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Games Star Wars Text Adventure

Discussion in 'Star Wars Community' started by Blue Ice Cream, Apr 27, 2013.

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  1. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    > Rocky mode on. "ADRIAAAANNNN!!!"
    > "Eye of the Tiger" by "Survivor" starts playing, giving you focus, making you stronger, therefore allowing you push onward towards the top of the ladder
    > use free hand with utility belt to throw grappling hook to top of ladder / access hatch to assist your ascent.
    > Advance towards hatch with determination that can only come in the climatic moment of various Rocky movies.
     
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  2. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    >1 and 2
    Swaying from the breeze, you look up at the access hatch. The mynocks group together and begin to descend.

    (Movie Bonus- Rocky III) ‘Risin’ up!’ You feel a sudden surge of power. ‘Back on the street…’ (+1 Concentration, +1 Strength) You’re determined to reach the ceiling. ‘Did my time, took my chances.’

    >3
    With your free hand, you unclip the grappling hook from your utility belt. Gripping the broken rung tightly, you throw the hook towards the access hatch.
    (Requirements- Skill Score of SEVEN: Aim {2} + Dexterity {1} + Strength {1} + Concentration {3} + Luck {1} = 8 {SUCCESS!})
    Your metallic hook grapples the third rung from the ceiling with a satisfying clank. You pull at the rope to make sure it’s secure. Then… the mynocks assemble beneath you and start pushing upwards! This assists with your ascent. You let go of the damaged rung and climb.

    NOTES: Although you didn’t need it in this instance, the FORCE ABILITY Focus can enhance your skills. Also, most Jedi abandon the skill of Luck, but your belief system is still undetermined.

    >4
    Done. You reach the access hatch easily. The mynocks remain beneath you, providing support.

    Access Hatch (Top of Ladder)
    A circular metallic hatch protrudes from the ceiling. You suspect that it leads to the Imperial Hangar Bay. The door can be opened by turning a simple durasteel wheel.
    BONUS: 30 Locations Revealed!
    (+1 Stamina, +1 Intelligence, +1 Endurance)


    V-2
    >5 (Reserved Text Command)
    You listen at the door while the mynocks hold you up. With the exception of TIE fighter engines, the durasteel hatch blocks all noise.

    Using the Force, you Sense what’s on the other side. A combination of deep Focus and the ability of Sight (Level 3) allows you to survey the hangar bay.

    [Roughly one hundred imperials occupy the expansive bay, most of them congregated at the eastern edge. Over the east edge, a large room can be seen below.

    There is no ground entrance for vehicles and vessels. The bay has no ceiling, so the craft take off directly into the planet’s lower atmosphere. All four walls reach eighty-five feet in height.

    The sky glows yellow-orange and few stars are visible. It is daybreak. Sixteen TIEs are parked on the durasteel floor, and two more approach from above. A Jedi starfighter sits near the western wall. You sense a pair of familiar signatures located around the vessel.

    Three separate power and shield output stations are housed within the bay. One such station is located just above you.

    An oval, transparisteel window reveals a mountain view in the southwest corner. The bay’s turbolift is being used.]
     
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  3. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    >open hatch, see if it's feasible to open the hatch the second a clueless Imp walks over it so they'll plummet to their demise. Or just try to sneak through the hatch and close it shut gently so nobody notices.
    >use SHIELD recharge station
    > keep your head down and make your way towards the Jedi Starfighter, keeping an eye out at nearby the TIE's for Zan who, according to your Vision Quest, is hiding in a cockpit of one of them.
     
  4. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    Star Wars Text Adventure
    Entry 385

    BigAl6ft6
    >1
    You let go of the rope and grasp the durasteel wheel with both hands. Balancing on two mynocks, you manage to turn the stubborn wheel effectively. (+1 Dexterity, Strength / New: +1 Balance) The hatch opens with a hiss and cooler air rushes into the research lab. There are no clueless Imps patrolling the central area of the hangar bay, so you dismiss your plan. (-3 Alignment)

    Due to the change in temperature, the mynocks disperse. You pull yourself up and sneak through the access hatch just in time. (+1 Stealth, Speed) The pack of friendly mynocks has flown away. You can hear them screeching as they return to the canyon.

