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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 ... 309 310 [311] 312 313 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409419 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4650 on: June 18, 2009, 04:21:04 pm »

I've made you a borderline case here - your body still has the traces of Frelock's universe, so it can attempt to use telekinesis in a controlled way. The switch in this case involved your headbands as well, because otherwise Frelock would be controlling your body from within his (without knowing it, most likely), and you would be trapped by his consciousness. You wouldn't be able to take control of Frelock's body unless you got completely "carried over". Now that I think about it more, it could have been a more interesting outcome - but what was done is done, so I'll leave you to sort out this mess. :P
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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 141! Sizzle fizzle crack pop.
« Reply #4651 on: June 19, 2009, 01:26:19 am »

I wonder if we can form a hivemind and then have 2 bodies with separate physical abilities but interchangable mental abilities using telepathy... that would be pretty interesting.
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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!"

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4652 on: June 19, 2009, 04:06:33 am »

I know it won't fit in the title, but this is going to be the official header to this turn:

"There are no more enemies here, STOP DYING DAMMIT!"

Frelock has a new nickname.
The cause of disaster is different this time. At least there weren't two causes at once.
We also have two cases of injuries by irony.
One has made an NPC very sad.
Another met with the cause of the previous disaster, in at least two meanings of "irony".

On the lighter side, for once we have zero unconscious characters in play. :)
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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 141! Sizzle fizzle crack pop.
« Reply #4653 on: June 19, 2009, 04:42:46 am »

ROOOOLLLS!

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4654 on: June 19, 2009, 04:58:05 am »

WAAAAAAAAAAaaaaaaaaa.....
:(

Never before did I regret having my principles this much. I missed one tiny penalty, and it now invalidates the most interesting part of the turn! So you can probably disregard the previous poSt unless I find some loophole in my own rules that would allow me to negate Andrea's -1 from pain...
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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 141! Sizzle fizzle crack pop.
« Reply #4655 on: June 19, 2009, 05:04:23 am »

i got so excited by my new weapon, that i don't feel that pain for 1 turn.

n9103

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4656 on: June 19, 2009, 06:34:25 am »

The new power has a feedback that grants +1 to rolls for the turn after a successful use?
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Frelock

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4657 on: June 19, 2009, 08:25:09 am »

Do I still get my new nickname?
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4658 on: June 19, 2009, 08:47:40 am »

No. The nickname is due to being on the receiving end of these.

It boils down to whether you want a happy turn, or a fun turn. A Very DF form of fun.
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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

Zako

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4659 on: June 19, 2009, 09:17:29 am »

My character needs some happy right now.
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4660 on: June 19, 2009, 11:25:30 am »

Your happy does not depend on this at the moment.

Alright, so I shall make it like this, so you get to see the turns and choose. I will post both variants of the turn, and will keep whichever is the more popular. If you want to save time, you can post actions for either variant.
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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 142      
------------      
Spoiler: Actions (click to show/hide)
------------      
------------      
Turn 142A      
------------
   It takes Frelock some time to explain everyone exactly who is who in this team now. He tries to heal Neo in the process, but manages only to mend his bleeding. Andrea and Kashyyk appear, joining in on the effort, and Neo is soon in one piece, if slighty dizzy and in pain. Kashyyk experiences a surge of TK power, but is able to contain it, dispersing it through his resilient body. The rest of the team spends the few minutes of calm to heal up as well. Chaoticag breathes a sigh of relief when he is able to restore his damaged throat. Zako and Rooster remain still, attempting to regain control over their regenerative powers, but only Rooster's body is benevolent to its owner, keeping up the metabolism to restore the remaining bruises. Boksi finally realizes the dangers of being invisible as he missteps and slips on a rock while descending from the hill. Fortunately, he is able to balance himself and slides down the slope unharmed. Kosak tries desperately to smother the flames off his beard, by diving face first into the nearest ditch. Unfortunately for him it doesn't really work, and his beard is reduced to a short blackened growth on his chin and cheeks. The dwarf sits down and weeps openly, mourning the loss of his pride.   
   Feeling up for some practice, Jay Kayell runs off towards where he remembered the Ashcraver, Korora's mighty artifact mega-sword, to be. Inexplicably, after running fifteen meters into the darkness beyond the lit-up hill, he manages to trip and fall into the crater left by the exploding fighter. Though the crater is littered with uncountable bits of metal, JK is able to avoid terrible lacerations thanks to his linked-plate armor. He's still rather unhappy when he finds out how much damage got soaked into the armor - a lot of the plates have been torn off. He is even more unhappy when the spot of floating pain embedded in his backside begins to give him very uncomfortable stings, hampering his movements.   
   Gantolandon limps away from the hill, heading for the floodlights of the convoy. Using the loud sounds of Jay's voice spouting obscenities, he is able to avoid the crater and walks up to the front row of trucks. He stops there for a moment, to rest his damaged ankle.   
   A cold breeze blows from the east. As his feet begin slowly freezing, LASD finally comes to his senses, woken by the clatter of his own teeth. He slowly stands up and looks around. It's still night. The two bats got some head start on him, and only their tracks can be seen on the ground now, trailing off into the darkness.   
Background: [4+2]   Looking around, Chaoticag notices a change of temperature. A cold front is approaching, with possible rain. Zako should be happy he's no longer a snake. Gantolandon sees that the convoy is all packed up and ready to leave. It seems they were waiting to see the fight resolve.   

