 on: November 24, 2008, 09:51:59 am »

Dammit guys! You just had to interrupt me, right? When I tried to repost my internet broke and I couldn't get it up for 20 minutes!!! make that 40 minutes.

Aanyways. Nothing happened in the background roll, but I really suggest you work out a strategy for survival here. I mean, you didn't get a single zombie attack yet, and one of you is already dying.

------------      
Turn 70      
------------      
Quote from: andrea
   " i shake my maul and say: did you hear it? i said light! LIGHT! why don't you make light? i want light NOW!
if my maul still odn't want to make light, i will hit the ground in rage, iwth my maul."   
|   You start swinging your maul left and right, trying to channel some more of your energy into it. When that fails, you start brandishing it, spinning it around with your hand until it looks like a solid glowing torus in front of you. Suddenly, out of the dark clear sky, a massive lighting bolt slams down onto you and is absorbed into the spinning maul!!! You are protected, but the force of the blow throws the maul out of your hand and sends you tumbling backwards. When you stand up and look around, you see the maul lay harmlessly on the ground, glowing brightly all by itself. It is as if the maul itself became infused with lightning, and no longer needs your presence to be charged. (It now deals lightning damage by itself, and emits light equal to andrea's. When wielded by andrea it gives him a +1 to lightning bolt damage)   
Quote from: Zako
   I grab the 9mm from LASD and quickly climb back out of the hole.   
|   You come to your senses, swipe the gun from LASD, and clamber up the stairs, with a little help from Kashyyk.   
Quote from: chaoticag
   I walk out of the alleyway, not using the sewer.   
|   You can't take it anymore. This alleyway creeps the hell out of you. You rush blindly out towards the street, and don't stop till you hit a lamp post. | You're not harmed, but the clang of metal against metal as your armor absorbed the impact was enough to wake the dead. You prefer not to think of that particular phrase at this time, and look around. The street's a little cleaner than the place you've been at now, but not too broad, and not much less darker. At least half the lamps on the street are not lit. A number of buildings of varied sizes go along the street. You see something that looks like a major street, crossing this one some distance away.   
Quote from: Jay Kayell
   "I am most likely too big to fit inside the sewers so I'll stay with Andrea.

I look around and use the headband to try to determine the general direction of the key."   
|   You concentrate on the band, and look around. You can't really tell the direction here (lacking any sort of a compass), but you felt faint pulsations in the band when looking towards the end of the alleyway, where the tall buildings can be seen in the distance.   
Quote from: Kashyyk
   I grab Boksi (First Priority) and climp out of the Sewer, pushing Zako ahead of me.   
|   You pick up Boksi, barely managing not to strangle him in the process, and walk to the ladder, but you are delayed by Zako and have to push him up with your free hand instead of climbing up yourself.   
Quote from: Boksi
   I blast anything that looks like a walking or running corpse. (with earth manipulation)   
|   You can't stand the tension and decide to employ preventive measures. Focusing what you remember of your earth manipulation in the direction from which the sounds are coming, you try to cause a cavein and block the passage. Unfortunately, either the magicks of the earth are too weak in this world, or you have forgotten the art, but nothing more than a few cracks and a handful of small fallen rocks come of your effort.   
Quote from: korora
   I'm getting out of this sewer the way I came.  Ashcraver too big? No thanks.   
|   No longer able to endure the sewer, you freak out and burst upwards! Literally. Focusing all your willpower, strength, and TK into one blazing point, you lunge upwards with the Ashcraver, smashing through the ceiling and at least two meters of various construction materials! Finally, you're on the surface. | The debris from your violent outburst start falling back onto you and your comrades nearby! | A large chunk of concrete falls directly onto you, mercilessly crushing your legs and lower body! Blood bursts from your mouth, your injuries are clearly severe. Zako manages to roll away and is not injured, but Frelock is hit by multiple debris, and only his TK field protected him from severe injuries. | He manages to keep himself aloft, but his legs and body are heavily battered. He's in pain (-1 mental), but clearly better off than you are (-2 mental, no movement, -2 physical, -1 cons, Heavy Bleeding).   
Quote from: Frelock
   "If Boski was carried out of the sewer by Kashyyk, I'll heal him from a moderate range.

