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Forum Games and Roleplaying / Re: Mutual Assured Destruction - The Game
« on: March 25, 2013, 08:09:13 pm »
I will firstly buy one nuke and one spy.
I will place two spies in the pot.
I will place two spies in the pot.
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Respawn ontop of Xantalo's faceYou respawn and fall down near Xantalos.
Shoryuken directly upward where my face would be when Furtuka spawns[1] What the fu are you doing?
Dig! Dig for victory![4] Dig dug!
Cackle madly as my creation is animated.Nope, sorry.
Knock down the door of the metal shack.[6-3] It creaks open slightly.
Pray to Hades for power.[3] Hm? What?
Find a base. a friendly one.[4] You find one!
One of them advised you to always carry a towle, and even though you laghed him away at the time, you find yourself following his advice for some odd reason. It just feels... right.[1] You once met Douglass Adams. Turns out, he's insane. He thinks Douglass Adams is a pen name for Arthur Dent.
Your greatest enemy (or at least most hated) is a Neo-Nazi revisionist historian named Annie Lake. She continuously tries to incompetently add Nazis to places they really shouldn't be, and it is usually up to you to save the timestream. More of a persistent annoyance than an arch-enemy, but that's just a side effect of being able to travel in time.[6] No...arch-enemy is a pretty good term. She also tries to steal all sorts of high-tech or otherwise advantage-giving things for Hitler, or to use against her enemies. About the only good thing is that she seems to be opposed by others who aren't you. Or maybe you just gang up on her a lot more than she on you.
You're British, although your family came from all over the continent. As a result, you always make sure to never run out of tea.[4] You are English, with family across Europe. [4] You always make sure you have an adequate supply of tea.
You have an impressive collection of top hats and solve myseteries using the power of TIME.[4-1] You have a collection of top hats in Lewis Carroll's house. Are you addicted to collections or something?
((Am I breaking some taboo by saying this, because I can't figure out why people haven't.))You are not. Nice pick of name, as we don't know if [4] Sam is a boy or a girl just yet.
Your name, is Sam.
I liked how they concicely explained what you had. Like my super strength. I knew what it was and how much I had of it. For example, whether I could only lift cars or throw mountains.You don't know your limits, though. And, to be perfectly honest, this mutation is just a bonus to some rolls. It's not that mutation.
His: *953: SUPERHUMAN STRENGTH: This mutant has vast physical strength, hypothetically capable of lifting up to several hundred tons.
Yours: Mighty Muscles
Backstory:
"Yes! I'm in the nuclear power plant! None will expect me!"
Suddenly, his plan worked. Much faster than anticipated. The meltdown occurred the moment he pressed the inexplicable button.
"Oh dear..."
Gain superpowers!
Maybe one mutation per turn is a bit much.I think my system is nicely simple, but I'll consider reducing mutation rates.
Digital's system looked like it would have worked better.
His descriptions too.
Also why aren't the statuses on the turns themselves?Because...I don't know why.
EDIT: Considering the amount of magical girls and tentacle monsters in this game, fanworks are probably something that I should fear...Ooh...
don't be so flipping cheeky.Note to self: GM does NOT appreciate my sense of humor.