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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 ... 361 362 [363] 364 365 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409038 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5430 on: December 25, 2009, 12:15:14 pm »

I'm considering to run a "Multiworld Memories" campaign now that RTDX was adopted. Six players, six historical battles of the Multiworlds, harsher rules.

On second thought, Nirur's game seems to have stopped at turn 2. Oh well, I guss I'll keep mine then.
« Last Edit: December 25, 2009, 12:19:01 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

Sir Speshkitty

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5431 on: December 25, 2009, 06:38:23 pm »

The mechs shouldn't actually be a problem, assuming someone is able to repeat something they did in an earlier world slightly differently.

Edit: Of course, you have to actually REACH the mechs first. And at any rate, someone else needs to test his new abilities out.
« Last Edit: December 25, 2009, 06:48:00 pm by Sir Speshkitty »
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5432 on: December 31, 2009, 09:45:12 am »

It won't really help anyone, but I finally sifted through the whole thread and compiled the entire waiting list.

Here it is:
Banzayatc
Devath
Penguinofhonor
Nonanonymous
deadlycairn
EOTistatron
Razordw
Diakron
Mcshay
CJ1145
Typoman
Haika
Sir Speshkitty
Mangled
RAM
DreamThorn

I have a cunning project to shave off a few of these from the beginning. A part of that project will be discovered when I post the turn.

As for the continued delay - well, it's the usual. I'm too distracted. Understandable with all this New Year stuff in the way. I'll still try to get it done soon.
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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

zchris13

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5433 on: December 31, 2009, 07:59:07 pm »

I signed up.  Just now. A couple of weeks ago.
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Haika

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5434 on: December 31, 2009, 08:46:45 pm »

*starts preparing poison cookies for those in front of  him*
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RAM

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5435 on: December 31, 2009, 09:23:35 pm »

It looks like the time has come for... Waiting Wars!

*Discovers and reveals Haika's plot to get Haika disqualified.*
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Urist has been forced to use a friend as fertilizer lately.
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5436 on: January 01, 2010, 02:56:09 am »

And yeah, your cunningly disguised post managed to slip by me, zchris. I'll go add ye. In the meantime, HAPPY NEW YEAR! Since the game itself is over a year old, it's more than fitting.
To celebrate, each of you receives a present. Since I couldn't think up proper presents for each of you, you all receive 1 fate point! Plus, in Christmas and New Year's Spirit, you all get a +1 bonus to all of your rolls next turn.

------------      
Turn 164      
------------      
Spoiler: Actions (click to show/hide)
------------      
Spoiler: Rolls (click to show/hide)
----------------      
Wayside V. Temporary camp some distance north of "Andrea's Furnace".      
      
   Time passes. The adventurers disperse completely and begin discreetly working, each on his own task.   
      
   Zako guides himselves away from the team, and begins a grandiose collaboration to try and master self-control. The merry bunch of kid-sized humanoids makes a heroic effort to work efficiently, but Zako is once again confused by the multitude of feelings and runs rampant through the desert. Thankfully, his selves didn't run too far off before he regained control.   
      
   Boksi goes on a helping rampage, providing quite excessive assistance to every teammate he sees. He helped Korora reforge the Scrap Knuckles, by reducing them to molten slag, almost taking Korora's hands with them. To his credit, Korora managed to take advantage of it, and reforged the knuckles anew, with completely different properties.   
      
   Frelock stands in a picturesque pose, his hands on his temples, brows furrowed and face convolved into an expression of utter concentration. Not just for show, but because he once again attempts to remotely lift the great steel body of Kashyyk. In the truck's cabin, LASD tries to work in solitude, intensely studying his marvellous Rad-Man while Simon and Janna mill around the vehicle's front. Boksi answered Janna's call and tried to make glass for the truck from the soil, completely ignoring the chemistry of the process, and resulting in a flat sheet of opaque ceramics and partially singed surroundings. Jay briefly distracts LASD by procuring a flashlight from the seat under him, and commenting that "if Frelock doesn't succeed soon, we might need gas masks".   
      
