Reality Hopping
In this story you can hop between realities following these rules:
No more then
- 1 a Day
- 6 a Week
- 20 every 4 weeks
- 50 every 12 weeks
- 180 every 48 weeks
These measurements are based on your home reality.
Your home reality is the one where you start your journey from.
When you hop to another reality you switch your mind with anybody who is there already.
If you hop to a different reality then your home reality from another reality then:
Reality 3 contains you.
Reality 2 contains the person from reality 3
Your home reality contains the person from reality 2
If someone dies then the person whose reality he/she home reality changes to that of the person who died. (Using the example above , if the person in your home reality dies your home reality becomes reality 2. If the person in reality 2 dies then the home reality of the person from reality 2 becomes
3.)
Written by Catprog on 22 August 2004
Video games
You decide to travel to a video game. But which one will you choose?
Written by catprog on 20 April 2006
Mars is an interesting place
You choose Doom, your favourite childhood game.
The next thing you know, your sitting in a debriefing room. Theres some guy at the front, talking about an accident on the Mars moon base, Phobos Labs. There has been no communication from either moon base for over an hour now. "Since you're the only security force for 50 million miles, you get to find out whats wrong" says the man, who is obviously is a marine adviser, who gives out assignments (marine talk for job, be it mundane or violent). You look around and see many other marines around you.
This was not part of the game, as far as you can remember. "Alpha Team!" Half of the marines stand up with a loud "Yes Sir!" and salute. You appear to have stood up as well, without realizing it. You seem to have all the abilities of a marine, and memories it seem as well.
The man continues: "You are to check out Phobos Labs. And Beta Team, you are to check out the other moon base. Are your orders understood? Okay, report to locker rooms and get prepped for a shuttle flight. Dismissed!"
At this, everyone hurries out of the room, including you. You have no idea what to do, so you use your marine memory. It tells you that your locker is down the corridor to the left. You follow it and find the locker room. Your memory also tells you that you need to scan your thumbprint to open your locker.
After the scan you open your locker to reveal the cool green armour, the helmet, boots, gloves and a 10mm Pistol. You put the armour on, the helmet, the boots and the gloves without a problem. But you don't have a gun belt to put your weapons.
You yell out to your fellow marines "Okay, who has my gun belt?"
"Sorry, D. I thought it was someone elses."
He comes over and hands you the belt.
"Marines, report to hanger bay immediately!" says the overhead speakers. Everyone runs out the door. You are running too, until you catch your reflection.
You are handsome, tall, have black hair, white teeth, the works.
You also have huge mucles that are nearly popping out of your armour.
You tear yourself away from the mirror and catch up with the rest of the marines. You are surprised to see that you are faster than most marines and
catch up without a problem. As you pass some of the slower marines, some mutter "Show off".
You get to the hanger and get on the one that Alpha Team is using. You get on and find a seat. When everyone is onboard, the hatch closes and the transport starts to take off. Your Squad commander says "Okay men, this is it. Your first action out here. Lets have some fun and .... don't forget to shower."
This seems funny to the commander( we'll just call him Bob), but no-one else seems to get it.
Most of the trip is in silence, apart from the rattling of the hull, and the sounds of the engine.
Soon, the transport touches down and Bob says "Okay, gear up and get in there!" Everyone runs for the gunrack with the shotguns on it. Your belt buckle was stuck. By the time you get it undone, all the shotguns are gone. Bob says "You missed out, looks like your on sentry duty.
Next time be more prompt marine." and exits the transport.
So, this is great, the first bit of action here, and you're on sentry duty! You are angry at Bob for a few seconds, then you realise, that this must be the reason you stay alive, and are not masacred by the demons. You thank, and feel sorry for Bob, because you know he will be killed.
A few minutes later you start to hear screams over the communicator and yelling. You don't understand all of it, but you think it goes sort of like this: "Oh my god! What the hell! Help ME! Get this thing off of me! Get it off me!"
The screams are fewer in number now, and not as frequent. Then nothing comes across the radio. You try to contact your friends but there is no answer.
Then suddenly there is a voice over the radio. "I'm the only one left, if there is anyone else left (heavy breathing, a thud) get the hell outta here. Nuke the whole place, get out while you still can. What was that?! Oh god there back again! No please, please get back! NO! (Gunshots fired, screams, moans) ARGHHH!" Then just static.
