This is the game thread for Multiworld Madness II. For discussion, questions and signups, as well as the current waiting list, see the
discussion thread. Unless you are a player submitting an action, please refrain from posting here.
Multiworld Chronicles
Chapter 1: Multiworld Madness
(take two)
A clean, empty room. Its perfectly proportioned walls have seen no change for uncountable eons since their creation, thin angular lines faintly pressed into their surface reflecting the light of the ever-glowing ceiling and the faint red glow of the carpet on the floor. The whole room, walls, ceiling, floor and carpet, have all been created for a purpose, and have stood waiting for the right moment.
Now.
For the first time in countless millenia, the ceiling's light blinked, momentarily immersing the room in profound, impenetrable darkness. If any living being would inhabit this room, this mere fragment of a second would seem like an age of unimaginable panic to them. Though perhaps, when the darkness finally ceased, that being would take comfort in the light's reappearance.
But all things in existence are relative, slaved to the perception of such beings as are there to perceive. And thus, when the profound darkness gave way to light, and five human beings suddenly found themselves standing in a brightly lit metal room, they experienced the same onset of unimaginable panic. And for them, it would be much longer before they might again find comfort.
This story is about them.
======
The five humans are Jake Marshall, Derek Coonan, Frederick Barbarossa, Jay Kayell, and Alix Meier. They stand in the middle of the room, nearly naked save for some unfashionable grey underpants. And for Alix, a slightly fashionable tank top.
They have no memory of themselves. Oh, they know who they are, they know what they like, their personalities are untouched. Moreso, if someone would give them a "Known History Of The Known Universe" questionnaire right now, they'd probably score 100 points without so much as trying. But anything of the world that relates directly to them - where they lived, how they lived, who they knew and what they did - any memory of that sort is a complete and total blank. They know only their names, and the mysterious phrase ingrained in their minds - "You are here for a purpose. Find the nine keys and complete your task. Good luck."
They are trapped in a cubic room, ten meters to a side, with walls of dim, unreflecting metal covered in fine line patterns. The floor is mostly covered by a thick carpet with hard nap, there are meter-wide strips of bare floor along the walls. The carpet is impossible to lift or move, even a little.
Three walls of the room are bare. The fourth has a number of curious items. In the center, at roughly chest-height, is a protruding patch of shiny white metal, about the size of a postcard. Embossed upon it are nine squares, arranged as a phone's keypad and marked with deeply imprinted Roman numerals, I through IX. Pressing these "buttons" yields no effect.
Left of the keypad, the wall sports a cluster of five doors - thin doors, like those of a personal locker. Indeed, upon closer examination, each locker bears a name plate corresponding to the names of the humans.
Right of the keypad, the wall has a large black panel, some two meters long and one meter high. It looks like a screen of some kind, but the surface feels like metal, and there are no controls whatsoever anywhere near the panel.
So, now the humans have taken stock of the situation. They are nearly naked, but the lockers might provide something. They are trapped and have no idea what to do, but perhaps the keypad will start working, or the screen will show them directions. What do they do next?
==========
=== STATUS ===(click images for status pages)
==========
Locations:
==========
Characters:
==========
This first turn, I introduce a new little mechanic called the "special action". This action is mandatory, but as a bonus, it's also complementary to any normal action.
This turn's special action is getting your character some clothes - state what you would like them to be, your character will open the locker and find... something that may or may not be what you were looking for. Best of two Luck rolls will be used to determine the contents of your locker.
=== NOTE: On Differences from the previous Madness game ===Unlike most games of this type, and the previous game in this series where you would randomy
gain powers by trying to perform them, the process of improving your character is slightly different here.
Instead of starting out butt naked and helpless, your character is simply amnesiac. This was true in the previous game also, but was not used in this quality. Your character is a person with
some kind of background, which he simply does not remember. Due to this, trying out a skill and suddenly succeeding at it will mean that your character was actually proficient in this skill all along. Same with abilities. However, this will only work for skills and abilities it would be possible for your character to have (you can't know how to throw fireballs unless you're in a universe where this ability is not unheard of, no matter how rare). Also,
you would be wise not to abuse this mechanic. Even disregarding the effects in the following paragraph, focusing on one or two good powers instead of trying to be a jack of all trades is a generally smart thing to do.
Also, crossing universe barriers will now come with a price. Every supernatural ability and item you've acquired in the universe you're leaving will need to pass a check, and will either be lost (if it's a power) or depowered (if it's an item) if it fails. The success rate for abilities depends on your character's proficiency with them, and for items it depends on their complexity and dependance on the universe's unique physics laws... and your luck, of course.
There, that seems to be all. Remember, questions go into the
discussion thread. Let's play this thing!