   And Frelock succeeds! Following his head's motion, the barely visible bubble of telekinetic force rises, Kashyyk enclosed within it. Triumphant, Frelock turns to look at the truck, seeking to gracefully lay the body onto the vehicle. And as he does so, the bubble, still following his head's motions, gracefully slams into the poor vehicle's cabin, hopelessly mangling the front end and bending the thick steel frame. Adding injury to insult, the bubble collapses, sending Kashyyk flying forward with the acquired inertia and all the grace of a sack of steel potatoes, barely missing Jay as he breaks through the cabin's back wall!   
      
   Startled by the crash, LASD inadvertedly triggers a powerful burst of radiation from the Rad-Man, and hastens to shut it off before anyone is irradiated. But as he does so, he realises a potential use for the effect, and keeps the radiation emitted through a narrow cone of the device instead. Focusing on the device's feedback, he manages to detect the presence of many things around him, forming a picture not unlike that of a radar! Instantly forgetting that he was almost killed, LASD returns to examining the properties of the Rad-Man, delving deeper and deeper.   
      
   Meanwhile, a fierce argument broke out outside, where Simon, Janna, and Jay Kayell were yelling down upon Frelock for, respectively, almost killing them, doing five man-months of repair time worth of damage to the truck, and almost severely wounding them. Frelock takes refuge in a force bubble and retreats to a higher altitide, taking some consolation in seeing Kashyyk lie on the truck's platform.   
      
Kashyyk's mind. Virtual landscape.      
      
   Deciding to rummage through the depths of his mind and search for some more training data, Kashyyk focuses and calls forth a very normal-looking door. A simple wooden door, with an A4 sheet sticky-taped to it, saying "CD STORAGE". Not in the least surprised by the comparably out-of-place appearance of the door, Kashyyk opens it.   
      
   -Woah.   
      
   Inside the door - and there's really no better way to say it because there was clearly no room behind the door before - was a massive, no, stupendously massive warehouse. Hundreds of meters long, wide, and high, its humongous steel shelves were filled to the brim with nothing but CD cases. Billions upon billions of CD cases. Right near the entrance, a small but advaced-looking forklift cheerfully stood out as a bright yellow blotch against the silvery-gray background.   
      
   Suddenly...   
      
   KRRRRAKKARAKKARRRRRTHOOOM   
      
   The entire warehouse, the entire world inside Kashyyk's mind suddenly shook! The massive steel shelves upon which the billions of CDs rested moved in unison! Among the rattle of plastic and moaning of steel, one sound was heard, very clearly.   
      
   TWANNNG!   
      
   -Oh crap.   
      
   Kashyyk had but seconds to react. He lunged for the exit. Loud crashes of massive shelves falling in an apocalyptic domino effect were hammering upon his ears. He flew through the opening and landed back in his virtual world. Glancing back, he saw the bright yellow blotch disappearing under a torrent of steel and plastic before the avalanche came bursting through the doorframe! Throwing himself out of the way, Kashyyk watched for several minutes as the shattered CDs poured out, slowly coming to a realisation. Why did he even need CDs? A glance at the training machine confirmed the realisation - the label on the disc reader clearly read "ASUS NanoDisc 12x". Kashyyk sighed and returned to look at the continuing CD avalanche. It looked like it could go on for quite a while.   
------------      
Background: [6+2]   Suddenly, a very cold wind blows from the north. Dark clouds pass overhead, and suddenly small white flakes begin to fall from the sky. Within minutes, the cold ground is covered with a thin layer of snow. Everyone who isn't unconscious or naked feels a little happier for some reason.   
   Milling around the hauler, Qwer'Ty attempts to find something of interest in the machine, something that would help the team on the future journey. Once again looking over the massive rear suspension, he suddenly notices something. Something that he thinks wasn't there before. Tucked away behind the side armor plate, suspended on thick strips of red cloth, the shoebox-sized metallic container looked terribly out of place. Its green paint stood out even more, and seemed to faintly shine and glitter even though there was very little light. Carefully, Qwer'Ty reached in and took the box out.   
   After he took it out, he stood for a while in disbelief. On top of the box, written on a sheet of paper in large handritten letters, was a message. "Greetings from IRL". Some of the people noticed him standing, and gathered around. Finally, Qwer'Ty broke free of the stupor, and hastedly opened the box.   
   Inside were 12 identical green cubes. The cubes were metallic, coated with glittering pearlescent paint. Wrapped around each was a thin red ribbon, also metallic, carefully stamped onto the surface. The cubes were almost weightless, but just holding them in the hand seemed to ease pain and raise spirits. Suddenly, as one, all cubes began to glow in the hands holding them, and burst into a spray of glittering sparks! The wind picked up the glitters and carried them away into the faraway twilight to the south. And as soon as the last of the glitters disappeared from sight, the snow stopped. The wind ceased, and temperature began rising, but everyone who experienced the sensation felt the warmth long before. It teemed within the heart. Or whatever robots have instead of a heart, in Korora's case. The beautifully heartwarming moment was suddenly ruined by LASD's high-pitched yell.   
      
