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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 ... 240 241 [242] 243 244 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409682 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 107! Fighting fire with... clay blasts?
« Reply #3615 on: January 27, 2009, 04:28:47 pm »

I recently noticed we got all actions in...

So now the turn's half done, 4 main actions to go plus NPC/status.

It's shaping up alright, but mostly because I'm taking the liberty of making free actions for you. Half of you forgot to get onto the hovercraft.

Anyway, I can probably spoil some of the events, but they're rather calm, as is to be expected. You're more or less safe here (unless you really upset these people), so you can go straight for the key if you want some (heavy) action. Everyone's at the camp by the end of the turn, which means that some of the actions got little progress done due to time restraints (and average rolls). One of you actually gets to choose next turn, what is to be done with some items acquired this turn, and will autosucceed on any choice. (it's not as good as it sounds though) You managed to avoid horrible injuries (it would've taken some really bad luck to get them), but made little progress on your individual actions. The three dominates this turn, though rather indirectly, because most rolls are either 2s or 4s.

If it justifies it in any way, I blame Cave Story for the recent decline in number of turns per week. :)
« Last Edit: January 27, 2009, 04:30:49 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

qwertyuiopas

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Re: RTD - Multiworld Madness. Turn 107! Fighting fire with... clay blasts?
« Reply #3616 on: January 27, 2009, 05:31:23 pm »

Thats a perfectly acceptable excuse.
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Eh?
Eh!

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 107! Fighting fire with... clay blasts?
« Reply #3617 on: January 27, 2009, 05:37:15 pm »

I spent the past day trying to beat Hell...  or, you know, at least get past the third level of it. 'Tis 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

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 107! Fighting fire with... clay blasts?
« Reply #3618 on: January 28, 2009, 12:11:24 pm »

Rejoice, ye mere mortals, for turn is here! :)

