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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 ... 151 152 [153] 154 155 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409250 times)

andrea

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Re: RTD - Multiworld Madness. Turn 71! Dead men walkin', Iron men laughin'.
« Reply #2280 on: November 26, 2008, 01:29:38 pm »

you are all against that small cop. at the end, you will just hit other teammates.
it is not like he can do any damage... all broken, and can't go out of the car.

could i remind you about the incoming nuke? maybe we had better just go quickly to the tall buildings where the key is. frelock is a good healer, but he might need our help there.


to frelock: if you find friends, tell them our story and ask for informations

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 71! Dead men walkin', Iron men laughin'.
« Reply #2281 on: November 26, 2008, 01:37:27 pm »

Methinks they's are gonna blast hims on sight. :P

I've been busy today, and even now I should be busy, but I'm slacking off to do the turn.

Interesting things have happened, and nobody's dead yet, except the zombies.
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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 71! Dead men walkin', Iron men laughin'.
« Reply #2283 on: November 26, 2008, 01:56:11 pm »

Turnip! Heh.

You have some laaarge problems on your hands. Maybe the sewer ain't so bad?

------------      
Turn 72      
------------      
Quote from: andrea
   i take my hammer and heal korora then.   
|   You stretch out your hand and call your maul towards you. It rises off the ground and flies into your grasp. Keeping wary of additional monsters that may appear, you approach korora and channel your TK energies into his mangled body. It takes a lot of effort, but eventually you are able to restore the bone fragments and reform the destroyed muscles and organs into a more or less working form. You feel more competent in your healing, gaining expertise in healing critical wounds. (Advanced TK Healing, +1 to healing if target's wounds are critical - 'red')   
Quote from: Jay Kayell
   I pick up a car and throw it at the zombies on the street.   
|   Wasting no time, you lift the stripped carcass of the yellow sedan and hurl it towards the group of zombies! | Your aim is poor though, and the chassis flies at chaoticag instead! | He dives forward, and the chassis crashes into the spot he stood at, tumbles over, and lands right on top of him, jamming him under the surprisingly intact seats.   
Quote from: LASD
   I kick the backseat window in, stare intently at the cop to paralyze him, while grouping for the gun and possible shells from the backseat.   
|   You stare intently at the cop, paralyzing him. Suddenly, you feel yourself becoming apathic. In the last moments before your consciousness locks out, you manage to comprehend the reason, noticing your reflection in the rear-view mirror that's been dislocated in the crash.   
Quote from: Rooster
   I don't care that I'm unconsious I try to get away from the zombies ASAP   
|   Even your fear can't bring you to consciousness. | However, you get a feeling that something good just happened to your body.   
Quote from: Neo1096
   I kick the zombie off the building, improving my strength by doing it.   
|   You try to pounce on the zombie to deliver a flying kick, but slip as you prepare to do it and tumble down the fire escape! | You only roll down one flight though, and aren't so much as bruised.   
Quote from: Kashyyk
   I roll around on the floor, crushing all the zombie rats.   
|   You roll around on the floor, and though a few of the rats are crushed, they somehow manage to keep clinging at you! And worse, more of the rats start jumping at you out of the darkness! You're now covered in several dozen zombie rats (-1 agi, mov).   
Quote from: Frelock
   Well, I'll go where that helicopter is going, keeping out of danger if I can.   
|   A passing flock of birds suddenly hits your shield from behind! You are forced to focus on keeping the field up, and don't go anywhere.   
Quote from: Gantolandon
   I explore more advanced options of the headband. Particularly, I'd like to be able to localize all the party members, constantly.   
|   You focus on the headband, trying to invoke various powers you think it might have. After some time of doing this, you feel slight tingling in the band, and hasten to touch the area so that the ability is activated. You open your eyes and look around, trying to figure out what happened. Something was definetly activated, but you cannot figure out what it is.   
Quote from: Zako
   I lick JK's blood off my hands to modify my own regeneration, grab my gun and watch the windows for any zombies.   
|   You start licking JK's blood off your hands, and don't stop until your hands are completely clean. It tastes odd (though you're not sure why you know how blood is supposed to taste), but doesn't seem to do anything. You proceed to grab your gun, and stand guard watching the windows. (+1 against sneak attacks from windows if they happen, and +1 accuracy)   
Quote from: korora
   If I need it I'll TK heal myself. Otherwise I'll head to the center of town.   
|   You almost feel like waking up… but no, it's only a dream again. | Your bleeding doesn't change.   
Quote from: chaoticag
   I TK blast the zombies.   
|   Angered by JK's throwing skills, you have trouble concentrating. However, you manage to harness your anger, and focus your TK energies into a powerful burst that rips apart the car's chassis and slams into the zombies! | The zombies are thrown away, the central one flying clear back into the door he came from, and the others tumbling along the sidewalk. The damage was clearly insufficient though, because they keep moving. The four zombies stand up and continue walking toward you. The fifth is having some trouble getting out of the mess he got in. You feel slightly exhausted.   
Quote from: Boksi
   I'll heal my broken leg then.   
|   Your pain doesn't let you focus, and your attempts only damage your leg, adding light bleeding to the injury.   
------------      
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)   
   Hearing the ruckus on the street, the dwarf rushes in to help.   
