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Author Topic: Roll To Body Jump - Turn Four - World 1  (Read 6264 times)

Digital Hellhound

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Re: Roll To Body Jump - Turn Two - World 1
« Reply #60 on: August 27, 2011, 01:32:16 pm »

I'll try to update maybe tomorrow or so - I bought the new Deus Ex yesterday and it's been eating my time.

And oh god, you wouldn't believe how many ideas I've had for the third world you'll be thrown into. If I keep on going like this, I'll have written an entire book for its description.
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Digital Hellhound

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Re: Roll To Body Jump - Turn Two - World 1
« Reply #61 on: August 28, 2011, 05:24:29 am »

Derm
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Stay in the same body for the entire world.
[5] - Kill someone without being seen.
[2] - Find and meet with atleast three other contestants.

"Hrm, if it's 'crawling with greens', then where are they, little man?"
Look around suspiciously. Listen for anything out of place.


[5] - Your co-workers laugh at your comment, while the guide shoots you an angry glare and disappears into the rubble. [2] You march on, trying to keep an eye on anything suspicious. You have some trouble navigating your way through the rubble, though, and end up just watching the ground to avoid tripping on anything. You don't get far down the boulevard.

You look around you, but your guide is nowhere to be seen.

Spoiler: First Host (click to show/hide)

Next Possible Jump In: 5 turns

Shadow
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Convince ten people to follow and work for you.
[6] - Take control of atleast two different bodies.
[2] - Manipulate someone to kill atleast three people

Go to the store room, and search it for useful equipment before heading to another safe exit.

[4] - You find your way back home, somewhat disoriented by the blows to your head. You pass the children and women without a word and visit each of the storage rooms in turn. [6] You dig through the mass of baskets, rotting crates and sacks, throwing food and other necessary supplies to the ground in your search for weapons. Pots of water smash against the floor and shatter. You make short work of a third of this year's supplies.

Not that you don't find any weapons - you take two extra spears and tie them against your back. [5] You leave as quickly as you can, even though several of the elderly and women and children in the chambers approach you. You head up to the tunnels and begin to make your way towards the next secure exit.

[5] You're not sure how much time passes, but eventually you find the ladder in Enn Reh's memory and climb up. This time, no building collapses on you, but when you open the cover, water rushes in. You hold on and let it pass, then get up and close it again.

You're standing in knee-deep water in a lush, flooded park. It looks more like a jungle than a man-made area after all these years. This is on the edge of Enn Reh's territory, and it's doubtful you can find any Forsaken of his people here. Enn Reh hadn't sent out scouts today, though you might bump into the scouts of other chieftain's.

Travelling from here to the core of his territory might be a bit difficult - there are several flooded streets in the area the hunters use to travel by boat. You should be fine if you avoid the totally flooded areas, though.

Spoiler: First Host (click to show/hide)

Next Possible Jump: 2 turns

Brass
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Kill ten people without changing bodies.
[5] - Convince someone to follow and work for you.
[3] - Have someone else tell you the exact location, date and recent history of this world.

Follow them, attempting to discreetly check how many clips I have left as I do so. If one of them trips and falls, attempt to kill him with a quick shot to the head. If I have a chance to lose them in the twisting rubble, do so and attempt to find a hiding place, which would also work as a decent place to ambush someone.

[5] - You follow the pair, watching for anything you can use and checking your body for any extra clips. There are two hidden in your pockets. [5] The mutants glide effortlessly through the rubble, while you watch each step to avoid losing your footing. They lead you out of the building and to another end of the courtyard. There they pause, listening to something.

[5] They ready their spears and motion you to stay back. You try to hear what they're hearing, but can't seem to figure out what's bothering them. After a few minutes, however, you spot movement in the windows of the buildings. Three shapes drop to the courtyard - three other mutants. They don't seem too friendly.

[5] They begin talking to eachother. The newcomers seem angry about something, but your escorts stand their ground. They completely ignore you. Time to go. You slip back and move carefully towards the nearest exit out of the courtyard. [1] Then you trip. You're not hurt, but when you look back, you see all five shouting and running after you. Shit.