    Imperial Hangar Bay
    The expansive complex is crawling with Imperials. Luckily, most of them congregate to the east, where they appear to be focused on a large room below. There is no ground entrance for vehicles, and the bay has no ceiling. A pair of TIE fighters land to the north. The wall behind them reaches 85 feet in height.

    Another pair of TIEs takes off into the brightening sky, headed for the planet’s upper atmosphere. Sunrise approaches. You count 16 Imperial TIEs parked in the bay, and see a Jedi starfighter sitting next to the western wall. The Force suggests that your acquaintances are located nearby.

    ‘Acquaintances?’ you think to yourself. ‘DOH! I left Arfour in the spooky vault! How am I gonna get that relic off the ground now?’

    You hide between the power and shield recharge units, which represent the central output station. There are two more stations: One to the northeast, next to the turbolift and one to the southwest, where an oval window reveals a stunning mountain view. You shut the access hatch gently and crouch in your hiding spot.

    Nobody notices you yet. Six TIE fighters surround the output station, so you definitely have some cover. Sitting with your back against the power recharge unit, you study the shield recharger. It’s a short, rectangular unit with a large, circular green light on the front.

    >2
    You deactivate your belt-mounted personal shield generator, which only has 1 Defense Point left. The energy field dissipates, allowing you to plug in to the recharge port.
    (WARNING: You are now vulnerable to energy attacks, such as blaster bolts.) Hit Points: 2 / 5

    The green light starts to blink, and shield generator #2 quickly recharges. Three TIE fighters take off and a dozen stormtroopers head towards the Jedi starfighter, but you remain undetected. As soon as the green light stops blinking, you yank the plug from the port and reactivate your protective shield.
    Defense Points: 10 / 10 (Using personal shield generator #2)

    There’s not much activity around your location, so you take the opportunity to recharge your spare generator, which has 0 Defense Points left. A unique port must be used for the single-pronged plug. You connect, and the green light begins blinking again. However, the recharge takes far longer this time. Only fifty percent has replenished when five stormies start to approach from the east. They’re headed straight for the central output station. It’s time to leave.

    >3
    Keeping your head down, you pull out the connector. (Personal shield generator #1: 5 / 10 Defense Points) The TIE fighters offer excellent cover as you head towards the Jedi starfighter.

    According to your vision quest, Zan is NOT located in a TIE cockpit:

    TIE Fighter Cockpit (This was a vision of the PAST, when you first met Zan.)
    A humanoid male is crouched next to the pilot’s seat. He wields a vibroblade. “Who… who are you?” he askes while defending himself.
    You recognize this man as the brown-skinned Zabrak that you freed from captivity. One of his cranial horns is missing. He wears a pale blue jumpsuit and seems quite confused.


    Imperial Hangar Bay (This was a vision of the possible FUTURE, yet to happen.)
    “Board the ship!” Zan Sey yells from across the expansive bay. Laserfire rains down from the metallic pathways above. Zan opens fire with an E-11.
    You comply. Arfour enters the wing socket. Sulon looks at you sternly. “I can’t believe you had my-“ A wicked blast rocks the Jedi starfighter. “-the whole time!”
    Suddenly, you notice Ardana Secura piloting a firespray-class starship to the northeast. She’s bearing down on your position and fires a missile. You turn to Katarn.
    “I see her,” he says. “How the heck did she find us again?”


    >4-7 (Reserved Text Commands)
    - when entering hangar, sneakily to find shield generator & recharge. -
    Done.

    - look for Zan, who is probably at the starfighter (due to your Vision of the Future and all) -
    You are now halfway between the central output station and the Jedi starfighter, hiding behind a TIE fighter’s wing. There’s no sign of Zan Sey near the classic vessel, but you do sense his presence to the far east.

