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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 ... 289 290 [291] 292 293 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409538 times)

Kashyyk

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Re: RTD - Multiworld Madness. Turn 129! Finally some action!
« Reply #4350 on: April 11, 2009, 04:23:15 am »

I am back!! Rawr!

First: I ought to get out of the wolf trap. I think I have completely screwed it this time. If possible I also get into a comfortable position, ready to concentrate.
Second: I edit the ALOU so I don't have to face my buddies the whole damn time but cas still see them.
Logged

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 129! Finally some action!
« Reply #4351 on: April 12, 2009, 08:55:14 am »

This one sure took a long time.

------------      
Turn 130      
------------      
Quote from: Boksi
   I fix up my wrist and play a little bit around with my neglected TK manipulation, trying to increase it's strength mostly.   
|   You focus your TK Healing on your wrist. Having built up over long hours of disuse, the power bursts outward explosively! | With nothing but air to connect with, your upper skin layer disintegrates into tiny shreds! Some bits of your skin are also stuck into the vest and backpack you're wearing. Being in the focal point of the outburst, your left hand suffered extensive surface damage, skin got flayed off it completely, leaving it a bloody mess. It still works though. You're bleeding out of a billion cuts all over the surface of your body, not to mention the severed veins in the wrist. The pain is excruciating.   
Quote from: andrea
   i tell zako about neo, then i take the enemy's weapons.   
|   You enter the dustcloud, see Zako and quickly assess the situation. Telling Zako to let go of his prey, you quickly pick up  the clanner's weapon that lay quietly on the ground. It's a small-caliber automatic pistol with one short barrel and some weird protrusions that (you guess) are for compensating the kickback when firing. It must've been firing caseless ammo, because there are no spent casings anywhere. You find the clip release button and check the clip. | About half full, looks like 16 rounds left. Having no free hands, you put the gun back on the ground. You look around some more, but find no sign the clanner carried any other weapons.   
Quote from: Neo1096
   I free myself and then place my guns in my backpack, getting out my knife.   
|   You make a weak effort to come to your senses, but it doesn't work. You're not sure you can ever find yourself again.   
Quote from: Jay Kayell
   I try to move the pain so that it doesn't affect me. Then I look for more guns and ammo in the box.   
|   You concentrate on the pain to remove it, but as you do so you actually begin to feel the pain more clearly. It's like you first saw a vaguely scary picture and were afraid of it, and now it clears up to reveal your worst childhood nightmare, forcing you to huddle into a corner and cry for help. The pain makes you fall down and roll on the ground in agony, but you manage to get a grip on yourself and regain some form of self-control. | It's nowhere near enough to do something as complex as searching through a crate of weapons. You try to dig through the crate's contents, but accidentally bury your lasergun among the assorted firearms.   
Quote from: Frelock
   I use TP to "interrogate" the clanner.   
|   You bend your will on the clanner's mind and try to read his thoughts. But, whether he received mental conditioning or you are just too inexperienced yet, you fail to get any sort of coherent information from his head. There're bits and pieces of various facts and events, but for the most part they're about things you already know.   
Quote from: Zako
   I drag those who I have gripped with my tail out of the dust and place them on the ground when they are under guard. If its neo I'm holding, I will go back and grab the clanner and do the same to him. Make sure to search and take away all weapons! He mustn't be able to kill himself!   
|   You heed Andrea's advice and get your prey out of the dustcloud. You're somewhat surprised to see that you're holding both Neo and the clanner. Both are unconscious and barely breathing. You uncoil your tail and set the two on the ground. While you were doing it, andrea examined the clanner's gun and conveniently set it on the ground near you. You pick it up.   
Quote from: LASD
   I'll try paralysing the clanner with my gaze, hoping that the new ability of my evil binocular riot shield makes that possible. Or as he seems to pinned down already, I figure out the new effect of my evil shield.   
|   You decide to examine your evil shield in more detail. Peeking out of the truck's cabin, you look through the binoculars at the running figure of Gantolandon in the distance. The view is slightly blurred, but you cannot discern what it is. You feel something strange happening when you look through the lenses though. Try as you might, you cannot understand the shield's effects.   
Quote from: Rooster
   I try to wake up OR complete the counciousness gaining process     
|   You succeed at neither, instead only becoming more lost in your dreams. You lose even the tiny bit of connection to the real world you've achieved earlier.   
Quote from: Gantolandon
   I try to get to the clanner and interrogate him. I suppose transforming him part by part will be enough for him to talk.   
|   You keep running north to the crash site, already seeing colourful images of the future "interrogation" in your mind. Suddenly your vision blurs for a second. You keep running for another minute, and then stop. You feel your mind being overtaken by a steadily growing feeling of hate! Not hate of anything particular, just pure, all-encompassing hate. Your sight turns into vague blurs, and you thrash around mindlessly for a while, until at last a definite object comes into your view. A rock. A small, round, but inexplicably hideous rock. You hate it. You hate it with the burning intensity of a thousand desert suns. You focus all of your strength, and bring it to bear on the basalt abomination! | The poor rock, only a few inches in diameter, is no match for all the weight and power of an enraged human with an axe and is instantly pulverized into thin dust. The bone axe is cracked, but you don't notice it and keep striking at the remains of the rock until nothing is left that could even hint at it being there. With the target of your hate removed, the feeling passes and your sight returns to normal. You stagger for a moment, then look around and wonder what the hell has just happened.   
Quote from: Kashyyk
   I ought to get out of the wolf trap. I think I have completely screwed it this time. If possible I also get into a comfortable position, ready to concentrate.   
|   You pop the exit hatch and climb out of the crippled mech. Looking over it, you take note of the damage you can see. It looks bad. The left side of the torso and everything attached to it was basically torn into loose shreds. You were lucky the explosion didn't tear through the reactor shielding. The legs took some damage too, but if worst comes to worst, the mech can probably still stand and fight. At least you only lost the lasers and the LRM ammo. The big gun is still attached. You sit down and get your thoughts in order, trying to think of what to do next.   
Quote from: chaoticag
   (RTTAI:{4}) I train strength some more. And put the Ashcraver down afterwards.   
|   You practice with the Ashcraver for a while, pushing your muscles to their limit. You feel slightly more buff, but you're still a long way off from any tangible strength increase. You put the big sword back onto the truck.   
Quote from: korora
   <Travel Mode: Clan Smoke Jaguar Base>   
|   5 minutes pass by uneventfully.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   He decides not to mess with this odd weaponry and goes off in search of something useful to do.   
|   He puts on the scalemail and runs to the location of the shootout. He's late for the party though, as everything's been taken care of.   
Quote from: Giant Bats
   The bats stay where they are and do nothing. (2 of them are still unconscious, too)   
      