Spoiler: First Host (click to show/hide)

Next Possible Jump: Ready!

Wayne Goldberg
Quote from: The Overseers have chosen these objectives for you this turn
[6] - Successfully sudbue a mind.
[5] - Find and meet another contestant.
[5] - Kill someone without being seen.

Try again. Explain my falling over as the result of a mild seizure.

[3] - You mumble an excuse and attempt to get up, but find the two men holding you down. There is a moment of silence. Scarlet screams at you to push them away and get up, [3] but you spend all your might to contain her instead. You're not even sure you manage to do that, or if Scarlet realized she was wasting your strenght.

After several minutes, the men let go and you spring up. For a moment, you thought they'd try to... try to... best not to dwell on it. They move away to mutter to eachother, glancing your way any now and then. You don't feel at all comfortable like this.

[4] Perhaps Scarlet is co-operating, but you finally find the location she was taking them to. It's an old park, now partially flooded, just beyond the corner. One of her friends told her about this place, saying lone Green warriors often crossed through it.

Spoiler: First Host (click to show/hide)

Next Possible Jump: 1 turns

Echo
Quote from: The Overseers have chosen these objectives for you this turn
[3] - Kill five people. 
[6] - Find another person.
[1] - Destroy the mind of a host you're in and escape to another

Ask the girl about where the nearest Greens are.

[1] - You ask the girl where the Greens are. She looks at you strangely.

'Nowhere near here, these fuckin' amateurs are scaring 'em away. I told you. Are you okay, Chris? You been acting all kinds of strange today.'

[4] Before you can answer, you hear laughter from beyond the barrier. One of your gang, who you recognize as 'Shell' after some digging, comes up to you. He's followed by a tanned youth Christopher's mind vaguely recognizes. [3] You can't figure out who he is or what he does, though it seems you're on friendly terms.

'Man, I need to find some targets for those retards back there. Seen any today?' he asks.

Spoiler: First Host (click to show/hide)

Next Possible Jump: 3 turns

Davey Solomon
Quote from: The Overseers have chosen these objectives for you this turn
[6] - Kill someone.
[1] - Be in the area you started in at round end.
[1] - Manipulate someone to kill atleast eight people.

Remove any evidence pointing to me, then go back and find suitable scapegoat. Try to find a way to lure someone to the body.

[2] - You try to clean the blood from your clothes and spear, but aren't really sure how well you succeed. [3] You head back downstairs, thinking up a way to frame someone for the kill. You look through Domnikh's mind for anyone suitable. [3] After a while of frustrated searching, you just decide to pick someone at random.

[2] You walk up to the edge of the 'pool' and grab someone's arm to speak with them. You begin digging through Domnikh's mind to find the proper words, but it takes you too long. The mutant throws you an odd look and swims away.

[5] Domnikh makes a weak effort to throw you out of his body, but you push it away with ease. He begins the mental equilevant of sobbing.
 
Spoiler: First Host (click to show/hide)

Next Possible Jump: 3 turns
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adwarf

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #62 on: August 28, 2011, 05:47:58 am »

Go to the center avoiding the flooded areas.
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Darvi

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #63 on: August 28, 2011, 05:51:19 am »

Track some greens in the park. Ambush them.

And next round I'll use one of the guys to kill the other. Eheheh.
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Dermonster

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #64 on: August 28, 2011, 08:25:55 am »

Crouch down and hold my rifle steady. Walk slowly through the rubble.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Repulsion

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #65 on: August 28, 2011, 09:05:30 am »

Quickly leap to my feet and attempt to lose them in the rubble. Sure, they know how to navigate over the rubble, but do they know where everything is? If one of them gets within 5 feet of me, take a moment to attempt to shoot him with my pistol. Preferably to kill.
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freeformschooler

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #66 on: August 28, 2011, 09:10:17 am »

Hm... I've completed Objective 2, but Objective 1 will be... tricky. Head away from the area and to the north instead.
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Simple

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #67 on: September 05, 2011, 11:59:21 am »

Uhh, sorry i don't know why but i seem to constantly forgetting about this.