    - if yes= Zan. yell "HEY ZAN! I GOT YOUR CRANIAL HORN, OLD BUDDY, OLD PAL!!" -
    Without a visual of Zan, you refrain from shouting. The group of twelve troopers arrives at the starfighter, while the other five charge their weapons at the central station.

    - if no = Zan. Erm, sulk about using guile and so forth. -
    You sulk about utilizing your impressive guile. (New: +1 Essence of Poutiness)

    (Puzzle #10 Solved: Entered hangar bay through access hatch)
    RANK and SCORE
    1. BigAl6ft6 with
    6 points
    2. V-2 with 3 points
    2. Jordan1Kenobi with 3 points
    4. benknobi1 with 2 points
    4. I Are The Internets with 2 points
    6. Sith-I-5 with 1 point
    6. Jedi Gunny with 1 point
     
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  5. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    > silently admonish self for not being able to tell difference between vision of the past and/or future.
    > Solid Snake mode on.
    > use shadows and stealth and a bit of Force-noise misdirection if an Imp looks a bit too close by.
    > crawl deftly towards "acquaintances" nearby.
    > think towards acquaintances "Downstairs. Crazy scary alien lady. Arfour rescue. Escape."
    > when you reach one and or both of your acquaintances, since you've been so stealthy and all, get their attention and whisper "Downstairs. Crazy scary alien lady. Arfour rescue. Escape."
    > back to the hatch you go!
    > if minor stealth fail along the way, try Vulcan nerve pinch on any unfriendly Imps. Or a good ole Jack Bauer style choke-out whispering "Don't fight it."
    > if complete stealth fail, tell acquaintance to head for the hatch, ignite saber, fight off Imps as you go escape down the hatch / ladder
     
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  6. V-2

    V-2 Jedi Grand Master star 5

    Registered:
    Dec 10, 2012
    > summon mynocks
    > mount mynocks (with companion, use soothing force suggestion if required)
    > sing melody from Wagri Paleip's Ride of the Valkyries as you fly to safety, encouraging your companion to harmonise
     
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  7. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    Entry 386

    BigAl6ft6
    >1
    You admonish yourself without making a sound. ‘Don’t you know the difference between past and future?!’ (+1 Stealth)

    Ahead of you, at the Jedi starfighter, two troopers check the cockpit while another ten form a circle around the craft. Behind you, back at the central recharge station, five more troopers have finished charging their weapons.

    >2
    Solid Snake mode is already activated. You currently possess the skill of Stealth at 4 points above average. Konami has never been prouder.

    You can still sense Zan’s presence at the east end of the hangar bay.

    >3
    Presently, you are using the shadow from a TIE fighter’s wing for cover. None of the imps have noticed you yet. If they do, you’ll utilize the Force to produce noise misdirection.

    The group of five stormtroopers approaches your location. They seem to be headed towards the starfighter, where the cockpit investigation has begun.

    >4
    Your ‘acquaintances’ are separated at the moment. You can sense Katarn near the Jedi starfighter, but you have no visual. He’s obviously closer than Zan, so you begin to crawl westward. Zan’s presence fades as you move further away from the east end.

    With your Dexterity registering at 1, you only make it as far as the next TIE fighter. Taking cover behind its wing, you produce a sound to the south. Rather than notice you, the five troopers check it out. Your force ability Distract now has a Range of 2)

    >5
    You’re twenty feet from the craft now, hiding among the shadows. You sense Kyle and attempt to commune telepathically. ‘There’s a mysterious research lab I know about. It’s guarded by some dangerously powerful entity. Let’s go rescue Arfour and escape.’

    Using your Advanced Telepathy (Level 1), you send the message. Surprisingly, a response penetrates your mentality. ‘You lost MY droid? AGAIN!?’ It’s definitely Kyle Katarn, an ‘acquaintance’ that you left on really bad terms.