   - Oh no. Everyone get down, INCOMING!!   
      
   And two seconds later, ten vapor trails struck the ground just behind the truck, showering everyone with soil. On the horizon to the north, almost a mile away, four menacing figures were walking, approaching the team at a brisk jog. Janna and Simon were the first to react. Reaching for any available weapon and hitting the dirt, they yelled simultaneously.   
      
   -JAAAAGS!!   
------------      
Environment:   Morning. The air is cold, but sun warms people up.   
------------      
Free items:      
Large Valley area 2:      
Light infantry armor vest:   Somewhere in the area. Can protect upper body. +1 against pierce damage.   
+Steel Battleaxe+:   Stuck in the ground. One-handed weapon.   
Metal Suitcase:   Lying on some rocks. Broken, open, empty.   
Microscope:   On the ground. Allows examining tiny things. Damaged (-1 to use).   
Serum Injector:   Lying on some rocks. Metallic pistol-like device used to inject medical substances into the bloodstream. Empty, broken.   
Crude Magnifying Glass:   Lying on some rocks. Broken.   
Various assorted rocks and small leftover debris from the truck in LV area 2.      
Large Valley area 3:      
RPG-7:   Somewhere in the area. Two-handed ranged weapon. Not loaded.   
Light Automatic Pistol:   Near the Furnace. One-handed ranged weapon. Ammo: 0/30. Short burst: 6 rounds, +1 accuracy. Long burst: 18 rounds, +1 accuracy, +1 damage.   
Steel Quarterstaff:   Near the Furnace somewhere. Two-handed weapon. Deals blunt damage.   
Brown leather hold-all bag:   Somewhere near the Furnace. Contains RPG-7 grenades (3 rounds).   
Gunmetal crate:   Somewhere in the area. Open, empty.   
Assorted pile of weapons:   Somewhere in the area. Contains some melee, and various ranged weapons and ammo.   
Huge piles of charred and unusable debris where the convoy used to stand.      
Various assorted rocks and debris from recent explosions.      
The wreckage of the Phoenix truck, and associated debris.      
Heavy Hauler:      
Roll of aluminium foil:   In the cabin. 25cm wide, 10m long.   
Grey Mechanic's Kit:   In the cabin. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.   
Warm clothing x2:    In emergency locker. Can cover upper/lower body, arms, legs. Adds 1 to freezing roll. Green/beige camo pattern.   
Warm boots x2(pairs):   In emergency locker. Can protect feet. Add 1 to freezing roll. Brown synthetic materials.   
MRE pack x20:   In emergency locker. Nutritious dehydrated food in a self-heating container. Properly consuming will temporary repel cold.   
Flashlight x2:   In emergency locker. Provides light in dark areas.   
------------      
Artifacts:      
Spoiler: The Ashcraver (click to show/hide)
      