------------      
Turn 142B      
------------
   It takes Frelock some time to explain everyone exactly who is who in this team now. He tries to heal Neo in the process, but manages only to mend his bleeding. Andrea and Kashyyk appear, joining in on the effort, and Neo is quickly recovering. The rest of the team spends the few minutes of calm to heal up as well. Chaoticag breathes a sigh of relief when he is able to restore his damaged throat. Zako and Rooster remain still, attempting to regain control over their regenerative powers, but only Rooster's body is benevolent to its owner, keeping up the metabolism to restore the remaining bruises. Boksi finally realizes the dangers of being invisible as he missteps and slips on a rock while descending from the hill. Fortunately, he is able to balance himself and slides down the slope unharmed.    
   Feeling up for some practice, Jay Kayell runs off towards where he remembered the Ashcraver, Korora's mighty artifact mega-sword, to be. Inexplicably, after running fifteen meters into the darkness beyond the lit-up hill, he manages to trip and fall into the crater left by the exploding fighter. Though the crater is littered with uncountable bits of metal, JK is able to avoid terrible lacerations thanks to his linked-plate armor. He's still rather unhappy when he finds out how much damage got soaked into the armor - a lot of the plates have been torn off. He is even more unhappy when the spot of floating pain embedded in his backside begins to give him very uncomfortable stings, hampering his movements.   
   Gantolandon limps away from the hill, heading for the floodlights of the convoy. Using the loud sounds of Jay's voice spouting obscenities, he is able to avoid the crater and walks up to the front row of trucks. He stops there for a moment, to rest his damaged ankle.   
   Suddenly what was left of the hill explodes into a cloud of dirt! Everyone who was still on their feet is flung into the air! Neo's newly rebuilt body violently tumbles along the ground, but is protected by his robe. Frelock and Kashyyk receive the full strength of the blast and are smashed against the landscape! Chaoticag and the dwarf are also blown off their feet, but are able to quickly get up and survey the situation. Chaoticag's sword and dagger are nowhere to be found. Kashyyk's torso is blown into two, and his legs are very much broken. Right under him, there is something soft that may just be Boksi - his halberd lies nearby. If it is Boksi, he is grievously injured. Far away in another direction, Frelock the disaster magnet lies on the ground in a crumpled heap, his recently-acquired feline body requiring immediate medical attention. Of everyone present, Kosak must be suffering the most. In the commotion, he did not manage to attend to his facial hair, which is currently in a very sorry state. Trimmed to just a few centimeters by what must have been Chaoticag's elven sword (oh, the irony), badly burnt and full of dirt, Kosak's beard is no longer fit for a dwarf. He sits down and mourns. A minute or so later, Zako the Giant Bat crawls out from behind the remains of the hill, slightly beat-up but alive. He sees Andrea in the epicenter of the crater, standing still from shock.   
   As if hit by the sudden disturbance in the force, LASD comes to his senses and slowly stands up. It's still night. The two bats got some head start on him, and only their tracks can be seen on the ground now, trailing off into the darkness.   
------------      
Background: [4+2]   Chaoticag can clearly see the injuries of everyone around him, but something a little more important occupies his mind at the moment. Focusing on his goal, he gazes intently into the darkness. Finally, two bright panels pop up, pinpointing the locations of his lost weapons. They are buried under a thin layer of soil some distance from the hill. Gantolandon sees that the convoy is all packed up and ready to leave. It seems they were waiting to see the fight resolve.   

-----------------
As you can see, Variant B is a lot harsher for the players. Boksi's injuries are extensive, and very life-threatening. Frelock is slightly better off than last time. Kashyyk needs to completely rebuild his lower body. I can keep either, but I personally find the B variant a little more entertaining. At least it's some kind of a challenge for you.
« Last Edit: June 19, 2009, 11:38:53 am 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

Frelock

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Hmmm, disaster magnet... not precisely the nickname I wanted.  And I just got this body too, I don't want to ruin it.  While it may be interesting to have another 5 turns of me trying to wake up and healing everybody, I'd rather get towards the mission.

Vote A
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Kashyyk

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Same.

A
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korora

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Re: RTD - Multiworld Madness Turn 141! Sizzle fizzle crack pop.
« Reply #4664 on: June 19, 2009, 05:42:44 pm »

I go and pick up the Ashcraver, and spend some time practicing with it.
Hey, I'm coming back for that!

I think A has a higher chance of getting me back to the action in the near future, so that's where my vote goes.

I'll, uh... try to go faster?  My plotline is so dull right now that I don't even merit a mention in the narrative...
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