If not, I'll fly up high in the air and try to determine the most likely position of the key."   
|   Disregarding the pain for a moment, you fly upwards to get a better view. And upwards. And more upwards. And another few kilometers. And then some more. Finally you stop in such a position that you are able to see the entirety of the city before you, and concentrate on the key. You can almost immediately pinpoint the location of the key this way, it's near the center of the city, somewhere among the tall skyscrapers. Then you try to descend... and suddenly realise you cannot find the place you were at! The city is unknown to you, and you never cared to note landmarks when flying, so you cannot find your team. You hang in the air, at the height of several kilometers above the city, and ponder your options.   
Quote from: LASD
   I give my gun to Zako (if I can) and climb up the ladder, occasionally looking down to paralyze anything non-player that tries to follow me.   
|   Letting go of the gun so Zako can take it, you squeeze past Kashyyk before he can step on the ladder and climb up as well. Luckily, you were up after the debris have fallen, and are not hit by anything larger than a peanut.   
Quote from: Gantolandon
   I enter the nearest building in search for some more sufficient weapon than a bone axe.   
|   Noting the place where Rooster attempted to "enter" the building, you decide to follow through with that plan, and "take the door down". You position yourself, brace your shoulder, and charge at the graffiti door at all the speed you are capable of!!! | The wall does not budge. | The armor softens the hit a little, but you still get a large bruise on your left shoulder.   
Quote from: Neo1096
   I'll jump across the buildings and examine the dead man, while telling my teammates below whats going on.   
|   You approach the dead man and carefully examine him, being careful not to get too close or give away your presence. The close examination reveals that it is, in fact, a dead body. The large torn wound on the side of his chest under the torn clothing is more or less a "dead" giveaway. Nevertheless, you are able to see small movements of his limbs that you cannot attribute to agony or post-mortem twitches of any kind. It is also apparent that the body got here on its own, as is evident from the trail of dried blood and dirt on the floor accompanied by hand and boot marks, leading back to the door to the stairwell. You completely, positively, don't like this development, and retreat back to the edge of the roof near the fire escape.   
Quote from: Rooster
   I try to get the ability to regenerate from scratch   
|   Despite your continuous attempts, you fail to control your regeneration in any way. | It can control itself mighty fine, which it proves by slightly healing the bruises you got from your assault on the wall.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   A stocky bearded creature that is the dwarf. Once a Keeper of Nogzulban, this dwarf has travelled with your company almost by accident. Clad in shiny plate armor with a chainmail underneath, this dwarf could be a potent warrior. Armed with an axe, but cannot use it properly. (+1 target dodge)   
   The dwarf (hopefully) stands up and looks around.   
|   Nope, still unconscious. Somebody wake that damn sleeping "beauty".   
Neutral:      
None.      
Enemy:      
None.      
------------      
Status after turn:      
Boksi:      
Being carried by Kashyyk in the sewers under the dark alleyway.      
Wearing a burnt reddish-black jacket of Karl Moebius leather, underwear, and slightly torn and singed jean shorts. Wearing a -Steel Full Helm- shaped like an anvil, with an intricate detail attached, and the The Smoldering Night of Peeling. Wielding a Darkfire Halberd.      
Left leg broken.(-1 movement) Pain.(-1 mental)      
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Special status: Dense Carbon Flesh Interweave. Can only speak goblin. Activated Visual Omnisensor.      
andrea:      
Standing upright on the green rug in the dark alleyway.      
Wearing underwear and fairly comfortable greyish trousers. Also wearing a armor set: -Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>. Owns a +Steel maul of Lightning+(now on the ground in the alleyway).      
Unharmed.      
Abilities: Basic Hammerfighting. Shrapnel Self. Basic TK Healing(!). Empowered by Lightning (currently Moderately Drained(-1spd,-1agi)). Adv.Electricity Manipulation. Special status: Activated Selective Translator.      
korora:      
Down on the ground, under a slab of concrete in the dark alleyway.      
Wearing underwear, and makeshift bra-scarf clothing. Also wearing the armor set: ≡<<*Gold-Iron breastplate*>>≡, a soft leather shirt, an Iron helmet, some hard leather greaves and -Aluminum high boots-. Wields The Ashcraver.      
Legs and lower half of the body crushed. Tremendous pain. Heavy bleeding.      
Abilities: Basic Swordsmanship. Mighty. Extremely Agile. Extended TK Healing.      
chaoticag:      
Standing upright out on the gloomy street.      
Wearing the armor set: slightly dented +Steel Chestplate+, -Copper chainmail-, hard leather leggings and <<Copper plated boots>>. Wielding a wooden broadsword with sharp edges of a shimmering material.      
Unharmed. Front half of the body deeply tanned.      
Abilities: Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash.      
Gantolandon:      
Standing upright in the dark alleyway.      
Wearing underwear, a thin silky sweater, and a set of armor: A <<*Bone full plate armor*>>, +Bone gauntlets+, +Bone high boots+, and +Bone full helm+. Wielding a +Bone Axe+. Holding a roll of aluminium foil (25cmx10m)      
Large bruise on left shoulder.      
Abilities: Basic TK Healing(!). Special status: Activated Selective Translator.      
Frelock:      
Floating in a small TK bubble several kilometers over the city.      
Wearing underwear, a ≡<<≡Giant cave spider silk robe≡>>≡, and +hippo leather sandals+. Wearing an amulet of a nature's power. Wielding a Steel Quarterstaff and a -Small Iron throwing knife- as a backup weapon. 12 shimmering arrows and 20 plain wooden arrows in the robe's quiver. Holding a shimmering shortbow.      
Unharmed.      