Well,maybe i'll have more luck outside. Find and exit and look around for someone who seems to be in bad mood.
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Dermonster

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #68 on: September 05, 2011, 12:10:32 pm »

Might want to try that 'notify' button in the corner there.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Digital Hellhound

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Re: Roll To Body Jump - Turn Three - World 1
« Reply #69 on: September 09, 2011, 07:27:37 am »

Derm
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Stay in the same body for the entire world.
[5] - Kill someone without being seen.
[2] - Find and meet with atleast three other contestants.

Crouch down and hold my rifle steady. Walk slowly through the rubble.

[3] - You scan the ground for a safer path, but the path seems to be the same everywhere. You have no choice but to stumble forwards clumsily. Atleast you don't fall over again. Your guide soon reappears and regards the four men trying to get up the street with amusement. [2] Your focus is on not mangling your legs, and thus you don't feel Ayers trying the 'walls' of his prison quickly enough. He sends a volley of mental attacks to distract you, [4] and you have to stop to get him to back down. Black, sliding down a rubble pile to your side, places an arm on your shoulder. You assure him you're fine.

[6] 'We got a pack of Greens heading our way!' your guide abruptly shouts from up ahead. He disappears inside a collapsed building. [3] You survey the area, but he didn't specify a direction and you're not really sure which would be a good location. Your co-workers seem to be each heading to a different spot.

Spoiler: First Host (click to show/hide)

Next Possible Jump In: 4 turns

Shadow
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Convince ten people to follow and work for you.
[6] - Take control of atleast two different bodies.
[2] - Manipulate someone to kill atleast three people

Go to the center avoiding the flooded areas.

[4] - You begin to make your way through the waters of the park towards the heart of your territory. All around you, wild animals scurry from tree to tree, birds cry out and seek fish from below the murky surface and new scents and sensations drift lazily past you. You almost forget you're supposed to be moving somewhere.

You avoid the big streets easily enough, slipping into hiding whenever you hear anything suspicious. You don't get far, though, hitting an obstacle just after the end of the park - two hunters, laughing and talking loudly in a rubble-strewn passage - unfortunately, your only way forward if you want to avoid the big streets. They seem to be waiting for something.

Spoiler: First Host (click to show/hide)

Next Possible Jump: 1 turn

Brass
Quote from: The Overseers have chosen these objectives for you this turn
[1] - Kill ten people without changing bodies.
[5] - Convince someone to follow and work for you.
[3] - Have someone else tell you the exact location, date and recent history of this world.

Quickly leap to my feet and attempt to lose them in the rubble. Sure, they know how to navigate over the rubble, but do they know where everything is? If one of them gets within 5 feet of me, take a moment to attempt to shoot him with my pistol. Preferably to kill.

[2] - You pull yourself to your feet, but the mutants easily cross the distance in the time it takes you to do it. All five of them, running and screaming incomprehensible battlecries. You decide it's too late to run and [6] fire off a quick shot at the nearest one. [Dodge:1] The pistol in your hands clatters and hisses, downing the mutant with a burst of automatic fire. You can see flesh being torn and bone cracking from the impacts, in a sort of slow motion. [Damage:12+4=16] He falls face-first on the rubble, letting out a scream of anguish. You don't think he's dead, but he sure as hell isn't getting up any time soon.

[8]vs[2] Then it's time to run. You break off into a furious sprint, straining the unfamiliar body you're in to the limit. The mutants attempt to pursue, but you're like a force of nature, leaping over rubble and obstacles. The world blurs - you don't know how long you keep running, but you stop only when your body finally fails and you collapse to the ground.

[1] You seem to be at the door of a flooded shopping mall - but that's not what bothers you. The mutant warriors surrounding you are what bothers you. Out of the frying pan, and into the fire, eh?

These mutants approach cautiously, spears held ready. You spot several unarmed ones peering cautiously from hiding places - women and children, you guess.

Spoiler: First Host (click to show/hide)

Next Possible Jump: Ready!

Wayne Goldberg
Quote from: The Overseers have chosen these objectives for you this turn
[6] - Successfully sudbue a mind.
[5] - Find and meet another contestant.
[5] - Kill someone without being seen.

Track some greens in the park. Ambush them.