You decide to...
Written by underdrag on 01 May 2006
The Evil within
You have no choice but to follow the game and hope you survive. You go to the airlock and pull your pistol out. You pull the clip out to check it. All the bullets are there, no faults in the gun, all seems to be in order.
Then, before continuing, you think ahead. <What will happen if run out of ammo, and there is none in the base? I can't go around punching the snot out of all the demons, they'll most likely rip me limb from limb before I take out one of them!>;
So, with this foresight in mind, you return to the transport to look for ammo. You look for a couple of minutes and result in: 4 pistol clip (added to your original 6 you now have 10, with 12 in each), 12 shotgun shells, an axe (why UAC marines have axes on a dead planet is beyond your understanding) and some light armor.
After filling your belt with the extra ammo, and then putting on the armor, you feel more secure. Shaky, maybe, but you feel more safe knowing that you have at least some protection from the fiendish monsters that dwell within the future.
Dost thou feel ready to go inside?
Written by underdrag on 04 May 2006
I'm here to kill things and chew gum.
And you have gum. Now what you need is "to kill things". You check the door. It is unlocked, so you enter. The doors open and close with much more realistic
sounds than you remember.
The door closes and you look around the room. Two corpses are laying in this room. One looks as though it were badly mangled, and the other looks like it was shot with the standard issue UAC shotgun. <This is getting wierd> you think to yourself.
You also see a barrel of toxic waste. <Yes!> you think < This will come in handy later> As toxic waste it is highly flamable, and will explode after being shot.
You push the barrel into a better position to your advantage, but then realise that you don't have to push it, you can lift it now because this is real.
After setting up a basic perimeter from the two paths you enter the room to the left. It has stairs and two power conduits on either side of the stairs. At the top of the stairs, is a case with armor in it.
You decide to go up and get the armor. You enter the room and two zombies with pistols come out from behind the power conduits. You were expecting this so you quickly make an exit back into the lobby (first area you were in).
They follow you out and start shooting you. With your marine reactions, you can easily dodge most of the bullets, while readying your gun. You take the safety off and aim carefully at the barrels.
One shot.
Hits.
Another shot.
Hits again,
only this time it explodes.
Boom!
The two zombies are thrown through the air by the shock wave of toxic explosion. You have to quickly hide behind a pillar to avoid getting splattered with the stuff.
Now, with these guys gone, you can now get the armor. You go up the stairs, and walk up to the case. The actual armor is concealed in a compartment, but as you walk up to it, it opens and rises. Then the glass dome covering it is opened.
You take the armor and take off your original armor.
Then put the new armor on, and the original armor over the top. This is so anything that gets through your light armor will be stopped easier by the other one.
You now proceed through the other door. You open the door and go through. When you go in, you find that...
Written by underdrag on 04 May 2006
Computers, messy things they are.
You enter and you find a large room, with computers in it.
Some scientists are lying over them, dead. There is a smaller room inside this one.
It contains two bodies. One is one of the men you worked with.
The other must have been a security guard. He has blood on him. However, you cannot see any wounds that would cause such bleeding. Perhaps if you moved closer, also there is a pistol clip next to him.
Continue, or investigate?
Written by underdrag on 04 May 2006
Wake up, dude!
You walk over to marine, wary of any enemies about. You get there and see that the marine has his gun lying next to him. You smile and think of the damage you could cause with two pistols firing at once.
You bend down and pick up the pistol. You look at your fallen comrade and suddenly his hand lashes out and grabs your neck! Do you have enough power to break his grip?
Written by underdrag on 10 May 2006
Please, no hugs.
You struggle with the zombie, trying to break its grip from your throat, and with no avail. You start to lose consciousness and your visions starts to dim. You have only one choice, hit him with a painful object. There are a few things you can use. The axe, the but of your gun, or the baseball bat you see lying next to you. You could also deliver a swift punch in the face.
The axe would most likely end the fight for good, but you may not have enough energy to swing it hard enough. The but of your gun would be the easiest option, as it is the closest and all you want is his hands of your throat. Then of course is the baseball bat, lying carelessly on the floor, which could prove useful if it were just a little closer, you might not be able to reach it though. A swift push to the face might be the best option to do, as it might catch the zombie off guard.
Choose quickly, he's nearly choked you!
Written by underdrag on 30 June 2006