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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 ... 247 248 [249] 250 251 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409707 times)

Sean Mirrsen

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Pretty much. I think Zako's efforts to contain the armor won't be in vain after all. I'll see how the rolls land, but if JK does become something of the sort and breaks out, your negotiation effort will go out the window.
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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

Kashyyk

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I want the shotgun mech!!
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Rooster

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first: I shave myself to remove the charisma penalty
second:I try to find out how my regeneration works
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Kashyyk

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RoLlS pLeAsE!
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Zako

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Re: RTD - Multiworld Madness. Turn 110! Wow that was quick. You need a new mech
« Reply #3725 on: February 05, 2009, 07:56:07 am »

Rolls!!
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Sean Mirrsen

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Incoming, do not worry (too much). I still struggle a bit with JK's result, but I have an idea of most of everything else that happened. That is to say, not too much. So far the people have one more reason to dislike you, and one more reason to like you. The fact that you managed to knock down a mech (guess who did it) might be related to one of those. I have yet to handle your negotiation phase, but so far it doesn't look like it should go too bad, providing the dice favor you enough.
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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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When was the last time the dice favored us enough?  Alas and alack, our doom approaches!
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Sean Mirrsen

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Shouldn't be too long now, only have the negotiations phase and the small status changes to sort through... JK will have to wake up before he can find out his new powers.
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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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Turn 111 is here! Score (another) one for andrea!!