Neutral:      
Quote from: Stirling's Fusiliers
   Soldiers move in to secure the clanner. Mechs provide light for the scene.   
|   The soldiers are mighty overzealous, and apprehend and tie up both the clanner and Neo, disregarding the fact that they're both unconscious. Some medical personnel appear out of nowhere and haul the several wounded troopers away towards the convoy on stretchers.   
Enemy:      
Quote from: Clanner pilot
   He's unconscious.   
|   …yep, still unconscious.   
------------      
Background: [6+2]   Chaoticag examines the rocks out of boredom. Suddenly a panel pops up amidst the landscape, with a notice that the amount of precious metals in the soil is unusually high in that spot; it could warrant user attention. Zako looks around some more and notices something buried in the sand not too far away.   
------------      
Environment:   Night. (-1 sight, accuracy, dodge, and movement to everyone who depends on light to see) The air is cold. (statistic penalties to constitution)   
------------      
Free items:      
Light infantry armor vest:   Somewhere in the LV area 2. Can protect upper body. +1 against pierce damage.   
Various assorted rocks and small leftover debris from the truck in LV area 2.      
A gunmetal crate with an assortment of melee, light and medium handheld weaponry.   Hidden under some rocks in LV area 3.   
Unidentified yellowish box embedded in a hillside in LV area 3.      
Various assorted rocks, several pieces of underwear, and JK's former purple shorts in LV area 3.      
------------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
Spoiler: The GIMA (click to show/hide)
---------      
Locations:      
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.   
   Sub-area 2: Where your truck was destroyed by an aerospace fighter (and later rebuilt). Mostly everyone is here.   
   Sub-area 3: Somewhere far north of Area 2 - the fighter crashlanded there. And subsequently exploded, leaving a large crater and killing the crew of the two scout buggies sent by Fusiliers. Frelock, Neo, Zako, JK, andrea, and the dwarf are here, as well as a convoy of trucks, light mechs, and infantry.   
Vast plain:   An enormous plain connected to the large valley by a relatively narrow passage. Its ground is different from that of the valley, but you don't know what it is yet. Korora is travelling along it.   
Fusiliers' main camp:   A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter. All of you are at a spot some distace away from it.   
   "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.   
---------      
Vehicles:      
Spoiler: Wolf Trap (click to show/hide)
Spoiler: Phoenix Truck (click to show/hide)
------------      
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 129! Finally some action!
« Reply #4352 on: April 12, 2009, 08:56:04 am »