Spoiler: The GIMA (click to show/hide)
Spoiler: Rad-Man (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. A relatively narrow pass leads into the Vast Plain.   
   Sub-area 1: Starting Point. The place you initially appeared at.   
   Sub-area 2: First Contact. Where your truck was destroyed by an aerospace fighter (and later rebuilt, driven off elsewhere and crashed again). The disabled Wolf Trap is here.   
   Sub-area 3: Andrea's Furnace. 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. Then Andrea blew the place up along with a bigger convoy. And then Zako's hurricane, aided by a mysterious force, levelled it completely. All players are here.   
   Sub-area 4: Saramrakust Kosak. A great engraved slab of hard white stone east of the Furnace, that is the top of a buried obelisk that stands over the grave of the dwarf Kosak Sidasin Lokumzuden.   
   Sub-area 5: Unknown. A pillar of dark smoke rising northeast of the Furnace.   
Fusiliers' camp "Wildcat":   A small military camp set up amidst the hills in the large valley. Something terrible might have happened there.   
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. Might be a former ocean bottom.   
---------      
Vehicles:      
Spoiler: Wolf Trap (click to show/hide)
Spoiler: Heavy Cargo Hauler (click to show/hide)
------------      
Character Status:      
Quote from: Boksi
Location:   Near the Hauler.   
Health:   Battered, slightly burned.   
Temporary Status:   Feeling of Emptiness(-1 all ring power use), Satiated.   
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:   ???   
Health:   Dead?   
Equipment:   Light Gauss rifle (left hand), Iron splinted leather, Bronze plated greaves, copper high boots, bandages.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Korora
Location:   Near the Hauler.   
Health:   Chest slightly singed. Numerous dents on the armor.   
Equipment:   The Ashcraver(right hand), Slammer Knuckles(both hands).   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Chaoticag
Location:   Near the Hauler.   
Health:   Bruised and battered.   
Equipment:   Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, Xcloth gauntletsX.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Frelock
Location:   In a TK bubble near the Hauler.   
Health:   Unharmed.   
Equipment:   Shortbow (body), plant vine necklace, backpack, silk robe, leather sandals.   
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

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 163! Yet another turn in the long road.
« Reply #5437 on: January 01, 2010, 02:59:35 am »

Quote from: Kashyyk
Location:   On the ground near the Hauler.   
Health:   Unharmed.   
Temporary Status:   Deeply Entranced. (no dodge, physical actions impossible) Cold.   
Equipment:   None.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Rooster
Location:   Near the Hauler.   
Health:   Covered by mild burns.   
Equipment:   Studded leather armor.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: LASD
Location:   Near the Hauler.   
Health:   Bruised, battered, minor burns. Small scars in places. Mild pain.   
Equipment:   Aluminium Riot shield (left hand), Rad-Man (right hand), Iron chain cuirass, Iron chain gloves, Iron chain greaves, Iron low boots, Handmade suit, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Jay Kayell
Location:   On the ground near the Hauler.   
Health:   Headache (-1 mental). Pain in the (left) butt. (subsided for now)   
Equipment:   Heavy laser pistol (right hand), Backpack, plate cuirass, infantry armor vest, warm clothes, warm boots, white shorts.   
Spoiler: Inventory: (click to show/hide)
Flashlight:   In backpack. Provides light in dark areas.   
Spoiler: Abilities: (click to show/hide)
Quote from: Zako Prime
Location:   Wherever his bodies are.   
Health:   None.   
Spoiler: Abilities: (click to show/hide)
Spoiler: Zako I (click to show/hide)
Spoiler: Zako II (click to show/hide)
Spoiler: Zako III (click to show/hide)
Spoiler: Zako IV (click to show/hide)
Quote from: Neo1096
Location:   On the ground near the Hauler.   
Health:   Bruised and scratched. Head bruised. Pain (-1 mental).   
Temporary Status:   Unconscious(-2)   
Equipment:   Heavy Laser Handgun (right hand), Gnarled steel staff (left hand), Backpack, infantry armor vest, cloth jacket with pockets, underwear.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Qwertyuiopas
Location:   Near the Hauler.   
Health:   Infected??? Ribcage battered. Large bruise on the "nether region". Mild pain.   
Equipment:   MRE pack (right hand), flashlight (left hand), warm clothing, warm boots.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
NPC Status:      
Quote from: Giant bat 1
Location:   Near the Hauler.   
Health:   Undetermined, probably Unharmed. Cold.   
Equipment:   None.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Simon "Jackhammer" Williams
Location:   On the ground near the Hauler.   
Health:   Unharmed. Mild pain.   
Equipment:   Heavy Infantry Machinegun (both hands), Infantry Flamer (on back), Frag Grenades (on belt), military backpack, Heavy Trooper Suit, Heavy Trooper Helmet, Heavy Boots.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
Quote from: Janna "Redline" Ryzhova
Location:   On the ground near the Hauler.   
Health:   Scarred all over. Minor burns, bruises. Mild pain.   
Equipment:   Vibroblade Longsword (right hand), small backpack, Flak Jacket, Tool Belt, Warm clothing, Warm boots.   
Spoiler: Inventory: (click to show/hide)
Spoiler: Abilities: (click to show/hide)
      