------------      
Turn 111      
------------      
Quote from: Jay Kayell
   I walk the unknown reaches of my mind and try to unlock my true potential as the avatar of Armok.   
|   Your inner world is a blighted landscape, a cursed wasteland stretching far beyond the horizon. As your mind's eye wanders along the blasted plain, it catches a glint of red in the distance, barely visible through the ashes falling from the sky. You mind takes a new form, that of your naked body, and in this form you approach the faint glitter of red. To your surprise, you see a tiny patch of bright land, a circular oasis covered with crimson-red grass, vivid and clean in contrast with the dead grey soil surrounding it. As you step on it, you feel some great power enter your spirit. You turn to the center of the small field, and see there a mound of dark red rocks, forming a small pool filled with dark red liquid that looks like, and probably is, blood. Set half-submerged in the center of the pool is a large sphere of red crystal. You cannot see what it is, but you suddenly have an urge to pick it up. Fighting the urge is no use, and you dip your hands in the viscous red liquid and procure the sphere. Suddenly you realise it is not completely round, and turn it in your hands to examine it. The object turns out to be a skull, carved from a large red gem. As you look into its face, into its eternal smirk of death, a great feeling of foreboding, like an incorporeal menacing shadow, rises within you. Suddenly the skull's eyes glare bright red! Its mouth opens and its hideous laugh rattles your very existence! In horror you look around and see that the stones of the mound have also turned into skulls. The grass under your feet begins to move even when there is no wind, and suddenly blasts upwards as mighty man-high plants, each resembling a dead body, many decapitated. In horror and panic you run around in this forest of dead bodies until you feel someone looking at you. You know there is nobody here, and looking around proves it, but then you remember the skull in your hand and look at it. It is again looking at you with its eternal smirk, and its eyes glow a steady red. Without speaking a word, it makes you know what has to be done. You hold it out on your outstretched hand, its face turned to yours, and stand like this, chanting in your mind some words of a language long forgotten. And then the plants die, and the world around you withers and again becomes dead and grey - all except the small red gem in your hand, which gives you strength, but burns you, and will not let you go. (Phew. Writing stuff turns out to be hard work. Anyway, you have now fused with the remnant of the soul of the Blood God left within you since you last visited him. It has various effects that you won't really find out until you wake up - but believe me, you will not be disappointed.)   
Quote from: Kashyyk
   "First: I Pull my two halves together
Second: I pull my legs on
Third: I put any bits on that havn't been done and go find another Mech."   
|   With the immediate sources of distraction gone, you manage to focus properly and quite literally pull yourself together. Fusing the little pieces together was hard work, and it takes you the entirety of the hour to finish. You feel your skills grow.   
Quote from: Neo1096
   I learn how to manufacture adrenaline in my adrenal gland at will and release it at will into my blood stream.   
|   The wave of adrenaline that overtook you during the battle has not receded yet. You harden your will and force yourself into a meditative trance, attempting to harness your bodily functions. With your mind so excited, it is hard to exert any sort of control over it, but the innate powers amplified by the headband allow you to take control over the specific gland responsible for manufacture of adrenaline. You emerge from your trance, feeling slightly more in control. (Adrenaline control ability acquired. Can be activated as a free action. If activated, a one-time roll is made at the start of action, 1-2 causes a -1 to physical rolls, 3 causes nothing, 4-5 cause a +1 bonus to all physical rolls and -1 to mental rolls, 6 causes +2 to physical and -2 to mental rolls. )   
Quote from: andrea
   i take the railgun. (please, call it Gauss Rifle!)   
|   You lightning-form and rush back to the camp, managing to preemptively stop yourself before you do any collateral damage. You ask Chaotic for his gun as you pass the vehicle yard, and he gladly hands it over to you. You spend some time examining the thing. | The first pass you make with your charged hand over the weapon makes some lights flicker on it. Suddenly you hear an ominous low-pitched hum emanating from the drum-shaped chamber at the butt of the gun. The hum is slowly becoming louder and more high-pitched. You consider dropping it and running the hell away, but then think it must be normal for the weapon and continue examining it, keeping the barrel away from you. The hum reaches a certain peak and does not change. You notice the arcing electricity going into the torn-out wires at the bottom, and touch one of them. | The gun vibrates and spews forth a bright spherical projectile, accompanied by a sound of such power it almost makes your ears bleed. Your hands cannot handle the kickback, but fortunately you were holding the gun sideways, and so it merely flew out of your grasp. The sonic boom ravages the ears of everyone in the vicinity as the projectile rips through the air and whonks straight into the head of the DCMS mech that was stomping by. Bits of armor and electronic equipment fly up in a glittering fountain, the mech loses balance and falls forward onto the ground, crushing a small hovercraft. No explosion follows, but the mech does not move. | Fearing for the pilot, you rush over to the mech and examine the damage. Thankfully, the light projectile did not have the power to penetrate all the armor around the pilot, but it seems he was knocked out by the shock of the impact. You struggle for some time with the cockpit hatch, but lack the knowledge of 'mech structure required to find a way to open it. Left without other options, you call out for help.   
Quote from: Boksi
   I'll go sit in an obscure corner and try to make something out of what I have.   
|   You walk away from all the commotion and set to fashioning something useful out of the stuff you have with you. Your crafting skills are weak though, and you don't accomplish much. You carefully slice up the jackets with your halberd and procure the underlying strips of protective material. Then, using the remaining cloth and some fiery intervention, you fuse the strips into your Moebius jacket in a criss-cross fashion, adding some protection to it. (+1 against pierce and slash)   
Quote from: LASD
   I'll try to finish the repairs on korora as the situation is "handled".   
|   You return to the maintenance yard and try to resume repairs. With all other techs gone, you don't feel all that comfortable digging into Korora's head, but still you try to do your best. Plying off the armor plates making up the helmet, you see a big damn mess of electronics. You think there's even a radio there. | A quick glance over the mess tells you that whatever was the cause, it has left this impromptu 'brain' without power. A lot of the wires are burnt, the colourful semitransparent plastic plate that made up Korora's visor is severely charred and bent, the small cameras behind it have been rendered useless. You realise you're going to need a lot of parts to make the required repairs, and you still don't know if Korora is alive.   