    >6
    You haven’t reached Kyle and/or Zan yet. Your Zabrak ‘acquaintance’ is still located at the east end of the bay. Kyle Katarn is obviously nearby, but pinpointing an exact location proves difficult. So, with no reason to whisper aloud, you repeat your message mentally. ‘There’s a mysterious research lab I know about. It’s guarded by some dangerously powerful entity. Let’s go rescue Arfour and escape.’ (+1 Tenacity)

    The pair of stormtroopers has finished searching the cockpit. ‘Kyle couldn’t be in there,’ you think to yourself. They join the others, forming a tight circle of twelve. Once again, your psyche is nudged by a mental reply. ‘I’ve HAD it with you! What makes you think I’d trust you with rescuing P23?’

    To the south, the five troopers are baffled. They can’t determine what made your force-induced sound.

    >7
    Sneaking back to the hatch should be a cinch.

    As you crawl from TIE to TIE, you become aware of a ship in the northeastern sky. The engines whine, but you don’t recognize the vessel. Hundreds of feet above the outpost, it rotates to face the Imperial hangar bay.

    Zan Sey’s presence becomes easier to sense as you reach the access hatch at the central output station.

    >8
    There were no failures along the way.

    Bearing down on the east side of the hangar bay, the unknown craft becomes clearer. It’s a firespray-class starship.

    >9
    The journey back to the access hatch was a success.

    Klaxons throughout the hangar begin to blare as you enter the hatch. That starship has fired a missile at stormies near the eastern overlook.

    Before descending the damaged ladder, you take one last peek at the skirmish. Sprinting westward, a Zabrak fires his E-11 at troopers located on catwalks above. He avoids the missile’s trajectory. It explodes violently against the bay’s durasteel surface.

    You duck beneath the hatch’s rim just in time to avoid the blast.

    V-2
    >10
    Access Hatch (Top of Ladder)
    The circular metallic hatch protrudes from the ceiling, opened. You suspect that the door can be sealed by turning the simple durasteel wheel again, this time in the opposite direction.

    Grasping a damaged metallic rung, you dangle above the pristine lab once more. The glorious sound of your mynock friends can be heard from the nearby canyon. With great focus, you attempt to summon them immediately.

    SPECIAL ACTION:
    Required Force Abilities- Focus > Sense > Advanced Telepathy (L1) > Animal Friendship
    Skill Totals- Influence (8) + Concentration (7) = 15

    The entire pack flies into the lab from the eastern aperture. They hover beneath your boots instantly.

    You can hear another explosion from above.

    >11
    Two mynocks rise out of the pack of three dozen. You mount, placing one foot on each creature. Your soothing force suggestions simplify the task.

    You have no companion at this time.

    Low rumbling can be heard from the hangar bay.

    >12
    The melody escapes you at the moment. If you ever knew it, your partial amnesia has erased the memory.

    You are flown to safety by the helpful pack of mynocks. Now the sound of laserfire echoes through the lab from the unsealed access hatch. You dismount upon the immaculate floor.

    There is no companion to encourage.

    Research Lab
    The vault door is… gone. There is still a wrecked piece of machinery here. You can see High Admiral Halarrsk trapped against the north wall by an attached net. Arfour is nowhere to be seen. The canyon wind blows steadily from the east.

    (Puzzle #11 Solved: Entered research lab through access hatch)
    RANK and SCORE
    1. BigAl6ft6 with 6 points
    2. V-2 with 4 points
    3. Jordan1Kenobi with 3 points
    4. benknobi1 with 2 points
    4. I Are The Internets with 2 points
    6. Sith-I-5 with 1 point
    6. Jedi Gunny with 1 point
     
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  8. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    > ignite sager, point menacingly at High Admiral, ask him nicely for any information and/or powerups
    > concentrate, feel the Force flow
    > enter vault, saber at the ready
    > yell loudly "Hey! Arfour! We need you for a daring escape, let's roll, buddy!"
     
