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Messages - raekuul

Pages: 1 ... 4 5 [6] 7 8 ... 61
76
Discussion / Re: Assemblies
« on: July 06, 2012, 08:42 »
And now I'm remembering the old "High Powered High Powered High Powered High Powered High Powered Pistol"

77
Requests For Features / Re: The Horrible Ideas Thread
« on: July 06, 2012, 07:47 »
It does not count for Malicious Blades and that's all I'm saying on the subject.

78
Requests For Features / Re: The Horrible Ideas Thread
« on: July 05, 2012, 20:27 »
Max or current HP?

Indescribable Object
/
This thing would make a decent spear if it were longer.
3d5 Melee
Special: improves movespeed, attackspeed by 0.1s when wielded.

79
Requests For Features / Re: The Horrible Ideas Thread
« on: June 28, 2012, 19:50 »
Scroll of Leverage
s
Creates a random lever on the tile underneath you.

80
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 28, 2012, 16:11 »
The Game Overview section of the first post has been updated to reflect everything that's been changed since the last time the Game Overview section was updated.

81
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 28, 2012, 10:02 »
As things stand, you've effectively ground the invasion plans of the bruiser brothers to a halt simply by sabotaging the one electricity production facility that was under the BB's control. From here on in, it would just be making hell for the BBs until either the character dies or until everything else on Phobos is dead.

In all honesty, I'm a bit overstretched on these text adventures, between starting Amuletquest (that's the one based on The Immortal for Sega Genesis/NES) again on a different forum, continuing to run Forumquest over on the Grey Labyrinth, and starting a Touhou-themed text adventure back on IWBTF.

Besides, what I'd really like to do is be a part of a Darksun-setting D&D game, but I don't have any of the relevant sourcebooks.

82
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 28, 2012, 08:54 »
You exit the building and find a nice cave to hide in.

You read your owner's manual, the section on Meltdowns.

"Should a meltdown be imminent, increase water flow. The design of the core means that it will quickly cool so long as there is sufficient water. The amount of water necessary varies with how much power you attempt to output.

In the event of an unavoidable meltdown, leave the building. The building will not explode, nor will the actual core release radiation, but there will be many areas where the heat will be well outside of the range of human endurance."

83
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 27, 2012, 19:15 »
You obtain gum, complete with out-of-place collection sound and a quote from They Live sounding off in your head.

From what you can remember, this place is now on it's road to meltdown. "There's nothing else to do here aside from possibly trying to kill that Labguy with the really big unidentifiable gun, but I wouldn't recommend that."


INVENTORY:
75 HP
Armor Rating 1
70 Armor Points
1 Standard-Issue Pistol
1 Shotgun
1 Unusual Shotgun
1 Chainsaw
1 Useless Chainsaw
3 Standard-Issue Armor (70*, 34, 19)
Stimpack
Medikit
Mod Toolkit (1/0/0/0)
Pumpkin
Darkvision Goggles (?)
Nuclear Red Keycard
 Gone Fishin'-brand Nuclear Reactor Core Owner's Manual
Opened Box
Pumpkin Gum
Smut
110 Bullets
8 Shells
305 Experience Points
113 Rage Points
0 Over Points

Exits:
Nuclear Plant 7

84
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 27, 2012, 13:02 »
A pack of pumpkin gum falls on your head. "That's the last favor I do for you." growls an ominously deep voice that you haven't heard before.

85
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 26, 2012, 08:40 »
You examine the smut. Yep, that's smut alright!

86
Off Topic / Re: Now playing... (games)
« on: June 25, 2012, 16:52 »
Powder (the Roguelike that got me into Roguelikes)
Shattered Lands (Half-Giant Gladiator, Dwarf Fighter/Thief, Halfling Druid/Psionicist, Half-Elf Ranger/Cleric/Preserver)
Wake of the Ravager (Same party as above, they just got into Tyr)

88
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 25, 2012, 07:55 »
He turned off the overheat alarms - that's what that green/red light means.  Yes, you did it before, but the Steam Outflow Override Thingumabob automatically re-enables the alarms when activated. Green means the alarms are enabled, red means they're disabled.

You combine your pumpkin remains with the autoerotica, and obtain smut.

89
Play-By-Forum / Re: Doom: The Text Adventure
« on: June 24, 2012, 23:19 »
You pull the lever again. More steam vents.

You continue holding the lever until a light changes red. You hear a voice. "Alright, we're done here. You can go use your porn now."

90
Requests For Features / Re: The Horrible Ideas Thread
« on: June 24, 2012, 22:38 »
Scramble Soda
One drink of this and who knows where you'll wake up.
Fully restores HP and repairs Armor... but causes random teleporting (every 20 seconds, you randomly teleport to one tile within basic vision range (that is, before light-amp or cateye))

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