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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 ... 252 253 [254] 255 256 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409751 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3795 on: February 11, 2009, 08:41:47 am »

He'll also explode violently if hit by shrapnel. So it's much more of a disability than a superpower. Burning sweat and igniting spits (plus the occasional napalm sprayer) are just one side of it. Any tears will burn. Sneezing will make fireballs. For now he's just got to get good rolls on regeneration. Speaking of which, you hardly got any fails this turn, but made up for it with four overshots. With the actions the overshots landed on, I can hardly imagine what will happen...
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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

Rooster

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3796 on: February 11, 2009, 09:27:38 am »

first: I really have to do this since I have the chance, so I go to medical lab and hoping to find microscope of some sort I analyze some of my samples (getting some of my blood might be necessary)
second:I analyze T-virus while I can in the lab
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Rooster

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3797 on: February 12, 2009, 08:35:07 am »

Pretty dead game...

It belongs to the top of the page  ;D
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Rooster

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3799 on: February 13, 2009, 11:10:15 am »

Rolls you lazy (silenced)  :P

Spoiler (click to show/hide)
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n9103

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3800 on: February 13, 2009, 02:36:00 pm »

I think ya mean censored, not silenced.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3801 on: February 13, 2009, 03:04:52 pm »

Sorry for the delay again. I'm getting a little worn down here, last two days I was very occupied. I got most of the turn in though. You made some nice progress, but I'm afraid you're going to be given the boot (the big metal one) next turn. It's about time you people started moving.
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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 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3802 on: February 13, 2009, 04:15:06 pm »

big metal boot? do they really want to do it with me? put the boot on your foot and try it. i am waiting.


rolls!

Zako

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3803 on: February 14, 2009, 11:23:14 am »

Rolls!
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3804 on: February 14, 2009, 03:17:26 pm »

The wait should be short now. Just tacking on some notes for the new vehicles you got, and the final background roll, and we're finally good to go!
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

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3805 on: February 14, 2009, 03:40:09 pm »