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  9. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    387

    BigAl6ft6
    >1
    You have no ‘sager,’ so you choose to ignite your intimidating lightsaber. The emerald blade springs into existence, humming smoothly. You menacingly point the blade’s tip at Breuten’s nose, bathing his face in a green glow. (-1 Alignment) “Tell me, High Admiral, do you have any information and/or powerups to share with me?” you politely ask.

    Again, he erupts in a pitiful manner. “I am a HIGH ADMIRAL! Bow to me!” The request seems laughable considering he’s plastered to the wall with a sturdy net. “You want information? Fine, wretched Jedi. Your astro droid is doomed!” He lets out a smug chortle. “You don’t know what you’re dealing with. Enabech is just the beginning. She’ll wreck your soul beyond repair. Then… they will release the others.”

    You wait for him to continue.

    “As for these ‘powerups,’ never heard of them.” He harbors much disdain for you.

    Your mynock friends have returned to the canyon. Its steady gale blows into the lab from the east.

    >2
    Turning away from the trapped imp, you concentrate and enter a meditative state. The Force flows through you.

    BASIC MEDITATION:
    Skill Totals- Insight (9) + Concentration (7) = 16

    You sense Arfour! He’s somewhere within the nearby vault. However, something’s… off. You’re unable to comprehend this new perception.

    “What about ME?” Ignoring High Admiral Halarrsk proves simple. “Jedi, I command you to release me!”

    A fog of darkness begins to permeate through your meditative construct. You can sense the strange entity once more. Again, its signature matches the essence of the Durosian scientist, but there’s a distinct aberration. You don’t understand.

    An explosion resonates above.

    >3
    You enter the mysterious vault again, emerald blade ready for action.

    Secret Vault (Durosian’s Laboratory)
    Due to its missing door, the large vault is now adequately lit. The light pours in from the immaculate research lab behind you.

    You immediately take notice of a tower standing in the northwest corner of the huge room. It’s built from the wreckage of the contraption you destroyed, so the vault’s durasteel floor is now clear.

    “Drop my data-holo, infidel!” The hissing voice is coming from the apex of the metallic tower.

    You crane your neck and gaze upwards. At the top of the tower, a droid stands upon a majestic platform. It’s Arfour! He glows with a cyan tint.

    ‘This has to be all in my head,’ you think. Suddenly, you’re affected by a familiar sensation… dizziness. However, the spinning quickly subsides.

    “Skywalker will NEVER retrieve the crystals.” The hissing female voice is being produced by R4! You realize that the droid hasn’t beeped any Binary since your arrival. His audio system booms again from the lofty perch. “And YOU! You will return what is rightfully mine.”

    You still hear slight rumbling from a level above.

    >4
    Yelling loudly, you attempt to match Arfour’s volume. “Hey! Arfour! We need you for a daring escape! Let’s roll.”

    Once again, the sinister voice can be heard from the heights of the eerie vault. “There is no R4 here.” Your former astromech friend hovers just above the platform with his rocket boosters. “You can call me… master.”

    (Puzzle #12 Revealed: Rescue and restore Arfour WITHOUT damaging him.)

    ---------------

    NOTE: There have been some minor rule revisions. A brief guide is forthcoming to address these changes over the next few entries. Regardless, please feel free to keep playing.

    As for newcomers, everyone is welcome to join our adventure at any time! Just share your creativity by posting a command.

    Suggestions are always encouraged.
     
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  10. MotherNature's SilverSeed

    MotherNature's SilverSeed Jedi Grand Master star 4

    Registered:
    Feb 4, 2013
    I put on my robe and wizard hat.
     
