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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 ... 234 235 [236] 237 238 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409611 times)

Boksi

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3525 on: January 18, 2009, 11:01:09 am »

I walk stealthily towards the camp. Let's see how advanced their detection systems are.

EDIT: I was at band camp if you must know.
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3526 on: January 18, 2009, 11:06:52 am »

I'll accept that, if only because that's the same action you got from AI...
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

Kashyyk

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3527 on: January 18, 2009, 11:12:35 am »

RoLlS!
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3528 on: January 18, 2009, 03:12:54 pm »

I got all your rolls lined up, and the great gods Ecid, C'Dei, Icde and Deci all smile on... most of you. A favorable turn for the group, without any personal disasters. Well, for the moment at least, seeing how even a 5 might bring pain around here...
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

andrea

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3529 on: January 18, 2009, 03:18:30 pm »

all these gods are... dice!

Kashyyk

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Re: RTD - Multiworld Madness. Turn 103! THEYSA FIRIN' THEIH LAZER!!!
« Reply #3530 on: January 18, 2009, 05:07:17 pm »

THese are the dice gods, bow down and worship!
Logged

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3532 on: January 18, 2009, 05:12:14 pm »

The turn here is! In joy jump you will!

------------      
Turn 104      
------------      
Quote from: andrea
   "trying to learn japanese, i speak
""any chance i could get a power source, tools and mech parts? i think i oculd use them. if not, could you take me to your leader or at least somebody who won't just aim a huge gun and stare at me and at my friend?"""   
|   You talk to the pilot, hoping to use the band and learn Japanese from his reply. Unfortunately, the pilot isn't content with your reply and just keeps standing there.   
Quote from: Frelock
   Alright, healing time.  LASD, Boski, Neo, and Zako, triage in that order.   
|   Yeeeearrgh!! That turned out to be more difficult than you've anticpated. The targets aren't exactly close together, but it's their number that doesn't let you concentrate properly. | You manage to avoid causing any damage, but at a cost to yourself - your mind is strained slightly. (-1 concentration for next turn)   
Quote from: Jay Kayell
   I get into the battered heap of metal and flesh that is my armor and order it to absorb the van to repair itself.   
|   Climbing into the armor in this state is no small feat, and the cramped space inside the van doesn't make it easier by far. However, somehow you manage to squeeze through, unlatching the claw from your arm so you can fit. Once inside, you once again attune yourself to the armor's operations, give Gantolandon time to clear the vehicle, and give the order: "Absorb." Thin shiny needles shoot from the disparate array that is currently your armor into the walls of the van and pull back, dislodging parts and patches of metal plating. The van slowly disintegrates around you, and your armor gradually takes on a new appearance and a better shape. After the process finishes, you stand up and look over yourself. The old yellow panels have been discarded, replaced by beige-colored heavy steel plating. The armor is now even more protective, and looks like a massive armored brute, with appropriate reduction in manuevering. To your knowledge, the scramjets and anti-EMP layer have both been preserved. The bladed claw was also absorbed, but a look at your arms does not reveal the arsenal usually present there. You don't feel too bad about it though, thinking that this world might provide far better weaponry to replace it.   
Quote from: LASD
   I go to korora and try to to fix him.   
|   Since Frelock couldn't heal you all, you can't use your instruments or do any kind of heavy repairs that korora requires.   
Quote from: korora
   I'll help LASD fix me.   
|   You see that LASD is in no shape to help you now, so you decide to help yourself. With a renewed strength of will, you call out: TRANSFORM!!! Overcoming the bent and mangled metal stuck in the joinings, your transformation mechanism kicks in, and finally you fold out and back into your humanoid form, lying flat on the ground. The forced transformation has caused some damage to your mechanisms, and you do everything you can to fix them and allow yourself to function normally. Your leg joints were badly damaged, but you were able to pull out several metal strips that got stuck in them, and they work fine now. You also manage to work on your front metal plating and the golden hood that was marvelously left attached after the crash. Unfortunately, some damage in your shoulders and torso bearings cannot be fixed without someone else helping, because you just can't reach there. This results in loss of agility and movement accuracy until the damage is fixed. You can't do anything about all the bodywork panels you've lost though, you'll have to replace them eventually. Looking around, you notice your wheel lying on the ground nearby. You walk over and pick it up. | The hot fire burning in your chest munches on various burnable materials it can still reach and tries to expand, but has nowhere to go.   
Quote from: Neo1096
   I learn to move quickly over rough terrain, moving toward the dropship while doing so.   
|   You run toward the dropship. The terrain here is rough, but does not present much of a challenge to be used for training. You run halfway and end up at the pile where Frelock landed.   
Quote from: Zako
   I modify my legs to let me move normally on land.   
|   You try to channel your regeneration onto your legs again, hoping to improve them and allow for better mobility. | Ceramic filling and stone plates fall from various locations on your lower body and legs, exposing your skin at the joints but allowing you to move normally. You now look like wearing a composite stone diaper and leg guards. (protection against pierce and slash reduced to noncritical only, fire immunity reduced to a +1 against fire damage, movement penalty removed.)   
Quote from: Gantolandon
   I storm out of the van (destroying it further if it's needed) and head towards the dropship.    
|   JK was kind enough to give you time to pry open the back doors and slip outside before he began assimilating the van. You look at the assimilation scene for some time, and start running towards the dropship.   
Quote from: chaoticag
   I wake up.   
|   Unable to tolerate the horrible nightmares featuring you drowning in quicksand, you make one enormous mental effort and burst out of unconsciousness! To your horror, you find that you are neck-deep in what looks like sand. After a short moment of panic, you remember where you are and realise you're packed in clay, not sand, and are not going to sink anywhere else. You calm down and start figuring out how to get out of your situation. | As much as you tried to anticipate it, the swirling maelstrom of green panels is still very disorienting. You don't pass out, but it really leaves you confused.   
Quote from: Kashyyk
   I try and find my foot, while telling the pilot, 'We mean no harm, to you anyway. We have just arrived and are looking for something important, could you help us?   
|   You look around for your foot, but can't find it. Stopping for a moment, you speak with the pilot of the mech. | The pilot remains suspicious, but lowers his gun. "I'll give you the benefit of doubt. You don't look like warriors of any Clan, and you don't speak like them. You will follow my mech now into the camp, where you will be questioned. Do not attempt to escape!"   
Quote from: Rooster
   I try to befriend the pilot   
|   You're a little too far to make friends with anyone, and try to alleviate that by climbing out of the heap of dirt you ended up in. Using your powerful lower body, you succeed and now stand proudly on the heap, overlooking the short stretch of plains lying between you and the camp with the dropship. Some mechs are approaching.   
Quote from: Boksi
   I walk stealthily towards the camp. Let's see how advanced their detection systems are.   
|   You try to crawl towards the camp. While you remain completely undetected, your snail-speed approach isn't going to get you into the camp within the foreseeable future.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   He's silent for now, you don't know what he's up to. Quite possibly, he's heading for the recently fallen island as well.   
|   …   
Neutral:      
Quote from: Mech pilot
   The pilot turns his mech around, twisting the torso to keep visual contact with Kashyyk and andrea. He stops and motions his left non-gun arm at them, 'inviting' them to go after him.   
|   He's turned off his external speakers, and you can't hear if he's talking to anyone else.   
Quote from: Occupants of the camp/dropship
   They do whatever it is they do.   
|   Finally several squads of armored infantry appear near the mech, they aren't as armored or bulky as JK's powersuit, but are armed with nasty-looking rifles and all aim at andrea for some reason. Four mechs approach Frelock's landing site.   
Quote from: Mech lance pilots
   The head mech resembles a mighty armored warrior, with a massive missile rack on one forearm, two large guns on the other, a pair of guns and sixpack missile launchers on the torso and odd-looking guns on the shoulders. Its pilot is a woman by the sound of her voice. She speaks through the external speakers with a barely noticeable accent: "This is Colonel Andrea Stirling of the Stirling's Fusiliers regiment. Surrender immediately and you will not be harmed.". The other mechs, most less humanoid-looking than hers, aim their weapons at your group. One stops Gantolandon before he can run too far.   
|   …   
Enemy:      
None.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
Spoiler: Humanoid mech: (click to show/hide)
Spoiler: Stirling's mech: (click to show/hide)
---------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
---------      
Environment:      
Unknown planet:   The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.   
Large Valley:   A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it. Several trails of large Y-shaped footprints run through it and away out of sight.   
   Sub-area 1: The place you initially appeared at.   
   Sub-area 2: Where Zako's hurricane ended.   
   Sub-area 3: Kashyyk stopped the van here.   
Unknown camp:   A small military camp set up amidst the hills in the large valley. Big walking machines patrol its perimeter. Everyone but andrea and kashyyk are somewhere in its vicinity. Several mechs are marching from it to Frelock's landing spot.   
   Main tent: A rather large tent set up in a flat area amidst the hills. Numerous communication antennae protrude from various places. Several walkers guard this as well.   
   Ovoid starship: A very big egg-shaped construction with turrets and thrusters. It's seen better days, by the looks of it. It's recently been attacked. Kashyyk and andrea are here, plus a dangerous-looking mech.   
------------      
Background: [4+2]   You notice a small hovercraft approaching from behind the group of four mechs, probably intended to transport you all. You also notice that most of the mechs aren't undamaged - some seem to have been in heavy repair recently. Chaoticag looks over the head mech - through the torrent of panels he manages to make out several things - its name is "Grand Titan", it weighs a whopping 100 tons, classing as an Assault 'mech. It's armed with two Large Pulse Lasers, two Medium Pulse Lasers, two Small Pulse Lasers, two SRM-6 racks, and one LRM-15 rack. All missiles are assisted by an Artemis IV targeting system. It features a Blackenburg Technologies McArthur anti-missile system. Its pilot is currently Colonel Andrea 'Cat' Stirling of the Stirling's Fusiliers regiment of the Northwind Highlanders. Much of this and other information is rather useless to you.   
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