------------      
Turn 108      
------------      
Quote from: Kashyyk
   I go to the barracks and look around for a repair mech that I could 'requisition'.   
|   You take a walk around the barracks, your foot in hand, all the while looking for some non-combat machinery you could commandeer. Unfortunately for you, Stirling's Fusiliers didn't come here to settle down, and there are only combat machines stationed outside, most of them looked after, guarded, or piloted. Asking some techs for help didn't go well either, they were too freaked out by your (naked) appearance and mostly avoided your vicinity. You spend some time loitering around the camp without any luck.   
Quote from: chaoticag
   I heal myself.   
|   | You can almost make sense of all the information spewed forth at you now, and it barely annoys you. (further +1 to the check) You concentrate and heal your arms, mending the shattered bones. The troopers find it very interesting and examine you closely as you board the hovercraft. When you mention your other powers though, they consider it prudent to retreat into the back of the compartment and look at you people from there. When you arrive into camp, you find out that Andrea and Kashyyk have settled the matters with the regiment and that you're free to go as long as you don't bother anyone. | You walk around the camp admiring the machinery and inspecting every piece of hardware you come across.   
Quote from: Jay Kayell
   Shouldn't my armor have begun to cool down? If it hasn't I try to cool it down, somehow. When it is cold enough to be in without dying I enter it and bring it to the camp. I then look for any useful supplies for it, weapons and armor if possible, and order the armor to absorb them.   
|   The armor begins to cool down and soon you are able to get into it without getting any more fried than would be comfortable. When you try to power it up, there is no reponse. The armor took a lot of damage and the muscles that used to bring it into motion have been blasted or burned off. Relentless, you use your own strength to stand up and walk inside the unbearaby heavy chassis (thankfully stripped of many pounds of heavy metal), going slowly, each step draining your stamina like a whole brigade of vampires. After some time, you are discovered by a group of people riding in a small tracked APC. It takes some negotiation, but when the soldiers realise you're with the same group that recently arrived, they allow you to get on board and put your armor in tow behind the APC. Before long you arrive at the camp, where junior technicians stare at the mangled wreck of your minimech and wonder how the hell did you survive at all. You stroll off in search of parts or tools with which to bring your armor at least to serviceable state, but for all their curiosity none of the techs volunteer to help and your efforts go in vain.   
Quote from: Frelock
   I'll concentrate on strengthening my mind so I can concentrate even with the TK overdrive.  Meanwhile, I'll hop into the hover-car and just go wherever everyone else is going.   
|   You take a seat in the hovercraft and delve deep into the far reaches of your mind to strengthen it against the tide of incoming information. You explore your inner world, full of hellish creations of your imagination. After a lot of time spent wandering the waterless diamond plains of one of the less explored regions of your mind, you stumble upon a great construction - a humongous pipe running through the desert. Perched atop this pipe is a gigantic valve, that you know controls the flow of information through your subconscious. It takes great effort to reach the valve, climbing up the slippery sides of the pipe, and greater still is the effort required to turn the valve, but you muster all of your willpower and push it. Ever so slightly, ever so slowly, millimeter by millimeter the valve begins turning. You exhaust yourself before long, but you have managed to reduce the flow of additional mental imagery going to your mind, allowing you to better process it all without overloading yourself as much. You emerge from your trance long after the hovercraft has arrived at the camp, and get out of it just in time to see Korora get hauled in. (The penalties will increase slower now)   
Quote from: korora
   I'll do what I can, which I think boils down to getting in a mental state conducive to being repaired and/or transferred.  If I do get repaired or transferred, I'll work on understanding and controlling my new/newly repaired body.   
|   You are stranded in infinite darkness, with only the dim light of your Spark shining in all the unmeasurable space surrounding you. You feel cold and helpless, but make all effort not to lose yourself, this one thing that you still keep and the one thing that keeps your life teeming within your destroyed body. You summon all courage and strength to compose yourself, and it helps you pass the many hours of time that pass in silence and darkness...   
Quote from: andrea
   i look in the camp and around it for metal, electronics, batteries, small power generators, and i start working at a small set of things to put on my body to increase strength (or just allow me to carry large batteries or generators).   
|   When the in-depth discussion with Parkensen-sensei or whatever he called himself is over, you look back at where you saw the large amount of hardware. To your horror, it's no longer there - it must've been loaded onto a transporter and ferried off to a stockpile somewhere. You don't despair too much though, and stride cheerfully through the camp in search of something else to requisition. It's all in vain though. Either these guys are very good at hiding stuff or you suck at finding it, because you can't notice any single bit of useful inventory lying about unused. Some more robots come marching into the camp, by the looks of them they've had a bad day as well. The convoy doesn't bring any supplies in though. Frustrated, you walk fiercely around the camp one more time, but once again fail to see anything you could use to store power. Something's not right here.   
Quote from: Gantolandon
   I find the nearest infirmary - or better, medical lab. There I salvage some cybernetic parts and, with help of TK Healing, try to enhance my body.   