|   Yelling something incomprehensible (that the enlightened ones hear as "Just wait till I get my axe on you!" or something of the kind), the dwarf runs toward the street. Seeing the four zombies approaching chaoticag on the ground, he yells something even the translators can't deal with and jumps at the zombies, axe high! | The axe flies out of his hands as he jumps, and he just crashes into the two zombies closest to chaoticag. He's unhurt, and the zombies just took a hit far worse than this. But where's the axe? | What do you know, it's stuck in the dwarf's leg! | The cut's not deep, however, thanks to all the armor.   
Neutral:      
None.      
Enemy:      
Sewer Rats:{4}   Not heeding the futility of the effort, the stupid rats keep assaulting Kashyyk! | He manages to swirl around quickly, throwing the attackers off, but is a little dizzy now.   
Zombie (roof):{3}   Though Neo can't see him, he can clearly hear him approach at his slow pace.   
Zombies (street):{5}   Two zombies suddenly "liven up" and try to munch on the dwarf! | The armor protects most of his body, and the zombies can't get to him, but they punch and kick and claw at him, breaking one of his legs and knocking him unconscious again.   
Cop zombie:{auto-2}   The zop's paralyzed by LASD.   
------------      
Status after turn:      
Quote from: Boksi
Location:   Down on the ground near the hole in the dark alleyway.   
Equipment:   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.   
Health:   Left leg broken.(-1 movement) Pain.(-1 mental) Light bleeding.   
Abilities:   Basic TK Manipulation.Basic TK Healing. Big Bully. Visual Omnisensor (active).   
Special status:   Dense Carbon Flesh Interweave. Can only speak goblin.   
Quote from: Andrea
Location:   Standing upright in the dark alleyway.   
Equipment:   Wears underwear, fairly comfortable greyish trousers, and an armor set(-Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>). Wieldds a +Steel maul of Lightning+.   
Health:   Unharmed.   
Abilities:   Basic Hammerfighting. Shrapnel Self. Advanced TK Healing. Empowered by Lightning (currently Lightly Drained(-1spd)). Adv.Electricity Manipulation. Selective Translator (active).   
Quote from: Korora
Location:   Down on the ground in the dark alleyway.   
Equipment:   Worn: underwear, makeshift bra-scarf clothing, armor set(≡<<*Gold-Iron breastplate*>>≡, a soft leather shirt, an Iron helmet, some hard leather greaves (crumpled) and -Aluminum high boots- (crumpled)). Wields The Ashcraver.   
Temporary Status:   Unconscious.(-1)   
Health:   Legs and lower half of the body heavily battered. Mild pain. Moderate bleeding.    
Abilities:   Basic Swordsmanship. Mighty. Extremely Agile. Extended TK Healing.   
Quote from: Chaoticag
Location:   Down on the ground out on the gloomy street.   
Equipment:   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.   
Temporary Status:   Weary.(-1 str,con)   
Health:   Unharmed. Front half of the body deeply tanned.   
Abilities:   Basic Swordsmanship. Basic TK Healing. Extended TK Bolt. TK Ripper Slash.   
Quote from: Gantolandon
Location:   Standing upright out on the gloomy street.   
Equipment:   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)   
Health:   Large bruise on left shoulder.   
Abilities:   Basic TK Healing(!). Selective Translator (active). Unknown ability.   
Quote from: Frelock
Location:   Floating in a small TK bubble near several tall buildings.   
Equipment:   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.   
Health:   Unharmed.   
Abilities:   Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Improved TK Healing III(!). Stone Frank's Revivification. TK Field+. Selective Translator (active).   
Special Status:   Electricity resistant.   
Quote from: Kashyyk
Location:   Standing in the sewers under the dark alleyway.   
Equipment:   Naked.   
Temporary Status:   Dizzy.(-1 conc)   
Health:   Unharmed.   
Abilities:   Enrage Other. Enrage Self. Basic TK Healing(!). Remote Body Control. Selective Translator (active). Wideband Omnisensor (active, X-ray).   
Special Status:   Flesh turned into steel. Thermal stress. Rollerblades in the forearms.   
Quote from: Rooster
Location:   Down on the ground on the gloomy street.   
Equipment:   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+.   
Temporary Status:   Unconscious.(-1)   
Health:   Unharmed.   
Abilities:   Can perform heavy metal. Odd regeneration power.   
Special Status:   Disease Resistant. 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. 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.   
Quote from: LASD
Location:   Standing upright near a police car on the gloomy street.   
Equipment:   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.   
Temporary Status:   Apathized.(auto-2 on all actions)   
Health:   Unharmed.   
Abilities:   Improved mimics. Power of Peace. Power of Persuasion (suit bonus does not apply). Selective Translator (active).   
Special Status:   Peacekeeper (active on non-zombies).    
Quote from: Jay Kayell
Location:   Standing upright out on the gloomy street.   
Equipment:   Wearing purple stretchy shorts. Useless shreds of underwear on right arm.   
Health:   Unharmed.   
Abilities:   Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Basic Pyrogenesis.   
Transportation:   Yellow personal mech that is actually a Corpse-steel power armor. Shows signs of self-awareness. Can absorb inanimate and living objects.   
Transp. Equip.:   A collection of axes and swords, a long tri-blade claw, and steel clawed fists. 12 unspent bolts for internal launcher.   
Quote from: Zako
Location:   Standing upright in the dark alleyway.   
Equipment:   Wearing underwear. Wields a worn 9mm Beretta (5).   
Health:   Unharmed.   
Abilities:   Basic Air Manipulation.   
Quote from: Neo1096
Location:   Down on the fire escape ladder of a building over the dark alleyway.   
Equipment:   Wearing underwear.   
Health:   Unharmed.   
Abilities:   Experienced Climber. Uncanny jumping. Night vision. Heightened senses. Mii'Ari physique. Mii'Ari hand claws.   
Special Status:   Covered with fur. Telepathy-resistant.    
---------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
---------      
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.   
Unknown city, downtown center:   Several tall buildings standing in a cluster. Something's happening on the roof of a central building. A helicopter is flying towards it, clearly intending to land.   
------------      
Background: [5]   You finally notice that all over the street, out of the doors and alleyways, similar shambling figures appear. Some are not as shambling as those you see, walking towards you at a good pace. Frelock manages to see that the helicopter has landed on the roof.   
« Last Edit: November 26, 2008, 02:19:34 pm by Sean Mirrsen »
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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