------------      
Turn 113      
------------      
Quote from: andrea
   i scavenge the armour to reinforce my left arm enough to use the gauss gun (see? i said gauss). i also put the gun on the arm (i know i don't hold the gun at the moemnt, but it should be near. if i get a 5, i wouldn't mind a full exoskeleton.   
|   You look scrupulously through the bits and pieces of the armor. There isn't much to see there, but looking more towards the pile of toppled crates you manage to acquire some myomer fibers and usable metal joints. You don't know much about mechanics and engineering, so you try to do your best in assembling the stuff together. | Well, that's not half bad, if you do say so yourself. Your powers have drained, so you couldn't use welding, but even with simple straps and metal linkages you manage to put together a decent-looking prosthetic arm covered in myomer muscles. You go ahead and attach the arm to the harness - that will make lifting heavy stuff a lot easier, with the weight distribution it offers. The arm is no good without a power source, but you figure that once your reserves refill, power won't be an issue. You feel like you've learned something from your experience. (get another perfect on mechanics to get the skill)   
Quote from: Gantolandon
   OK, so I just steal something they use for data storage and try to download as much of mecha software as I can, to analyze it later.   
|   Finding an unused data storage device isn't easy. Despite all the tech around, even something as simple as a PDA seems to be ridiculously rare in this world.  It's little wonder that your thorough search turns up nothing. Not one to give up easily, you decide to try and download relevant data directly to your brain. | You walk up to one of the mechs while nobody is looking (a shiny new mech caught the attention of a lot of people) and try to get at every bit of software you can literally get your hands on. Unfortunately for you, your brain refuses to act as a data storage and everything you managed to hack into flew through your mind without leaving a trace. You don't remember a thing of it.   
Quote from: Jay Kayell
   I go to the armory and get as many weapons and as much armor as I can wear, I also get rid of the torn underwear on my right arm and my underwear chain. Then I claim a 'mech, the largest one I can find. If anyone tries to argue about it I use my pyrogenesis to scare them off without killing them.   
|   Your dreams are full of blood, gore, death, dismemberment, destruction, and other manifestations of general chaos. You find them too attractive to wake up.   
Quote from: Boksi
   I'll just continue to help JK. I'm a professional intimidator, or at least a competent one.   
|   Seeing that JK doesn't wake up, you change your plans and heal him some more. You get rid of some more of the burns, JK looks slightly less disfigured now.   
Quote from: Frelock
   I'll go to the field hospital and help with healing up the wounded.   
|   You make your way to the hospital. You are well-accepted there, having shown your healing prowess, but ultimately the few injured they are still treating there are not enough for you to get any decent practice, and hardly anything can prevent your expulsion from this camp at this point.   
Quote from: Kashyyk
   I pull myself back together, and ask someone if there is another mech that I could use like The shotgun Mech   
|   You're quite comfortable in not feeling pain, because you manage to reassemble your mangled body with remarkable ease. Having finished this task, you go to the main tent and openly ask the head officers for a mech you could use, for combat and transportation. | Despite your appearance and the state of your relations with the people, colonel Stirling and her subordinates hear you out. They spend a few minutes conversing with each other, quietly but intensely discussing your request. Finally they come to a conclusion. The head tech, Mitch Fraiser, who was participating in the discussion, approaches you and tells you to follow him. He leads you across the camp and into the far corner of the vehicle park. Standing there, in a rather beat-up shape, is a mech not unlike the one that first met you at the dropship. Although this one is missing almost half the armor. Mitch tells you that the mech received some severe damage during the landing and the subsequent shootout, and its pilot barely made it to the camp. He briefly introduces you to the specifics of the 'mech, and tells you as you go off to examine it yourself: "We really can't spare any of our mechs, but at least giving you this one will save us a tidy bit of work. And after all, if you go and wreck the Jags' base, it's all to our benefit, right? Alright, good luck and be careful with that mech - its right leg took a few hits, so walking might be wobbly. Have fun!". When he leaves, you examine the mech. It took a few hits all right. Half the armor on the chest has been blown off or seriously damaged, the arms have taken a few light hits, but it's the right leg that worries you most - several heavy hits have blown away most of the armor on and above the knee, revealing the myomer musculature and structurals underneath. Still, you're not in a position to look a gift horse in the mouth - you've got yourself a mech!   
Quote from: chaoticag
   I find a suitable mode of transportation to get to the Jaguar base.   
|   You spend some time looking around the camp. You intently search for a suitable form of transport, but fail miserably in the end. Really, EVERYTHING in the vehicle yard is a valid mode of transportation. Mechs, APCs, hovercrafts, trucks, anything. And then there's the dropship… except nobody's going to just give it to you. You spend some time examining the thing.   
Quote from: LASD
   I look around the repair yard and see if there's better, more advanced tools for me that I could 'borrow'.   
|   It's not all that hard to find some better tools you can use. You pick a moment when nobody's looking and swap your old case of half-rusted utensils for a tidy grey toolbox containing stainless steel hardware. There's nothing spectacular in it, but now you've got a portable welding torch and some basic equipment for testing electrical circuits.   
Quote from: Neo1096
   I give one pack to frelock, LASD and Jay Kayell respectively. Then I put on the items in the pack remaining. Finally, I perfomr acrobatics to amuse the troops either through clown-likeness if if fail or skillz if I succeed.   
|   You decide not to waste time "giving", and simply throw the packs at your targets of choice as you run past them. | Frelock manages to catch the improvised projectile, but LASD's hands were occupied and he tackled the backpack head-on. | He is unharmed, but the gun in the pack discharges, burning a neat lengthy hole in it with a bright laser beam. Stuff falls out of it. JK is not bothered by the pack smacking into him. Having accomplished your delivery, you put the jacket and the pack on, and try to do some somersaults and other stunts to practice. | Your performance is really good, and you attract some mechwarriors who look at you jumping around with admiration. Some cheer for you, though you're not really competing. Suddenly, when doing a routine backflip sequence, you stumble on an obstacle in the form of a small wheeled platform for  moving large crates. As you flip onto it, the platform slips away, sending you flying back into a neatly arranged battery of tall compressed air tanks. | The tanks scatter on the ground after you hit them, much like the pins after a strike, but your new suit allowed you to come out of it with nothing but injured pride.   
Quote from: korora
   I'll come up with a brilliant plan to get the key quickly and safely.   
|   Standing tall and proud, you quickly think up a complicated, but absolutely brilliant plan for acquiring the key. As you are about to speak, thus sharing the work of your genius, another plan forms in your head, and it is even greater, and more brilliant..... the cycle repeats for about half an hour, after which you finally manage to come out of it and produce the following work of genius - "We hijack dropship -> We take dropship to the destroyer -> We take destroyer -> We use destroyer to eliminate the enemies from orbit.". A mighty fine plan, if you do say so yourself. Except there was some tiny nagging thing in the plan that might intervene with its execution, but if it's so small it's probably unimportant, right?   
Quote from: Zako
   I reactivate my regeneration in a quieter place and undo the body fluid naplam and bone spikes using both regenerations. I really need to find a curbing ability to this thing…   
|   You step away into a corner between some nearby vehicles and focus on your regeneration, guiding it with your mind. | At first your body refuses to comply, instead opting for restructuring your skin, reducing its thickness. You tighten your grip on it, and finally squeeze the desired result out of your ability - the unidentified chemical concoction in your circulatory system is quickly neutralized by addition of a counteracting component, and so the undesirable volatility of the fluids in your body is successfully removed.   
Quote from: Rooster
   I really have to do this since I have the chance, so I go to medical lab and hoping to find microscope of some sort I analyze some of my samples (getting some of my blood might be necessary)   
|   You gallop into the hospital and furiously rummage through the supplies and equipment to find something you could use. Finally you find a microscope and examine a tiny drop of your blood procured by touching one of your head spikes with a finger. The rather primitive microscope at your disposal doesn't reveal everything, but you get at least something - it seems the erythrocytes in your blood react to your mental commands, as if they were still a part of your body. They're also rather strange, their structure is subtly changed. Except those abnormalities, your blood is fine. You try some more tissues, but everywhere you only see the same thing - the cells of the tissues are more or less normal, with slight abnormalities in structure, number of mytochondria, and membrane thickness. You keep the 'scope, having plenty of hands. | Looking around the scene, you realise you've broken a lot of glass vials with various liquids, and a large number of various pieces of medical equipment. | A nurse appears on the scene, and is horrified by the damage you've caused. You quickly leave.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   The dwarf looks around for a weapon to replace his staff, and trains with his weapon whether or not he finds one.   
|   Alas, there are no fancy spears to be had around here. The dwarf continues his staff training. | After some time spent bashing an innocent piece of mangled metal, the dwarf gains a few more insights into combat, but not enough for a serious skill increase yet.   
Neutral:      
Quote from: Occupants of the camp
   With Korora repaired, colonel Stirling approaches the lot of you with Loren Jaffray, her other two assistants, and the young warrior from the hospital.   
|   The colonel is the first to speak: "Alright, your friend has been repaired. As per our previous statement, you must leave now." She makes a slightly intimidating pose. Loren Jaffray expresses his thoughts: "If you are really going into the Jaguars' base, you must be very brave. Or very stupid. Our last sensor readings indicated no less than one and a half hundred Battlemechs in that area." The young warrior interrupts him: "They are all piloted by elite warriors of Clan Smoke Jaguar, and assisted by our finest Elemental soldiers and aerospace fighters. You cannot hope to succeed." He stops, and Jaffray continues: "As much as we'd like to defeat the Jaguars and get off this planet, we can not risk the lives of our soldiers in such a foolish endeavor. You have been provided with some equipment - use it. That is all we can give to you. Now, please - leave." The two other officers say something into their radios, and several heavy 'mechs walk out of the vehicle yard, accompanied by a number of troopers. They're not threatening you or aiming anywhere in particular, but they're there as a reminder for you to leave. Andrea Stirling speaks the final words: "We'll give you one of our trucks, to speed you on your way. It's something even I would not dare to do, so if you really go to fight those Jags - good luck. You'll need every drop of it." With that, she and her company turn around and walk away towards the main tent.   
Enemy:      
None, thankfully.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
Spoiler: Wolf Trap (click to show/hide)
Spoiler: Truck (click to show/hide)
--------
« Last Edit: February 14, 2009, 03:47:21 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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Re: RTD - Multiworld Madness. Turn 112! Rise and Shine! Also, ElectroSplosion!!
« Reply #3806 on: February 14, 2009, 03:44:17 pm »