Quote from: korora
   Once I get online, I'll seek upgrades.   
|   Your luck evades you, and whoever is in charge of the repairs up there is really taking his sweet time. In the meantime, you try to focus on yourself and improve whatever is possble to improve in you in this state. | Freed of the limits of your body, your mind develops its full potential. Through the solving of countless riddles, problems, and conundrums, your intelligence level skyrockets, though you don't think you could concentrate so well if you are back in consciousness. (+1 intelligence-dependant actions, another +1 if unconscious/offline)   
Quote from: Frelock
   I'll practice healing on anyone who needs healing.   
|   You overhear some radio chatter coming from the hospital, and see a group of medical personnel run off towards the maintenance yard. Without hesitating, you follow them. The brief rampage of the armor hasn't caused much damage, but still there were casualties. Two techs died, crushed by heavy crates. Four techs and three soldiers received heavy wounds in that event as well, and several troopers received wounds from slugs that ricochetted off the armor. Leaving the less wounded people in the care of the medics, you focus on the unlucky seven. Two techs only have broken limbs, one more tech and one soldier have serious concussions and overall blunt trauma. The other three barely cling to life, the medics assigned to treat them see them as a lost cause, and only attempt to ease their suffering. You decide to start the display of your powers with them. As the medics try to move the injured away on stretchers, you call to them and persuade them to wait at least for a moment. Then, approaching the three dying people, you focus your powers and begin reassembling their destroyed bodies. It's familiar work, but such extensive damage strains even your skilled mind. Only professional training prevents the medics' hands from releasing the stretchers on which the injured are lying, and only physical body limits prevent their eyes from popping out of their sockets and their jaws from hitting the ground under their feet. You carefully finish restoring the health of the three, and move on to the others. The medics carefully set down the stretchers and allow you to "work your magic". You smile and do just that, healing the remaining four people with relative ease. All seven quickly come to their senses and stand up, though the worst injured still suffer from the aftereffects of pain and find standing straight a bit hard. Finally realising your skill, the medics and all nearby people praise you and eagerly forget the havok your compatriot(s) have caused. It is still sad that two lives were lost to this, but nobody asks of you that which is not deemed possible. You know better though, but wonder whether or not revealing something like this would be beneficial or not. (general relations improved - reaction rolls from these people improved by +1. In addition, your healing skills increase, allowing an optional +1 to a healing roll if you heal critical damage of a creature you are familiar with)   
Quote from: Gantolandon
   I examine remains of the armor and try to find (and possibly salvage) he source of its power.   
|   You crawl over the armor for a long time, searching for something that could qualify as its power source. Eventually, when you have completely lost faith in it, you remember that the armor was built way back in the first world, where there were no power sources. Therefore the source of the armor's power must have been the mutinous soul that was recently routed, and so the armor is now completely powerless.   
Quote from: Zako
   I shall pin the armor down with what ever I can get my hands on, including me if that must happen, and prapare myself to move away quickly in case it tries to attack us again.   
|   You approach the armor, but can't really find anything to pin the thing down with. Even if you were to jump on it yourself, it is at least eight times larger and a hundred times more massive than you. Nevertheless, you still climb on top of it, acting as a lookout for any suspicious activity on its part.   
Quote from: chaoticag
   Andrea can have my railgunLight Gauss Rifle, meanwhile I look for a better blade than the one I have.   
|   | The mess of panels in your view intensifies, beginning to annoy you again. (back to +1) You fumble with the inoperable gun for some time, until Andrea comes by and asks if he can have it. You hand it to him and walk off, in search of some weapon you could use. | Examining the scene of recent battle, you notice a dagger lying on the ground, probably dropped by some fleeing 'warrior'. A helpful panel identifies it as a VibroBlade, a sort of a powered long dagger with a vibrating steel blade, easily cutting through personal armor, not to mention flesh. You make sure it's turned off, and pocket it.   
Quote from: Rooster
   I shave myself to remove the charisma penalty   
|   Hm. With what, actually? Boksi is invisible with his burning halberd, you don't want to touch anything touched by Chaotic, the dwarf lost his axe, you're not sure if G's axe is going to cut it, and using the Ashcraver is out of the question. And the hair is the least of your charisma problems, anyway.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   He runs back and keeps whacking the dead armor.   
|   He emerges from behind some rubble, runs to the armor's leg and starts clobbering it with the iron staff. It doesn't do any sort of damage though. He looks around and soon realises that the thing is already defeated.   
Neutral:      
Quote from: Occupants of the camp/dropship
   The soldiers rejoice. Many praise Neo (since it pretty much looked like he sabotaged the thing), some eye Gantolandon suspiciously. The commanding officers all rush to the scene and demand explanations from you.   
|   Neo and Gantolandon gather a lot of attention, though not all of it is positive. Some praise them for taking down the beast, some scoff at them and the rest of you for bringing it here in the first place. Amidst all the tumult the officers from the tent arrive en masse and conduct a thorough investigation (complete with questioning) of the event that caused the destruction. | Eventually their inqusitiveness was satisfied. Though they were pleased to hear of the healing talents of Frelock, and the lives saved thanks to him, but the two lost lives and the massive material damage caused have left them rather cold towards your group. They understood your need to repair Korora and agreed to give you time for repair, though under heavy guard. After the repairs are complete, you will be forced out of the camp, to go wherever you please.    
Quote from: Jack
   He and the troopers around him run to the armor and examine it.   
|   They merrily jog towards it, as if they are somehow sure it's dead. Luckily for them, it is dead, and they rejoice, but eventually they do turn their attention to you and take part in the questioning by their superiors.   
Quote from: Female pilot
   She positions her 'mech near the armor, ready to fire at the slightest provokation.   
|   The vicinity of the armor begins to fill up with people, leaving little room for moving the mech. She remains where she is and watches the events through her mech's external cameras.   
Enemy:      
None, thankfully.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
Spoiler: Frenzied Armor: (click to show/hide)
--------   
« Last Edit: February 06, 2009, 03:47:40 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