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  11. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    > close down lightsaber, reach out towards R4 with one hand and gesture to punctuate your statement
    > monologue passionately: "Arfour! Snap out of it! One thing I've come to realize on this long and crazy journey that you, me, everyone has been in for what feels like years, is that we're able to be masters of our own destiny! I awoke not knowing who I was and who I am in this crazy, mixed up world and then I realized that I am a Sith Lord and Master of the Universe! Even though I feel puppet strings from beyond seemingly controlling every action, I am the one who decides my own fate. You too, Arfour! Don't be a puppet of this whatever Duros lady who continually babbles on about some nonsense nobody cares about, you are the one who decides. It's like someone is moving us, piece by piece, bit by bit, line by line, command by command. Say, no, Arfour! Cast off her vile oppression and come with me, out of this room, into the shuttle, off this world, and beyond. Don't be a pawn. Be your own droid! Luminous beings are we, not this crude, text command controlled matter! Join me and we can end this destructive conflict and bring order to the galaxy. Search your feelings, you know this to be true. We can destroy that whatever Duros lady, she has foreseen this, it is your destiny! Join me, Arfour, and together we will rule the galaxy as Father and Son! Come with me. It is the only way!"
     
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  12. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    >You and I have very different opinions on freedom father.
    >I was a slave once.
    > Then why did you chose to stay by Palpatine's side? He likes dealing with slaves.
    >......
     
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  13. V-2

    V-2 Jedi Grand Master star 5

    Registered:
    Dec 10, 2012
    >spellcasting W T F
     
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  14. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    >Luke about the kiss.
    > Never happened and we bound Han and Chewie by never revealing about it.
    >Sounds like a good idea. Love you brother.
    >I love you too Leia. I'll give the droids a partial memory wipe.
    > sounds like a plan.
     
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  15. MotherNature's SilverSeed

    MotherNature's SilverSeed Jedi Grand Master star 4

    Registered:
    Feb 4, 2013
    >Yell up to mom; ask her to stop vacuuming; tell her to start making me some nachos
     
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  16. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    Rule Revisions--- A Brief Guide :)

    REVISION #1: The Point System

    The original rule:
    -To start, points will be awarded when a player solves a crucial puzzle or finds a valuable item.

    This rule still holds true. However, the game has evolved significantly since Mission One commenced.

    Initially, there were only 15 points available. Now, scoring is unlimited.

    Originally, players had to achieve specific GOALS to score. Now, there are many ways to acquire points.

    HOW to SCORE:
    1. Achieve a GOAL (Primary Goals are listed when the game starts. Secondary Goals become available during gameplay.)
    2. Solve a PUZZLE (Puzzles are only revealed when solved.)
    3. Discover an ITEM (Only ‘treasures’ are worth more than 1 point.)
    4. Reveal a LOCATION (1 point each.)
    5. Defeat an ENEMY (Points based upon difficulty.)

    Ranks and scores have been adjusted accordingly.

    RANK and SCORE
    1. BigAl6ft6 with 71 points
    2. V-2 with 52 points
    3. Jordan1Kenobi with 28 points
    4. benknobi1 with 10 points
    5. I Are The Internets with 5 points
    6. Sith-I-5 with 4 points
    7. Jedi Gunny with 2 points

    TOTAL ‘Galactic Credits’ EARNED = 172 [face_money_eyes]

    -o-o-o-o-o-

    Star Wars Text Adventure--- Game 1: “Escape”

    388 :D

    [Secondary Goal Available: Rescue and restore Arfour WITHOUT damaging him.]

    @MotherNature's SilverSeed
    >1
    Welcome. You are already wearing brown flowing robes. Together with matching boots, an emerald-bladed lightsaber and a utility belt, they make up your Jedi attire. You have no wizard hat.

    @BigAl6ft6
    >1
    The eerie vault echoes with the sound of your saber’s deactivation. A ‘changed’ R4 continues to hover as the green glow vanishes. Surprised by such a bold move, your former astromech pal sets his optics to zoom, surveying you closely.

    >2
    You monologue passionately. After your bizarre ramblings, Arfour lands upon the lofty platform. Strangely, the droid seems to be considering your thorough words.

    MotherNature's SilverSeed
    BigAl6ft6
     
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  17. MotherNature's SilverSeed

    MotherNature's SilverSeed Jedi Grand Master star 4

    Registered:
    Feb 4, 2013
    >pray to our Lord and Savior that I can find time to participate in this text adventure

    >i

    >meditate for the time being (while keeping one eye open, as it were)
     
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  18. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    > Ani, bring home some blue milk please.
    >Since when do you drink blue milk.
    >I've had a craving for it since you knocked me up
    >..............
     