---------      
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. Frelock is near here.   
   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. Kashyyk is here.   
   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 and Korora are here, most of everyone else is nearby.   
   "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. Chaoticag is somewhere near it.   
------------      
Background: [3+2]   The information acquired by Chaoticag leads him to believe that the dropship is still operational, and is able to lift off and achieve orbit. The mechs in the camp are waiting for you to leave.   

------------------------
Look carefully people, this turn might be rough around the edges.

The mech is somewhat damaged, but still in good shape. Rooster, I'm not sure what exactly are you trying to find out about yourself. Everyone, you should gear up and start leaving. You've loitered here for quite enough I think. It's a lot more interesting when you get to KrushKillNDestroy stuff, so go get to it! And maybe do something with the dwarf in the meantime? He can't use the game's laws like you 'cause he's an NPC, so I'm having problems keeping him occupied...
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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

neo1096

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3807 on: February 14, 2009, 04:01:03 pm »

I prepare to move out, getting into the truck and practicing my meditation to learn how to focus better in combat.
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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 113! Battlemech GET!
« Reply #3808 on: February 14, 2009, 04:04:12 pm »

Alright, let's get moving!

I'll just hop into the truck for now, put on the armor vest and backpack, and finally store the small iron throwing knife in the pack.  If I see the dwarf, I tell him we're leaving, and he should probably hop in the truck too.  (Those are all pretty minor actions, so I'm hoping I can get them all in?)
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All generalizations are false....including this one.

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 113! Battlemech GET!
« Reply #3809 on: February 14, 2009, 04:05:03 pm »

The turns are still long(ish), so of course you can.
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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
Pages: 1 ... 252 253 [254] 255 256 ... 409