Quote from: Clanner Mech 1
Location:   Rapidly approaching the Hauler.   
Health:   Unknown   
Equipment:   Unknown   
Spoiler: Inventory: (click to show/hide)
      
Quote from: Clanner Mech 2
Location:   Rapidly approaching the Hauler.   
Health:   Unknown   
Equipment:   Unknown   
Spoiler: Inventory: (click to show/hide)
      
Quote from: Clanner Mech 3
Location:   Rapidly approaching the Hauler.   
Health:   Unknown   
Equipment:   Unknown   
Spoiler: Inventory: (click to show/hide)
      
Quote from: Clanner Mech 4
Location:   Rapidly approaching the Hauler.   
Health:   Unknown   
Equipment:   Unknown   
Spoiler: Inventory: (click to show/hide)
---------------
Bonus points to anyone who guesses the surprise that awaits the group when the mechs approach.

I had to skip quite a few things in the text, for example how Chaoticag got gloves, or what became of Rooster. I'll attempt to shed light on that next turn.
« Last Edit: January 01, 2010, 03:01:33 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

qwertyuiopas

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5438 on: January 01, 2010, 03:14:58 am »

Ah, finally! (I do agree that procrastination is often great, though)

Possible hostiles? I'll carefully watch what they are doing to the point that I can predict their actions! (And use that to guide the group in a way to get where we are going, get there fast, and take the least ammount of damage while doing it. (Basically, predict where missiles will hit and steer around them, with a bit of psychology thrown in to try to make predictions before the weapons are even fired)
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Eh?
Eh!

Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5439 on: January 01, 2010, 03:19:03 am »

I like how you regard them as "possible" hostiles even after they shot an LRM-10 rack at you. :) Those LRMs are just inaccurate from a mile's distance, they would've hit if they could. Most weapons in BT, luckily for you, lose most of their punch beyond a kilometer's range.
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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 164! Not-necessarily-random encounter.
« Reply #5440 on: January 01, 2010, 04:00:04 am »

Fly up into some clouds to hide myself, and begin to search out the clanner's minds, probing for weaknesses.
« Last Edit: January 02, 2010, 11:26:56 am by Frelock »
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Haika

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5441 on: January 01, 2010, 04:25:42 am »

Heck yeah, higher possibility of death incomming. Especially with +1 to all rolls. *hopes*
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Devath

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5442 on: January 01, 2010, 05:55:14 am »

You give them a +1 global and then force them to use it on combat? Really? Cruelty man, cruelty.
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RAM

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5443 on: January 01, 2010, 05:56:32 am »

Hmmm, there are only so many surprises you can get from an established universe...

The truck is a lost transformer?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Sean Mirrsen

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Re: RTD - Multiworld Madness Turn 164! Not-necessarily-random encounter.
« Reply #5444 on: January 01, 2010, 06:15:39 am »

You give them a +1 global and then force them to use it on combat? Really? Cruelty man, cruelty.
They only have it next turn. Oh, the turn's combat btw. Use the +1 for some early retaliation (like, real early; the mechs will likely move in to conserve ammo) or anything you need done and don't particularly care if it overshoots.

RAM: No, not even close.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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