|   You jump out of the hovercraft after you arrive at the camp and immediately set off to explore. You find a small field hospital and walk in. It's a tidy place, with many long rooms full of bunk beds, some of them occupied by injured people. A large company of important-looking people fills one such room, they all stand around the bed of some young warrior. You decide not to get involved and opt to go for their medical supplies. To your disappointment, they don't have any cybernetic parts in stock, as the rather scared nurse is quick to tell you. | You decide not to rob these people of the medical equipment they will probably need. Well, not rob them too much in any case. You take a set of sharp scalpels, with the intent of either keeping them as throwing weapons or attaching them to your arm as a last-resort surprise attack. You walk out of the hospital and sit on some empty crates, pondering the two variants. (You got a 5 so you'll autosucceed if you choose to implant them next action.)   
Quote from: Neo1096
   I procure a set of mechanics tools and a set of body armor, then look into finding a new melee weapon.   
|   The trip to the camp is uneventful. After you disembark, you make your way to the barracks area of the camp. Your looks attract attention and few manage to walk past without noticing a large upright feline strolling along the passageways. The quartermaster manages to overcome his suspicion of you and actually talks to you, but all your requests for tools, armor, or weapons are met with the same reply - "I'm afraid we're going to need all of what we have ourselves before long.". No amount of effort persuades him, and you are left with no other option but to search elsewhere. The camp is no treasurebox at the moment though, and you can't find anything worthy of your attention.   
Quote from: Zako
   I first grow wings using both my regenerations on them. I fly using both the wings and my wind manipulation to JK and help him out. Then I go to the camp on foot as quickly as I can and locate where the artifact is from there.   
|   You refuse to go to the hover, and it leaves without you. Left to yourself, you concentrate and try to use your regenerations to give you wings. | You feel something protruding out of your back, and it looks like some small wings. They don't grow all that big though, hardly four square feet total area. Nothing else chooses to happen, and you decide to try and fly with what you got. The attempt is pathetic, the wings don't provide nearly enough air resistance, and aren't anywhere strong enough to propel your new massive body into the air, whatever the speed your crank the wind up to. Having exhausted your mind and left without other options, you walk slither towards the camp at your own pace, eventually reaching it.   
Quote from: LASD
   I gather supplies from the camp and use my tools and imagination to patch up and boot korora.   
|   Zako waves at you to go without him, and the pilot lifts the hovercraft off the ground and steers it towards the camp, your escort not far behind. After arriving at the camp, you ask around for some good technicians and eventually use your persuasion skills to assemble a small group of junior techs and a nice complement of various tools. When Korora is hauled in, your little team gets to work, doing what they can to fix a mechanism they've never really seen before. Your efforts manage to restore some of the external armor and most of the broken internal structure, but Korora's damage will clearly take more than an hour of work to fix.   
Quote from: Boksi
   Right. I sneak around, try to get the others to help me get various things and try to make something protective by blending technology with my magical equipment.   
|   With you being more or less completely invisible, it's hard to get the attention of anyone. And you're the only one who can see invisible. You sneak around the camp this way, taking any useful thing you can spot lying unguarded. It doesn't amount to much though - all you can get is a light infantry vest left by some tired soldier. (+1 against stabs)   
Quote from: Rooster
   I put my things into my backpack OR I make some bags attached to some belt   
|   You do have a suitcase you managed not to lose in your landing, so you put your little magnifying glass in there and keep riding towards the camp. With your speed, you reach it shortly before Korora is hauled in. You try to ask around for a backpack you could use, but not many people here actually know japanese, and if there are any they're probably among those who choose to hide as soon as they see you.   
------------      
NPC Actions:      
Allied:      
Quote from: Kosak Sidasin Lokumzuden
   The dwarf is visibly bored, and tired. He decides it's a good idea to lie down and have some sleep in the hovercraft.   
|   He eventually clambers into the hovercraft and doses off, sleeping uneasily through the entire trip to the camp and most of the following events. He's eventually just shoved out of the compartment onto the ground |, but he wakes up mid-flight and lands on his feet, shouting dwarven expletives at the two troopers as the hovercraft drives off.   
Neutral:      
Quote from: Occupants of the camp/dropship
   The go about their various businesses.   
|   …   
Quote from: Sampter Berk
   He uses his mech to tow Korora to the camp and have him repaired.   
|   After some effort, the pilot manages to take Korora in tow using a few emergency grappling hooks and cables. He then proceeeds into the camp at his not-so-slow pace, doing some minor further damage to Korora in the process. In the end, Korora safely reaches the camp this way and falls into the (maybe) caring but (most definetly) inexperienced hands of LASD and the techs.   
Enemy:      
None.      
------------      
Spoiler: Status after turn: (click to show/hide)
---------      
Spoiler: NPC status: (click to show/hide)
---------      
Vehicles:      
---------      
Artifacts:      
Spoiler: The Ashcraver (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 107! Fighting fire with... clay blasts?
« Reply #3619 on: January 28, 2009, 12:11:42 pm »