And next round I'll use one of the guys to kill the other. Eheheh.

[5] - You guide the hunters to the edge of the park without trouble. Without full knowledge of Scarlet's mind, you'll need silence and solitude to track, so you tell the pair to wait here. [5] They tell you to hurry, but don't seem to have anything against waiting for now.

[1+1=2] You head into the flooded park - more like a wild forest, now - and look for any signs of Greens. You waste too much time distracted by birds and other animals to see anything solid, though. Eventually you just begin wandering around without any real goal. Just as you're preparing to head back, you hear a familiar thudding in your head.

[5] Scarlet doesn't seem to be trying brute force this time. You're not sure, but it could be possible that she's trying to communicate with you. You'd only need to loosen her chains a bit to hear clearly - of course, she could just be faking it to attack when you do that.

Spoiler: First Host (click to show/hide)

Next Possible Jump: Ready!

Echo
Quote from: The Overseers have chosen these objectives for you this turn
[3] - Kill five people. 
[6] - Find another person.
[1] - Destroy the mind of a host you're in and escape to another

Head away from the area and to the north instead.

[3] - You shrug and mumble an excuse to the tanned youth and head up the path to the barrier. You feel everyone staring at you. [1] You clumsily put together a sentence telling them you should head north, away from the amateurs, but it doesn't seem to have the wanted effect.

'You okay, Chris? If you're sick, maybe we should just head back down.' another from your gang asks. Nobody else says anything. They're staring at you expectantly.

Spoiler: First Host (click to show/hide)

Next Possible Jump: 2 turns

Davey Solomon
Quote from: The Overseers have chosen these objectives for you this turn
[6] - Kill someone.
[1] - Be in the area you started in at round end.
[1] - Manipulate someone to kill atleast eight people.

Well,maybe i'll have more luck outside. Find and exit and look around for someone who seems to be in bad mood.

[2] - You wander out of the mall. The grey, broken street outside stands in stark contrast to the 'pool' inside, and the muscled mutant warriors are a far cry from both you and the civilians inside.

Footsteps come from up the street, and suddenly the street explodes into activity. You're quickly pushed down against the doors by one of the warriors, who then ready their weapons and slip into hiding. Soon the runner comes into view, sprinting towards the mall like a man possessed. He shows no signs of stopping until he suddenly collapses, letting out a gasp of exhaustion. The warriors talk quickly, too quickly for you to follow, and begin approaching the man. You're still pushed against the doors, even though the man could very well be another contestant.

Domnikh has gone silent for now - you're not sure if that's a good or a bad thing.
 
Spoiler: First Host (click to show/hide)

Next Possible Jump: 2 turns

---

I wish Repulsion's body still had a mind. That way he could awake from a totally different area, exhausted and surrounded by armed mutants if he Jumped to another body now.
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Dermonster

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Re: Roll To Body Jump - Turn Four - World 1
« Reply #70 on: September 09, 2011, 07:55:28 am »

"Hrmf, I think this kid's trying to make fools outta us. If he doesn't start telling us where these things are...."
Follow the kid
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

freeformschooler

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Re: Roll To Body Jump - Turn Four - World 1
« Reply #71 on: September 09, 2011, 08:11:01 am »

Why haven't I achieved objective 2 yet? Ask my team just what they expect to get long-term by hunting these Greens.
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Digital Hellhound

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Re: Roll To Body Jump - Turn Four - World 1
« Reply #72 on: September 09, 2011, 08:33:47 am »

I don't mark them when they're completed. But yeah, you've achievede that one.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Darvi

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Re: Roll To Body Jump - Turn Four - World 1
« Reply #73 on: September 09, 2011, 12:06:32 pm »

Body-jump into one of the guys I had following around. Make him kill his friend when he's not looking. Do an evil smirk.
Body-jump into one of those guys that are about to ambush those two.

Go back to those hunters, but keep myself hidden.
« Last Edit: September 10, 2011, 05:04:16 am by Darvi »
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adwarf

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Re: Roll To Body Jump - Turn Four - World 1
« Reply #74 on: September 09, 2011, 04:15:01 pm »

Attack, and kill the hunters quickly !!
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