andrea

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Re: RTD - Multiworld Madness. Turn 71! Dead men walkin', Iron men laughin'.
« Reply #2284 on: November 26, 2008, 02:04:42 pm »

it was a perfect healing, wasn't it? shouldn't i get skill increase now?  in past statuses it was written :one more perfect use to get a skill increase

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2285 on: November 26, 2008, 02:09:44 pm »

Oh. Right, andrea. I'll update your status right away.
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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

korora

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2286 on: November 26, 2008, 02:11:33 pm »

Thanks andrea!  I'll go to the center of town, trying to avoid zombies where possible but otherwise aiming to remove the head or destroy the brain.

RE has slow zombies, right?
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2287 on: November 26, 2008, 02:21:21 pm »

RE has various zombies. If they're recent or well-fed, they can be slow shambling. If they're hungry, they might run, though never faster than they would be able to when alive.
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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

andrea

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2288 on: November 26, 2008, 02:24:01 pm »

i don't know how fast they can run, but i know they can't run faster than me.

chaoticag

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2289 on: November 26, 2008, 02:31:17 pm »

I heal the dwarf.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2290 on: November 26, 2008, 02:33:11 pm »

Maybe deal with the source of the problem first? :-\
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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

Frelock

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2291 on: November 26, 2008, 02:35:01 pm »

Stupid birds.

I'll land on the building where the helicopter is.
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andrea

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2292 on: November 26, 2008, 02:40:32 pm »

i forgot the action!

i run toward the tall buildings.

i am sorry to go in this way, but you are many, and frelock is alone. and he might need help.


sean, is there a power plant in this city, or do power come from a far from the city power plant?

chaoticag

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2293 on: November 26, 2008, 02:41:51 pm »

Can anyone help take care of the zombies for me? I don't feel comfortable attacking at -1 strength.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 72! The dwarf attacks! Sort of.
« Reply #2294 on: November 26, 2008, 02:48:10 pm »

Why do you ask me, andrea? Find out yourself, you're not supposed to know it from the outset.
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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
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