---------      
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. Most of the company are wandering around the premises. JK's armor is somewhere on the edges of it as well.   
   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. Kashyyk and andrea are here.   
   Field hospital: A small, sturdy, and tidy building containing several long rooms with beds and a small stock of medical supplies. Gantolandon is 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.   
   Repair 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.   
   "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: [5+2]   Chaoticag takes a not of just about everything in the camp as he wanders around it, finding out the various areas of it and getting some useful information in the process. Overall, there are 60-something mechs here, of all sizes and models. Some light and heavy tanks, and some unarmed vehicles constitute the regiment's non-mech hardware. No less than a hundred people are here as well, though the exact number is hard to tell. The camp is slowly filled with various equipment slowly being taken out of the dropship and stored around the camp and on large cargo trucks. There are some heated discussions in the camp, it looks like something serious is going to happen very soon.   

The long turn went smoother than I'd think. Please, consider the more basic free actions next time. The next turn follows the same principle - one or several hours to do whatever you want to. Gantolandon's decision will be retroactive - what he chooses now will take effect as if it was so at the start of the turn. Rooster should fix that language problem of his. Boksi should be happy he fixed the same problem in advance - at least you can talk to people that don't see you. :)

edit: And yet again I breached the limit. Not too surprising, considering the longer turn time and longer descriptions. I should ask Toady to either bump the limit to 50K (won't help for long) or at least include a post size counter so I don't have to export it to a text file to see exactly how much I need to split it...
« Last Edit: January 28, 2009, 12:13:28 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

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3620 on: January 28, 2009, 12:30:32 pm »

*Rejoices*

I look around for spare parts and make the armor absorb them. I then look around for an unguarded 'mech, preferably colonel Stirling's, and absorb that too. If anyone gets angry about it I state the fact that they destroyed mine and almost killed me for no reason at all.
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Decapitation - enjoy the difference

neo1096

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3621 on: January 28, 2009, 12:56:18 pm »

I shall improve my dodging and reflexes by training with willing troops and teaching them some of my skills in return for their help. I also ask people why they think I am unusual. Then I see if I can procure a ranged weapon if there is still time.
« Last Edit: January 28, 2009, 12:58:13 pm by neo1096 »
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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 108! No Camping.
« Reply #3622 on: January 28, 2009, 01:04:13 pm »

Yeah...  I mean, what could be unusual about a large, walking, talking cat wearing underwear and a jacket, and armed with a crowbar? Before Zako and Rooster arrived, your party at least looked human to these people.
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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 108! No Camping.
« Reply #3623 on: January 28, 2009, 01:07:11 pm »

But where I come from that's normal isn't it? All of my race looks like this...
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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!"

Boksi

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3624 on: January 28, 2009, 01:09:00 pm »

Here's to hoping JK doesn't get an overshot, or we'll be promptly driven out. With violence, most probably.

No, what we need to do is find a bunch of the opposing people's soldiers. Only a small group, mind you. And then scavenge stuff from their dead bodies, because we'll obviously kill them.

In fact, I try to do that. Only find them, mind you. I ought to be able to coax my omnisensor into helping me.

PS: Wearing undearwear and a jacket. No pants.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

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

neo1096

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3625 on: January 28, 2009, 01:11:09 pm »

Alright, I'll change my action of asking why they think I'm unusual to requesting a pair of pants.
Logged
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!"

Jay Kayell

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3626 on: January 28, 2009, 01:13:17 pm »

Well, they started it!

And I'm better than all of you. I'm only wearing shorts. Purple no less. :P
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Decapitation - enjoy the difference

korora

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3627 on: January 28, 2009, 01:19:16 pm »

I'll hope to get repaired.  If I do come to, I'll look for ways (including convincing the techs who just repaired me) to upgrade myself either with some sort of repair subsystem or more armor.
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3628 on: January 28, 2009, 01:24:23 pm »

Kashyyk is naked. And carrying his own foot. :)
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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

chaoticag

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Re: RTD - Multiworld Madness. Turn 108! No Camping.
« Reply #3629 on: January 28, 2009, 01:25:18 pm »

I talk to some of the troopers, trying to get some general information on the situation.(this counts as free right, if not then this is my main action.)
I also see if there is a way to get a backpack.
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