Character Status:      
Quote from: Boksi
Location:   Standing in the large valley, area 2.   
Health:   An uncountable amount of small torn wounds all over the body. Skin destroyed on the left hand(actions with the hand cause pain). Heavy bleeding (-1 constitution). Mindboggling pain (-2 physical, -3 mental actions)   
Equipment:   Darkfire halberd (right hand), backpack, Steel full helm, Carl Moebius armor jacket, jean shorts, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Andrea
Location:   Standing in the large valley area 3.   
Health:   Several open wounds on left arm, several small cuts on left upper body, light bleeding. Mild pain.   
Equipment:   Gnarled steel staff (right hand), light Gauss rifle (left hand), Iron splinted leather, Bronze plated greaves, copper high boots.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Korora
Location:   In the vast plains. Travelling towards the Jaguars' base. (ETA: 41.50 hours)   
Health:   Mostly undamaged. Large dint on the forehead.   
Equipment:   Nothing.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Chaoticag
Location:   Standing in the large valley, area 2.   
Health:   Unharmed.   
Equipment:   Wooden broadsword (right hand), Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Gantolandon
Location:   Running from the large valley area 2 into area 3.   
Health:   Several small scars on the body and limbs. Mild to moderate burns on arms and body.   
Equipment:   Bone axe (right hand), roll of foil (left hand), Infantry helmet, bone platemail, bone gauntlets, bone high boots, sweater, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Frelock
Location:   Standing in the large valley, area 3.   
Health:   Unharmed.   
Temporary Status:   Surrounded by TK field.   
Equipment:   Steel quarterstaff (right hand), shortbow (body), plant vine necklace, backpack, silk robe, leather sandals.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Kashyyk
Location:   Sitting on the ground in the large valley area 2.   
Health:   Undamaged.   
Equipment:   RPG-7 (right hand), leather hold-all bag.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Rooster
Location:   Leaning against the Phoenix truck in the large valley, area 2.   
Health:   Unharmed.   
Temporary Status:   Asleep.   
Equipment:   Steel battleaxe (1st right hand), Metal suitcase (3rd left hand), Microscope (2nd left hand), Studded leather armor.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: LASD
Location:   Sitting in the cabin of the truck, in the large valley, area 2.   
Health:   Bruised, battered and scratched.   
Equipment:   Aluminium tower shield (left hand), mechanic's kit (right hand), Iron chain cuirass, Iron chain gloves, Iron chain greaves, Iron low boots, Handmade suit and top hat, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Jay Kayell
Location:   Standing in the large valley area 3.   
Health:   Unharmed.   
Temporary Status:   Groin pain (floating, -1 physical, -1 mental). Focused pain (-1 physical, -1 mental, for 1 turn)   
Equipment:   Vibroblade long dagger (left hand), backpack, plate cuirass, infantry armor vest, white shorts.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Zako
Location:   Standing in the large valley area 3.   
Health:   Lightly bruised.   
Equipment:   Light auto-pistol (right hand).   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Neo1096
Location:   On the ground in the large valley, area 3.   
Health:   Unharmed.   
Temporary Status:   Unconscious (-1). Winded. Tied up (cannot use arms, -3 movement, -3 dodge).   
Equipment:   Flechette launcher (right hand), backpack, infantry armor vest, cloth jacket with pockets, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
NPC Status:      
Quote from: Kosak Sidasin Lokumzuden
Location:   Standing in the large valley area 3.   
Health:   Scratched, bruised.   
Equipment:    Iron staff (right hand), Full suit of adamantine/steel plate armor, Short metal scalemail.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Clanner
Location:   On the ground in the large valley, area 3.   
Health:   Undetermined.   
Temporary Status:   Unconsious. Tied up.   
Equipment:   Basic Infantry Armor vest, Infantry Helmet, Trooper clothing, rest undetermined.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
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 130! A Flay-O-Matic development!
« Reply #4353 on: April 12, 2009, 11:51:51 am »