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  19. BigAl6ft6

    BigAl6ft6 Chosen One star 8

    Registered:
    Nov 12, 2012
    > snap out of odd Padme / Anakin fanfic meditation. Remind self not to binge watch clone war holodramas so much.
    > tell Arfour to come along, move back out to hallway
    > command Arfour to use jetpacks and ride r4 back up to hangar deck access hatchway
    > enter hangar deck with faithful, trustworthy Arfour following you. Remind droid that he is faithful and trustworthy and not to act crazy possessed ever again.
     
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  20. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    > Don't you mean Artoo, Padme?
     
  21. V-2

    V-2 Jedi Grand Master star 5

    Registered:
    Dec 10, 2012
    >battle meditation!
     
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  22. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    >boring, give me something fun to do
     
  23. Blue Ice Cream

    Blue Ice Cream Chosen One star 6

    Registered:
    Aug 9, 2006
    Rule Revisions--- A Brief Guide

    REVISION #2: Galactic Credits

    TOTAL ‘Galactic Credits’ EARNED is simply the combined score of every player. At the conclusion of the game (if we reach that point), these credits are shared by all players to ‘buy’ characters and upgrades.

    -o-o-o-o-o-

    Star Wars Text Adventure--- Game 1: “Escape”

    389

    Falcon
    >text commands 1 thru 14
    ?????

    This is an UNKNOWN command. :p


    MotherNature's SilverSeed
    >1
    You yell in the general direction of ‘up’. The entity possessing Arfour believes you are shouting at her. “Return what is rightfully mine, infidel!” Your pleas about vacuuming and nachos are ignored.

    R4 continues to process your most recent speech.

    >2
    Despite the entity’s ‘infidel’ reference, you pray for time to participate.

    >3
    Inventory-
    Jedi Attire: brown flowing robes, brown boots, utility belt with lightsaber
    Treasure’: Adegan crystals (golden, crimson, orange)
    Weapons: E-11 blaster rifle, 2 plasma cartridges, adhesive grenade
    Armor: personal shield generator #1 (5 / 10), using personal shield generator #2 (10 / 10)
    Other: Imperial key cards (green, blue, red), 3 power cells, empty bacta canister, bacta canister (two applications left), hydrospanner, datacard, 2 Imperial comlinks, map of power and shield output stations, 2 nutrient bars, severed orange-brown cranial horn, restraining bolt, white trench coat

    Locations of Other Items (committed to memory)-
    You left a bacta canister and a thermal detonator against the east wall of the Storage Facility.
    Your grappling hook was taken by a stormtrooper.
    Zan Sey has your stolen stormtrooper helmet.
    Arfour has your data-holo.
    There is a wrecked piece of machinery in the adjoining Research Lab, along with a net that traps the High Admiral against the north wall.

    >4
    Entering a meditative state proves difficult with one eye open.

    BASIC MEDITATION:
    Your Skill Totals- Insight (9) + Concentration (7) = 16

    The Force flows through you, but you’ll need a higher total to meditate in this fashion.
    [Revision #3 addresses Skills and Force Abilities… coming next post.]

    Arfour ignites his rocket boosters once again. It seems his deliberation is over. He descends through the air slowly, headed for your position.
     
    Jedi Knight Fett likes this.
  24. Falcon

    Falcon Chosen One star 10

    Registered:
    Feb 7, 2002
    now I'm confused, is this for an actual game or something?
     
    V-2 likes this.
  25. V-2

    V-2 Jedi Grand Master star 5

    Registered:
    Dec 10, 2012
    Yes this is an actual text adventure. Blue Ice Cream is like the dungeon master or something. We're all playing as the same guy. You get points for figuring out weird **** and introducing workable silly ideas. The object of the game is to kill Kyle Katarn.
     
    BigAl6ft6 likes this.
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