Abilities: Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Improved TK Healing III(!). Stone Frank's Revivification. TK Field+. Special status: Activated Selective Translator. Electricity resistant.      
Kashyyk:      
Standing in the sewers under the dark alleyway.      
Naked. Holding Boksi.      
Unharmed. Flesh turned into steel. Thermal stress. Dazed.      
Abilities: Enrage Other. Enrage Self. Basic TK Healing(!). Remote Body Control Special status: Activated Selective Translator (2). Activated Wideband Omnisensor (X-ray) Extra: Rollerblades in the forearms.      
Rooster:      
Standing upright on the green rug in the dark alleyway.      
Wearing underwear, a set of armor consisting of (severely torn up) hard black studded leather armor and broken iron plated high boots, and (somewhat burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Battleaxe+.      
Body bruised.      
Abilities: Can perform heavy metal. Odd regeneration power. Special Status: Four extra arms. Knees facing backwards. Four fingers on each arm. Seven clawed toes on each foot. Two noses. Three horns on head. Head hair transformed into flexible spikes. Body covered by patches of very hard tissue. Ribcage fused into a solid shell. Brittle bones. Body covered with short thick black hairs. General -2 penalty to charisma when communicating with humanoid creatures, and another -1 if the creature's not hairy.      
LASD:      
Standing upright in the dark alleyway.      
Wearing underwear, and a white/pink/yellow suit and top hat made of underwear. Also wearing the armor set: <<+Iron chain Cuirass+>>, -Iron chain gloves-, Iron chain greaves, and Iron low boots. Wielding a *Evil Aluminum tower shield*. Holding a piece of dwarven armor with a small key embedded.      
Unharmed.      
Abilities: Improved mimics. Power of Peace. Power of Persuasion (suit bonus does not apply).Special status: Peacekeeper. Activated Selective Translator.      
Jay Kayell:      
Standing upright on the green rug in the dark alleyway.      
Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Wearing Composite Reinforced Corpse-steel power armor. The armor is armed with a collection of axes and swords, a long tri-blade claw, and its steel clawed fists as well. The armor has 12 unspent bolts.      
Unharmed.      
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.      
Zako:      
Standing upright in the dark alleyway.      
Wearing underwear. Wielding a worn 9mm Beretta (5).      
Unharmed.      
Abilities: Basic Air Manipulation.      
Neo1096:      
Standing upright on the roof of a building over the dark alleyway.      
Wearing underwear.      
Unharmed.      
Abilities: Experienced Climber. Uncanny jumping. Night vision. Heightened senses. Mii'Ari physique. Mii'Ari hand claws. Special status: Covered with fur. Telepathy-resistant.       
---------      
Environment:      
Unknown city, as seen from above:   A large-ish city, roughly circular in layout. The downtown has numerous skyscrapers of varied height, and further towards the edges the buildings become less and less pronounced, forming an uneven mass of constructions that abruptly ends, hitting a high wall that surrounds the city for some reason. There aren't any clearly noticable locations, except maybe a few hospitals and malls that manage to stand out.   
Unknown city, dark alleyway:   A usual dark and damp alleyway in the slums of some big city, between two large buildings. The city itself is probably rather big as well, you can see many tall buildings in the distance. It is night, but many street lights don't work. Something's strange about this city, but you can't quite make out what it is.   
Unknown city, sewers under dark alleyway:   A rather narrow, dark, wet, and very smelly place. Well, it's a sewer.   
Unknown city, gloomy street:   A street that the alleyway connects to. It's a little cleaner than the place you've been at now, but not too broad, and not much less darker. At least half the lamps on the street are not lit. A number of buildings of varied sizes go along the street. You see something that looks like a major street or highway, crossing this one some distance away.   
Unknown city, rooftop over dark alleyway:   The roof of some building. There's a door to the stairs into the building. Near the center, a man in grey common clothing is lying, presumably dead, face down.   
------------      
Background: [4]   "As the only ones in the sewers, Kashyyk and Boksi hear the patter of tiny feet quickly approaching. Coupled with incredibly tiny and numerous squeaking noises, it can be only one thing, which is immediately understood by both - ""Rats.""
On the street, chaoticag tries to look for anything moving - but thankfully, nothing moves except the odd soda can in the wind.
On the rooftop, to Neo's surprise and dismay, the dead man has clearly started moving - his arms are moving slowly, as if he was unconscious, and he looks like he is about to get up."   
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Zako

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Re: RTD - Multiworld Madness. Turn 70! Hey kids! What's the half-life of a half-
« Reply #2201 on: November 24, 2008, 10:06:13 am »

Not good...

I take some of JK's blood, allowing him to draw it out and pour most of it on korora's wounds. I keep some for myself.
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andrea

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it seem chaoticag isn't in danger...

if somebody manage to heal korora, i reach chaoticag, or ,maybe i just go toward the city centre.
if korora is still mangled, i heal him.
of course, i also take the maul. not exactly what i wanted, but still good!

frelock, you could use me as a lighthouse. the city seems dark ,so you might be able to see me

zako, JK is unharmed. how ar eyou going to take his blood?

Zako

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Re: RTD - Multiworld Madness. Turn 70! Hey kids! What's the half-life of a half-
« Reply #2203 on: November 24, 2008, 10:10:19 am »

JK can cut hinself using one of his weapons and I'll catch the blood.
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Gantolandon

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I begin to wander the streets, trying to locate the key.
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