Sean Mirrsen

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---------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
---------      
Environment:      
Planet Wayside V:   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.   
   Sub-area 1: The place you initially appeared at.   
Fusiliers' main camp:   A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter.   
   Main tent: A rather large tent set up in a flat area amidst the hills. Numerous communication antennae protrude from various places. Several mechs guard this as well.   
   Barracks area: A number of simple metal contructions that are used to house troops and treat the wounded when necessary. There are many soldiers and mechwarriors here.   
   Field hospital: A small, sturdy, and tidy building containing several long rooms with beds and a small stock of medical supplies.   
   Vehicle park: Though most of the machinery still resides in the dropship, some of it has been parked outside in preparation for possible attacks. A number of mechs are here along with some tanks and trucks. It's patrolled by mechs and soldiers. Andrea is here. Kashyyk is somewhere around here too.   
   Maintenance yard: A small area outside of the dropship that the 'techs use to do small repairs. Populated by techs, contains some spare parts and tools. LASD is repairing Korora here with the help of some techs. The Frenzied Armor is near here, along with JK, Frelock, Chaoticag, Gantolandon, Zako, Neo, and the dwarf.   
   "Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.   
------------      
Background: [1+2]   The crowd around the armor slowly dissipates, the various personnel go back to their prior duties.
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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 111! A good number and an epic transformation!
« Reply #3731 on: February 06, 2009, 02:25:50 pm »

I urge everyone to examine their status. If your eqipment says you "own" an item, it means that you have claimed it, but don't have it on you. Sometimes the location of the item in question is also explained, but usually it just means it's lying next to you for whatever reason. Don't forget to pick up these items if you move somewhere.
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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 111! A good number and an epic transformation!
« Reply #3732 on: February 06, 2009, 02:33:32 pm »

I'm at a loss for whether to attempt raising the dead in an attempt to improve relations, or just working on getting used to the TK overdrive.

Opinions on whether I should attempt a resurrection are welcome.
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andrea

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation!
« Reply #3733 on: February 06, 2009, 02:47:26 pm »

what does 5/6 mean? after i shoot 5 more times, it becomes worthless?

back to looking for things to make an exoskeleton. i'll see if i can use parts of the armor and the other things destroyed by it.
i need a good exoskeleton to fire that thing.. it seem that it would have smashed me if i held it in the wrong way. for some reason i feel that a gauss rifle isn't a weapon to keep in your hands...

LASD

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Re: RTD - Multiworld Madness. Turn 111! A good number and an epic transformation
« Reply #3734 on: February 06, 2009, 03:28:07 pm »

My action is very unexpected ;)

I look around the maintenance yard for spare parts to korora and gather all the mechanics around to plant them in to fix the rest of him.

Anyone want to help? Although succeeding means our departure.
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