Previous games:
THE FATE OF THE MULTIVERSE
"There are no heroes, and there are no villains. Just power, and those willing to grab on with both hands. You've always had the safe, warm guarantee that the boss is actually killable. Let's take that away, shall we?"
The Core has been compromised. The fabric of reality is collapsing. Everything is gone, and you're the only ones capable of stopping it.
Location
Is there really a location anymore when all material fabric that the universe is constructed out of his being peeled away?
Whatever. Call it flat, even ground. A fair fight.
Points
You gain more points based on the amount of damage that you deal to your foes. You lose ten points for dying, and gain ten points for killing an ally. Infinite respawns are enabled. This is all liable to change at any time.
FINDING THE CORE
"Did you ever wonder why KOTL fell, comrades? Everything happens for a reason. Don't listen to what anyone else tells you."
Location
You're right at the center of the universe, where the Core is supposed to be. You've got the typical set of equipment - your chainsaw lightsabers, your military shields, your temporary force field, your berserker brew. Use it wisely.
Points
You gain more points based on the amount of damage that you deal to your foes. You lose ten points for dying, and ten points for killing an ally. Infinite respawns are enabled.
NPCs
- The Mad Hatter - Hats off.
- Left Hand Man - "You shoulda stayed in your cell."
- Cookie - Stalin's true successor.
- Vasily Stalin - The legacy that the man left behind.
- King Ryan - The true King.
- Francis Scott Key - Gave proof through the night that our flag was still there.
IT'S (REWIND) TIME
“You can’t deny the feeing that we’re all pawns, being pushed in place by the great forces of the multiverse. Some old comrades, back to say hello.”
The rift in time has brought you to the original finale, a time long ago and not well-recorded. The closer you get to the end, the more modern things get. And things will move quickly, so be prepared.
Basic Rules
Each "round" will begin in a circular room. In the center of the circular room is a hole. To win the "round", a player must jump into the hole and stay alive and alone in it for a time period longer than two in-game seconds. Everyone spawns an equal distance away from the hole in the center of the room, 15 meters away.
Upon someone succeeding in getting into the hole, staying alive, and staying inside it, then next round will be triggered, and everyone's positions will be reset.
In order to ensue that less active players at least have a chance, there is a maximum on the number of holes that can be completed in a real-world day.
Points
If you succeed in getting into the hole, you earn fifteen points. Killing someone will grant you 5 points, and a death will cost you 5 points. Respawns are infinite.
MURDER MYSTERY
"You should know better than to trust what's been given to you, especially when it's a murder mystery. Stay on guard. Something is definitely wrong. There's trouble afoot."
In a small town, there are 4 major places. There is a grocery store, an armory, an apartment building, and a mechanic shop (formerly sports center).
The grocery store has anything you can find in a grocery store, the armory has any kind of weapon, the apartment has your personal room where you store things, and the mechanic shop any tools you might need.
There is also a street. After I find out who is joining, I IM the murderers. Anyone can equip themselves with weapons, but your goal is to FIND THE MURDERERS, not kill everyone else. You may not specify which area of a building you are in. If someone is IN YOUR BUILDING, they may attack you. Murderers gets 15 points every kill they gets, townspeople split 36 points for killing a murderer You can also get points by survival time as a townsperson, but lose 15 for killing an innocent. You can defend yourself. When a murderer attacks you, you may have 1 post to BLOCK and COUNTERATTACK
No one knows who you are when you attack someone...
Everyone starts at apartments with no weapon.
THE PRISONER'S DILEMNA
"No more games. No more havoc. You're in here for life, comrade."
Basic Rules
You're stuck in a prison, sentenced for life by your own government for the crimes you've committed against the multiverse. For being such a high-tech facility, the quality of life in your cell sure does suck.
You can do whatever you wish that doesn't seem too suspicious. And hey, you've got infinite respawns!
Wait. Hold on. You have infinite respawns. And you've been sentenced for life.
Points
Yeah, remember when these mattered? Getting an ending before anyone else will net you first place, and a fat stack of 100 points. Each place below that receives 10 fewer points (90 for 2nd, 80 for 3rd, etc.). Secrets scattered about the map can also grant some points. -10 points for each death
Map
You begin in a rather dank and dark cell with not a whole lot of resources. The tiny window with bars is the only thing that gives you light in this dungeon.
A cafeteria, an area to exercise, a heli pad for some reason. It’s all here.
The entire facility is surrounded by a nanotech fence designed by you-know-who himself. It’s very strong, yes, but nothing is invincible.
Way, way deeper down everything is The Room. You do not want to go in the Room. Stay far, far away from the Room.