Kashyyk

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3533 on: January 18, 2009, 05:21:31 pm »

First: I 'pull' my missing foot towards me and reattach it, If possible I also follow the mech.
SEcond: Control the absorbtion.
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andrea

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3534 on: January 18, 2009, 05:35:46 pm »

i follow him. and i also warn him about keeping ammunitions away from me, since they might explode.

neo1096

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3535 on: January 18, 2009, 05:37:30 pm »

I follow the humanoid mech.
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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!"

Frelock

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3536 on: January 18, 2009, 05:58:30 pm »

Alright, this turn I'll just fix up LASD, showing off my healing prowess to the mech pilots (hey, it worked with Elica).
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All generalizations are false....including this one.

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3537 on: January 18, 2009, 06:16:13 pm »

*jumps in joy*

I follow them and study their 'mechs to try to learn more about their weaknesses.
Logged
Decapitation - enjoy the difference

Gantolandon

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3538 on: January 18, 2009, 06:26:41 pm »

I follow everybody, looking for an opportunity to get inside the dropship.
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Zako

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Re: RTD - Multiworld Madness. Turn 104! Finally some heavy armor on the scene.
« Reply #3539 on: January 18, 2009, 07:33:25 pm »

I modify my body once again, using the regeneration, to dull the pain and improve my eyes.
Logged
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