i interrogate the clanner, trying to understand what is the key (important, glowing green)
and how can we enter. and any useful information we can get.

edit: i forgot one of the most important things!! i look for fake teeth with poison or other things he could use to kill himself!
or maybe i should let him do it, and then see his face when we resurrect him.
no, better playing safe.

Frelock

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4354 on: April 12, 2009, 12:02:42 pm »

I attempt to heal Boski from my current location.
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All generalizations are false....including this one.

Diakron

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4355 on: April 12, 2009, 12:41:09 pm »

I attempt to join this game (after spending 3 days reading all of it)


Come on 5's
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Back to Mafia with me!

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4356 on: April 12, 2009, 12:59:53 pm »

Hmm...
{1}: You are added to the bottom of the waiting list instead.

Interestingly, I did roll a {1} just now. So, there. :)
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 130! A Flay-O-Matic development!
« Reply #4357 on: April 12, 2009, 01:16:28 pm »

Minor change of rules: prolonged effects such as Sleep and Unconsciousness will no longer degrade unless an effort is made to overcome them. A failure will not increase the severity, however.
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

EOTistatron

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4358 on: April 12, 2009, 03:47:34 pm »

Huh. Well, LASD's new trick should make things easier at the clanner camp. Still might have problems with mechs, but I'd assume there'll be enough ground troops around to occupy everyone.
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Jay Kayell

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4359 on: April 12, 2009, 04:25:07 pm »

I try to find my laser pistol and move the pain to my left ring finger.
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Decapitation - enjoy the difference

n9103

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4360 on: April 12, 2009, 04:54:30 pm »

heh.. LASD's next ability will fall in line with the naming tradition he's established... Power of [Murderous] Rage :p
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Boksi

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4361 on: April 12, 2009, 05:11:47 pm »

Assuming I am healed, I wake Rooster up. Not with my halberd or any significant force, just a little pinch ought to do. Otherwise, I try to heal myself.
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

LASD

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4362 on: April 12, 2009, 05:15:15 pm »

Oh wow. Thanks EOTistatron for catching the ability. I really didn't get it. I try to be more attentive from here on out.

heh.. LASD's next ability will fall in line with the naming tradition he's established... Power of [Murderous] Rage :p
Or Power of (Murderous?) Hate.

I really like my puppeteering powers even if I haven't had much use for them. Though with long range X-Ray vision this new one could really wreak havoc on the Jags Base.

I think I'll use this turn to plant The Rad-Man (URM) to the lower part of my shield, unless it's too heavy or big for that. If it is, I'll start repairing the Wolf Trap.

« Last Edit: April 12, 2009, 05:17:33 pm by LASD »
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Boksi

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4363 on: April 12, 2009, 05:18:32 pm »

You should put it into your top-hat instead :P
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

LASD

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Re: RTD - Multiworld Madness. Turn 130! A Flay-O-Matic development!
« Reply #4364 on: April 12, 2009, 05:34:35 pm »

Hey, that's a great idea. And as it is mentally controlled, increased proximity to the brains should make it work better, right?  :P

So, I cancel my previous action.

My new action is embedding The Rad-Man to my top hat. If it requires mentally adjusting it's potential size manipulation options or if that fails, my tools, and if all else fails, a blow torch, I'll use those.
Logged
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