MURDER MYSTERY: 1 HP
Yes, that's correct. A murder mystery with a single gimmick: You can't take any sort of damage at all. Did you accidentally cut yourself? You die. Did you slip on a banana peel? You die. Did you get lightly grazed by a weak punch. YOU DIE. Have fun.
Roles
Every player, whether they be innocent or murder, will spawn in with a sword and 200 gold. A small amount of gold is gained every 24 hours. I use RNG to pick two murderers, who will also be informed of who their ally is. They will be PMed their role. If you did not receive a PM, you are not a murderer.
Innocent - Their goal is to survive, and kill the murderers.
Murder - Their goal is to kill all the innocents. What'd you expect?
Map
There is a large wall surrounding the area you're in. It's technically not indestructible, but you shouldn't bother with trying.
Everyone spawns in their own house. They have one floor and a running faucet, although you don't really need that anymore since no one gets hungry or thirsty anymore. Your residences are all highly flammable.
South side is the shop. You can buy nearly anything here, but it all comes at a price. Ask for an item, and the shopkeeper will give you a price. It cannot be destroyed.
Dead center is the infamous pavilion. Drops containing powerful loot will happen there while players are active. It cannot be destroyed.
PMs/LFA
Hoo, boy. This has always been a pretty big issue. I'm trying an experimental way to fix it, so bear with me here.
First of all, sneak attacks will be banned. A PM involving an attack on someone else is not allowed. Therefore, LFA will be completely unnecessary.
However, PMs as a whole will not be banned. So long as your PM does not directly involve another player, it will not be immediately outlawed. For example, PMing to go to the shop to buy something would be acceptable, should the shop be empty. However, if someone is already in the shop, they'll notice and will be sent a PM about your presence there.
Do note that I consider actions on the public thread of higher priority than those sent to me by PM. I don't frequently check my PMs.
Let the games begin!
MURDER MYSTERY: CLASSICAL EDITION
Murder mysteries hold a special place in our hearts. From the ancient days of KOTL up to right now, they've always been played.
Let's have another round, shall we? One that's totally definitely completely normal, with no strings attached.
Basic Rules
You're back in that literal hellhole of Pol - I mean, the Flipside. Turns out that there's an abandoned town here. There is exactly one murderer present - none of that newfangled business with heartless and assassins and whatnot.
Once everybody has joined but before the game begins, I will use RNG to determine a murderer(s) and send them an IM.
Roles and points
Everybody starts off with a sword and 200 currency. All living players gain another 200 currency with each passing day.
Innocent - there isn't really a game without these guys. An innocent's score is based off how long you survive, as well as how active you were. That's usually 10 points per half day. Usually. When the murderer is killed, all living innocents get 10 points, and 36 points are split among those who participated in the happy killing. Innocents are penalized 10 points for killing fellow innocents.
Murderer - Gains 25 points for each kill. Starts off the game with the Liar's Mask, which allows them to appear as somebody else.
Map
There's a big wall that surrounds the town, preventing you from exiting.
All houses are on the north side, happily fireproofed. They have one floor and two entryways.
In the dead (hehe) center lies the infamous pavilion. Strong items, loot, and maybe a few tricks can be found there. You can't destroy it.
Towards the south is the shop. You can buy stuff there with gold. Any item you want is there, with varying prices depending on how strong it is. You can't destroy this.
The Final Boss
It’s the end of the line. Stalin is stronger than ever. You’re right in the heart of his territory, ready to end this once and for all.
This is it. The final battle. Good luck.
Storming the Winter Palace: the Finale
Here we are. The final foray. All of your infighting, every post you’ve made, everything that you’ve done, it all culminates here.
LOCATION
You’re in the heartland of Russia, in the middle of winter. Who thought invading Russia in the winter was a good idea?
The location consists of several open areas. Access to the next area is blocked by a miniboss at each intersection.
Within each area is several points of interest. Only one player may enter a point of interest at any time. Some points of location have points on the ladder that you can earn and strong items you can obtain.
POINTS
Most points of interest feature challenges, which are worth 10 points to complete. Each miniboss you defeat along the way is worth 15 points. Each death you incur costs you 10 points, and each other player you kill also costs you 10 points.
EQUIPMENT
Our between-the-world branch managed to equip you successfully while you travelled through the portal. You’ve now managed to get your hands on the now-standard tools: two chainsaw lightsabers, two cybernetic arms, one assault rifle, one shield, one beserker brew, and one force field.
ONE FINAL NOTE: This is gonna be hard. Fair, but hard. Play at your own risk.
Rob the Museum: Emptiness
Your organizations have finally stopped trying to kill each other. They’ve caught word that the museum is packing up. Only that precious, precious gem still remains.
But watch out. Those damn Soviets are here, and they want the gem too. Beat ‘em to it!
