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
Should I Stay and Get Eaten?
With a snicker-snack, the door opens and lo, there is a mousy scientist type hiding behind the locked door of his office. The room is vast, with a bit of very complicated-looking machinery on the far end. Shotgun readied, you step into the room.
"UUUUGGGH!" MONSTER CLOSET, HA HA! A panel directly behind you pops open and a zombie lurches out, hellfire burning in its eyes. It swings a fist toward you and you take it in the face. You stumble back, cursing, and then proceed to give the zombie a bucketful of lead. Its body liquifies and its brain flies out like a rubber duck flies out of a child's soap-covered hands.
You blow blood out of your nostrils as the barricaded scientist comes to his door.
"Oh, thank goodness! I thought I was the only one left!" he exclaims, opening the door for you. "You don't know how nice it is to see you. Oh, but you're hurt! Here--use this medical terminal here on the wall."
On the man's office wall is a terminal with health-y looking icons on it. You press your hand to it and your nosebleed stops. You wonder at that a moment as the scientist continues on.
"A while ago, they told me to shut down my machinery for a few moments to divert more power to the Delta Labs. Then, this weird stuff started happening..."
"Yeah, I know," you say.
"Um, well," the man continues, "There's some supplies in the cabinet there.
Take my PDA. It'll have the codes you need. I'm going to stay here and monitor the equipment. Go for help... and good luck."
You take his PDA, and then look at him. Now that it's not really the game...
"OK, are you a total ass?" you ask him.
"E-excuse me?" he replies.
You put your arm around his shoulder. "Look pal, lemme tell you the situation we've got here. There are a limitless number of monsters that have been unleashed here in the base. There's monsters that can throw fire, that can crawl through cracks, and that can break down walls. I don't care what you're doing here; if you stay here, you're going to die. In fact, I doubt you'd survive ten minutes after I left. What you're *going* to do, actually, is come with me, and help me carry the guns. Otherwise, I guarantee you're toast."
Before he can respond, you put the shotgun into the scientist's hands and load him up with the ammo. Using the PDA, you open the office cabinet, and you fiiiind...
Written by Mr.Peaches on 23 July 2006
The Best Gun
You take the shotgun, load it to the max with bullets, and give it to the scientist.
"Pull the trigger at short range then pump the bottom of the gun. Reload every four shots, so you don't waste time reloading when a monster is in front of you. Also, reload after every time we finish a bunch of monsters."
You take off your armor and hand it to the guy.
"Put this one on, cos I know your gonna to die if you dont.
Also, help me get some of this health supplies into my pack. We'll probably be needing them soon."
But just as you finish saying that...
Written by underdrag on 25 September 2006
The slying skulls are ON FIRE!
Another scientist opens the door and comes in screaming like the devil himself is after the poor guy. He is, in a way. "Quick! Close the door! Dont let it get in!"
You run over to the control panel and press the "Close Door" button. The door closes. But not before a flash of fire streams through the door.
"NO! Shoot it!" He yells.
You pull your pistol out and aim at the skull. But just then, it charges at the scientist, leaving a hole in the poor guys chest.
He falls to the floor with a thud. The skull turns around and sees you.
Before you can shoot it, it charges at you. BAM!
You didn't die though, cos you were wearing armor. However, you just lost your weapon. The skull gets ready to attack again.
You get an idea... what is it?
Written by underdrag on 25 September 2006
Shish...
"Get down, scientist guy!" As the flaming skull bounces around the room, the scientist hides under the desk. You whip out your trusty new shotgun and hold it barrel out on your chest, like you're going to commit hara-kiri with the butt.
The skull floats menacingly, eyeing you again.
"C'mon and charge, punk," you growl, "you stupid, stupid, punk."
And lo it does, mindlessly charging forward... lodging itself neatly on the end of your shotgun barrel like a slab of pork on the end of a chopstick (ooo, that really good stuff with the dark marinade, served with some white lo mein with soy sauce and egg rolls... oh-ho-ho-ho...)
"Semper-fi, b[izzn]itch."
[BLAM! SCREE!]
The Lost Soul disappears. You twirl your shotgun for effect, shooting out a light accidentally (I guess that wasn't covered in basic.) The scientist crawls back out from under a desk.
"Phew..." he sighs.
"Let's keep moving," you say.
You exit the room with the scientist, who's name let's say is "Jack," and you now face a small hallway that leads to darkness. You see a few lights blinking, but they're small and red. You have to keep going, but how will you do it?
Written by Mr.Peaches on 26 September 2006
The end (for now)