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Author Topic: Metamorphican Madness II: Turn 32  (Read 72697 times)

borno

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Re: Metamorphican Madness II: Turn 23
« Reply #300 on: April 20, 2013, 05:10:30 pm »

Try to wriggle out of rubble. Pray for helpful mutations.
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Remuthra

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Re: Metamorphican Madness II: Turn 23
« Reply #301 on: April 20, 2013, 05:11:40 pm »

Regain consciousness.

The dice do not like me apparently.

Persus13

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Re: Metamorphican Madness II: Turn 23
« Reply #302 on: April 20, 2013, 05:15:56 pm »

Try to wriggle out of rubble. Pray for helpful mutations.
Same here
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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Xanmyral

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Re: Metamorphican Madness II: Turn 23
« Reply #303 on: April 20, 2013, 05:25:36 pm »

"Hurm.... Well, I'mma thinkin' we won't be findin' no new followers here. Thinkin' we should head to some place more full 'o people, things probably died down by now. Although there was that thunderin' a while back, but I'm sure it was just nothin'. Hm... First though, Imma gonna mark this place." Rick takes his now useless shoes and ties the strings together, then tries to toss it on a branch to get it to hang there. "There, now if'in we wanna come back we just gotta look for tha shoes. Now to try and find civilization, and people to show the proper way of the worm."

Xantalos

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Re: Metamorphican Madness II: Turn 23
« Reply #304 on: April 20, 2013, 05:28:02 pm »

Use snout to sniff out living beings. Kill them.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

WillowLuman

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Re: Metamorphican Madness II: Turn 23
« Reply #305 on: April 20, 2013, 05:49:07 pm »

Taking his handkerchief out of his pocket, Mr. Normal finds he can now scarcely read the intricate print on his operations map. The landmarks were still legible, but there was no way of telling which way the map was supposed to be held without reading words. With no other alternative, he destroys the map and looks for someone in these woods to give him directions to a certain landmark.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

superBlast

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Re: Metamorphican Madness II: Turn 23
« Reply #306 on: April 20, 2013, 06:28:54 pm »

MOOOOOOOOORE willing the mode lock out of existence!
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"Come oooooon, a little insanity never hurt anyone.... Well except for that one guy, but never mind him." -superBlast

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Toaster

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Re: Metamorphican Madness II: Turn 23
« Reply #307 on: April 20, 2013, 08:32:36 pm »

Now I need two flavors of flavor.

"I say, we're in a deuced pickle here!"

"Bro, can the fancy-talk, we gotta ACT!"

Logic:  Consider the situation

Passion:  Chuck Logic through the cage
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

TCM

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Re: Metamorphican Madness II: Turn 23
« Reply #308 on: April 20, 2013, 09:36:37 pm »

Name: May
Gender: Female
Description: Short, raven-haired ivory-skinned girl with two big eyes.
Bio: Star professional deathmatch contestant, the greatest in the entire world, until she got so good at her job that in her final match she killed all other athletes, couches, announcers, audience members and every other person associated with the sport in a final attack. Unemployed, she signed up to fight more people, get money and hopefully get the ability to kill the Meta Gods.
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Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

GreatWyrmGold

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Re: Metamorphican Madness II: Turn 23
« Reply #309 on: April 20, 2013, 09:41:23 pm »

Name: May
Any relation to another well-known May?
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

TCM

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Re: Metamorphican Madness II: Turn 23
« Reply #310 on: April 20, 2013, 09:43:42 pm »

Name: May
Any relation to another well-known May?

No. By that I mean yes.
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Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

Remuthra

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Re: Metamorphican Madness II: Turn 23
« Reply #311 on: April 20, 2013, 09:46:15 pm »

Name: May
Any relation to another well-known May?

No. By that I mean yes.
Which resolves out to Maybe.

Unholy_Pariah

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Re: Metamorphican Madness II: Turn 23
« Reply #312 on: April 20, 2013, 09:47:45 pm »

sift through the rubble looking for a safe, use super hearing to crack rotary lock, loot everything
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Persus13

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Re: Metamorphican Madness II: Turn 23
« Reply #313 on: April 20, 2013, 09:56:51 pm »

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Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
Sigtext

Greenstarfanatic

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Re: Metamorphican Madness II: Turn 23
« Reply #314 on: April 21, 2013, 01:14:21 am »

DRIVE OFF! Maybe use my magnetic powers to make the Gas Station blow up or something somehow.
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Hey, don't forget about research boy sitting right here!
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