LOCATION
The museum has been practically emptied. The only thing that stands at the center is the vault to the gem, which is protected by a six-digit passcode. Your job is to get in there, get that gem, and get out.
NPCs
The Curator - The guy who runs the museum. Takes security very, very seriously.
Guards - Just your average ordinary museum guards. Quite tired after all the work they’ve put into packing up all the exhibits.
Goose - He’s always here. Always.
POINTS
The gem in the center is worth a giant 25 points. Each digit you yourself input correctly is worth 5 points. You lose 10 points for dying. Beware, though, for each digit you input wrong loses 2 points. Funnily enough, there is no penalty for killing others.
Murder Mystery: Literal Hell
You’re back to killing each other. Is there any surprise there? Who sent you to kill each other? WHY are you killing each other?
Sh. It’s not your place to ask questions.
LOCATION.
The location proves to be remarkably similar to the one you went to previously.
Your houses are on the south side. One story, with a running faucet. They’ve been happily fireproofed.
On the north side is City Hall, protected by literally nothing. Gatherings and meetings happen there. SCP-914, the improvement machine, also resides there, available to use once per real day.
Towards the west is the armory. Basic weapons like assault rifles and chainsaw lightsabers can be found there. It’s usually pretty empty, but gets restocked quickly.
Towards the northwest is the grocery store. It’s also pretty empty most of the time, but packs of food and water sometimes show up there.
Towards the East is the warehouse. Items with utility such as lighters and high-powered flashlights can be found here. Occasionally.
In the center is the infamous open-air pavilion. When players are active, drops filled with powerful items will spawn in. This will encourage activity, as those not playing frequently will miss out on the strong loot.
ROLES
Innocent - Aw. Aren’t these guys cute? Just here to live their lives. They gain 10 points for each day that they live. Should they kill a fellow innocent, they are penalized by 10 points.
Murderer - The one who wants everyone dead. Death doesn’t discriminate. Gets a fat stack of 20 points per kill. Those who kill the murderer split a massive 36 points equally.
Assassin - A man with a mission. The assassin is PMed a target who is not the murderer. It is then their goal to hunt them down and kill them, which gives 25 points. They lose 10 points for killing a non-target just like anyone else.
Heartless - Acts like an innocent, but loses no points for killing innocents.
POINTS
Listed above under your roles.
DAY/NIGHT CYCLE
Is similar to last. It follows Eastern time. During the day, IMs probably won’t work. At night, you can be sneaky mcsneaksauce and and it’s very hard to see you. There is no sunrise or sunset. Twelve hours of day, twelve hours of night.
WHEN YOU BEGIN
You’ll have the same three items as before, a chainsaw lightsaber, a hammerspace bag, and an impenetrable chestplate. Make each of them count.
The Quartet
Our spy networks have picked up an inordinate amount of activity in this area. You know what that means. You’re heading in again.
Each of you are equipped with two extra arms, two awesome chainsaw lightsabers, one dose of berserker brew, one assault rifle, one force field (when you need them), and an upgraded shield.
LOCATION
It’s not the middle of nowhere this time. Instead, it’s a very large building in the middle of a rather empty city. Your goal is to infiltrate it and take out its leaders.
Who are its leaders? You’ll be able to tell. Trust us. There’s four of them, by the way.
This time around, we’ve been cut back on supplies a little. You only have one force field. They claim it’s an upgraded force field. We’re also quite strapped on Song of the Peoples, so none of that, either.
POINTS
Points once again work in the same way that they did last time. The amount of points that you receive is directly proportional to the amount of damage you deal to your foes.
You lose 10 points for dying, and 10 points for killing another player. Respawns are of course permitted.
At the conclusion of the game, points are added or subtracted from the top player’s score until it equals 100 points. The other player’s scores will be adjusted accordingly.
NPCs
The Mad Hatter - An insane fellow with a ton of hats. A ton. Spiked hats, lava hats, bladed hats, metal hats, you name it. Try not to run into them.
Music Man - The chill guy who just wants to listen to music. This music is being played so loudly that it can potentially rupture your eardrums. Has all sort of area-of-effect tricks with sound.
The Knight - A gigantic humanoid who wields a Saw. Is physically stronger than even Stalin himself. Intelligence, though? Nah.
The Doctor - A classic support character. Utilized pills, potions, and all sort of other sciencey-items to fight.
The Keys to the Multiverse
Because it sounded better than “the Multiversal Fetch Quest”, we’re going with this instead.
THE SETTING
You’ve all been ordered to collect a variety of keys from across the multiverse. It’s up to just you folks to head into familiar and possibly not-so-familiar locations and grab the keys that have been left behind in them.
Important thing this time around - you’re not working for the same people. In fact, you’re all working for yourselves, and you’re well-known rivals of each other. Getting rid of your foes by any means necessary is paramount in this challenge.
POINTS
Each pin you collect is worth 2 points. Each player you kill is worth 5. Each key you obtain earns you 15 points. Suffering a death in any way will result in the loss of 5 points. However, respawns are allowed.
At the conclusion of the game, the #1 player’s score will be added to or subtracted from until it equals 100 points. All other player’s points will be adjusted accordingly.
The Big Bad’s Arrival
Generally, the villain of the story is fought at the end. Here, you’re fighting him at the beginning!
Be forewarned that this boss will not test your intelligence. It will not test your wit, your puzzle-solving skills, or your cunning. It will test exactly how much damage you can output.
LOCATION
You’ve all spawned in a desolate plane, out in the middle of nowhere, loaded with some of the post overpowered gear that can be found across the KOTL multiverse. We’re exceptionally glad that you’ve joined your government’s elite strike force team, ready to take down the enemy leader.
There’s not a whole lot around you except for scorched earth, hollow shells of buildings, and weak sun shining overhead. You have a little bit before he arrives. Try to work together, K?
Each of you are equipped with two extra arms, two awesome chainsaw lightsabers, one dose of berserker brew, one assault rifle, two force fields (when you need them), and an upgraded shield. A Song of the People is colloquially shared among everyone.
POINTS
The boss fight is divided into two phases. Points will be divvied out based on how much damage you deal to the guy. You lose ten points for dying, and ten points for killing an ally. Respawning is permitted.
Skill points will be based on how active you are here, and you can earn up to 20 skill points.
At the conclusion of the battle, points will be added to or detracted from the #1 player until their total equals 100 points. Everyone else’s total will scale to this.
NPCs
Joseph Stalin: The villain of this story. Got a historical badass upgrade and became incredibly powerful. Watch out for his various tricks and overpowered weapons!
Red Solider: A basic solider who comes from the past. Not very well equipped at all.
Advanced Red Solider: A futuristic Russian soldier with some of the best equipment money can buy.
Red Marine: A super-solider with a giant suit of powered armor, a massive laser cannon, and a fist that crushes tanks. Don’t mess with him.
Murder Mystery: Max Items!
The classic murder mystery that you all know and love, now ramped up to a degree that has never been seen before!
Welcome to your town. You’ve all been spawned in here, but one of you isn’t exactly a nice guy. In fact, he’s a murderer, randomly selected and IMed. No tricks this time around.
MAP
Your houses are on the south side. One story, with a running faucet. They probably won’t be there for very long.
On the north side is City Hall, protected by literally nothing. Gatherings and meetings happen there. SCP-914, the improvement machine, also resides there, available to use once per real day.
Towards the west is the armory. Basic weapons like assault rifles and chainsaw lightsabers can be found there. It’s usually pretty empty, but gets restocked quickly.
Towards the northwest is the grocery store. It’s also pretty empty most of the time, but packs of food and water sometimes show up there.
Towards the East is the warehouse. Items with utility such as lighters and high-powered flashlights can be found here. Occasionally.
In the center is the infamous open-air pavilion. When players are active, drops filled with powerful items will spawn in. This will encourage activity, as those not playing frequently will miss out on the strong loot.
POINTS
The point system is nearly identical to the one in Tomato’s game. Innocents get 10 points per day survived. The murderer gets 20 points per kill, and all surviving innocents get 10 points when the murderer is killed. A bonus 36 points is split among those who kill the murderer. Up to 20 points can be earned for skill. Unlike in Tomato’s game, a 10 point penalty is suffered when an innocent kills a fellow innocent.
DAY/NIGHT CYCLE
The day night cycle follows US Eastern time. During day, your actions are obvious. During nighttime, you can be super sneaky and IM me your actions. Sunrise and sunset are short periods where IMs may be sent, but there is still an appreciable chance of being spotted.
WHEN YOU BEGIN
You will be equipped with the following three items:
CHAINSAW LIGHTSABER: Because nothing is cooler than a chainsaw lightsaber. Upgraded version of the normal chainsaw.
PROTECTION C DIAMOND CHESTPLATE: An impenetrable piece of armor that makes your chest and back untouchable.
HAMMERSPACE BAG: Tired of having limited supplies? Fear no longer! Your hammerspace bag can hold infinite items without you slowing down.
If you couldn’t tell, stuff here is kinda OP. This is highly experimental gameplay, and may or may not be fun. Join at your own risk.
Ok I buy 5 packs of food that will last for 5 days, and clean out the water department
You can only carry 3 days worth of food and water... would you like to do that instead?
Yes and take them back to where I live. Then I get 3 more days of food and water and do the same