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Dave's Eventual Cape Name (Vote is not binding, mostly fishing for ideas)

  • Sharky

    Votes: 3 6.1%
  • Palp

    Votes: 0 0.0%
  • Trouble

    Votes: 15 30.6%
  • Terrorist

    Votes: 12 24.5%
  • Town

    Votes: 1 2.0%
  • Snake

    Votes: 2 4.1%
  • Solid Snake

    Votes: 10 20.4%
  • Pikachu

    Votes: 5 10.2%
  • Something else I am putting as a comment in the thread

    Votes: 1 2.0%

  • Total voters
    49
  • Poll closed .
Created
Status
Incomplete
Watchers
100
Recent readers
188

This will be posted in both the SFW and NSFW sections. For more details of this story, check the preface!
A man wakes up in Worm with questionable memories of questionable events, while carrying questionable possessions and even more questionable powers.
Asking himself (and others) important questions like "How do you spell innocent backwards?", "Why do I care if you know how to spell innocent backwards?", "How did I become an Old Man?", "Why do I consider myself to be an innocent terrorist?", "Why do I consider being a terrorist a good thing?", "Why does my power consider being a terrorist a good thing?", "What is wrong with my power and why is it so dumb? In an affectionate way because it is dumb in my favor,", and "What the heck is a Yognau(gh)t?"
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Next chapter ready, will upload after getting image working New
Next chapter is ready. Unfortunately, I am not qualified to describe a certain image, so I added a picture. However, I can't seem to figure out how to upload an image to QQ from my desktop instead of from online, and I can't find an online picture of what I want.

If anyone knows how to upload an image to QQ from a desktop, let me know and the chapter will go up right away. (Catbox was suggested to me, but it said "Uploads paused until I can resolve storage issues. Sorry!" when I tried to upload the image to it from my desktop, so that particular site won't work I'm afraid).

Alternatively, if anyone has a picture that works with QQ's Insert Image thing, put it in the thread and I'll add it to where it goes in the chapter and put the chapter up.

The picture I need is one of Kirsty's Tall Pikachu TTT player model. The one she switched to after complaints of her normal Pikachu model being too small and hard to hit, but before she switched to Mr. Tweedy from Chicken Run.
 
Dave's Roles, Items, and Abilities Shown So Far (Spoilers up to the latest chapter) (Currently goes up to Chapter 22) New
Someone asked for this, and I was planning to do it eventually, so now I have a reason to do it now!


Dave's Roles:
Role:What It Does in TTT:Bonus Effects Dave Has Unlocked:
Old ManThe Old Man has 1 health instead of 100, most methods of healing don't increase their health. Their win condition is to survive until the end of the round.Combat Thinker effect. Based on the saying that goes along the lines of "Be wary of an old man in a profession where men die young". Basically makes him an Action Movie badass, but it is purely a 'Thinker' effect.
BeggarThe Beggar is a Jester Role, meaning it doesn't deal damage and has an unusual win condition. In this case, the beggar needs to receive a Shop Item from either the Traitors or the Innocents (and on the Innocent team, usually only Detectives can get shop items, though unusual circumstances like randomats can let other roles do it as well). Upon receiving an item, the Beggar will change roles and become an Innocent or a Traitor based on which team gave them their item. The Beggar then wins and loses with that team. A Beggar loses if they haven't joined a team by the end of the game.
Later on, there was a change that made it so that killing the Beggar made them join the opposite team of whoever killed them as well, because someone (Lewis) kept killing Beggars.
Because there are no people with Shop Items, it was decided that certain things counted as Shop Items in their place. The obvious being Tinkertech, but as it turns out, unique and rare enough items associated with specific Capes also count, even if those items aren't particularly useful in the conventional sense.
DoctorThe Doctor is an innocent role that has a shop with two items in it: A Health Station and a Parasite Cure. That's it. If you think that sounds boring or redundant, that is probably why it wasn't in very many episodes.Like the Old Man, this gave Dave a small Thinker power, associated with being a doctor. It basically makes him a fully qualified doctor, and gives him a tiny bit of medical knowledge when he looks at people, things like their age and 'Hey, this person is deaf in one ear.'
It also came with another thing that hasn't been revealed yet, which will be added to this description after it is revealed... which may not be for a while based on how some of my other planned reveals are going.
InnocentThe most basic role there is. They are on the innocent team, and they get nothing special whatsoever.Nothing.
TraitorThe default role for the traitor team. They have access to a buy menu, or shop, which they can spend credits in to buy special items with.Nothing.
RomanticAn innocent role. At the start of the game, the Romantic will receive a name, that player is their Soul Mate (but the Romantic is not that person's Soul Mate), and if that player dies, the Romantic dies too, but if the Romantic dies, nothing happens to that person. The player the Romantic is in love with is guaranteed to be on the innocent team.

Special Note: If someone's Soul Mate is dead, then even if that person is revived, as long as their Soul Mate remains dead, they will just die instantly after they are revived.
Nothing. Special mention that Dave can disable his roles though, so he isn't trapped in forever death if his one-way soul mate dies.
Dave has never disabled the Romantic role yet, so his initial Soul Mate is still his current Soul Mate.
ParamedicThe Paramedic is on the innocent team. They start the round with a Defibrillator, which can bring a dead player back to life as long as they aren't brain dead (and there is enough room to resurrect them, which doesn't need very much room, but it is a limitation). A Paramedic reviving someone does not change their role or alignment.
Brain death only occurs if someone is specifically shot in the head.
Nothing. There are more ways for brain death to happen though, such as being dead for a very long time. (Dave has not currently tested exactly when he can no longer revive someone yet).

Buyable Items! (All Buy Menu items Dave has access too, including ones he doesn't actually need to buy from a buy menu, as long as they are available in a buy menu. Probably not in order of appearance.)
Note: Traitor menu = Traitor shop. Buy menu = item shop = Detective menu or Traitor menu. They are just interchangeable.
Item:What it Does in TTT:Changes to How it Works:
Flare GunVery occasionally found on the ground (which is why Dave gets them without needing to buy them, he gets all of this type of item at randomly throughout the day after he first 'unlocks' them, which also happens at random). Shoot someone with it, and they will be set on fire for a set length of time. Being set on fire doesn't do a ton of damage, someone at full health can survive the full interval of being on fire. Being on fire does make it quite hard to see though.Also works as an actual Flare Gun, can send up flares.
KnifeTraitor Item, very occasionally found on the ground. Melee weapon, hitting someone once with it will deal 50 damage (maximum health under normal circumstances is 100 health). Can also be thrown, which will also deal 50 damage, but then you don't have it anymore.Now also works as a regular knife. Like most of Dave's held items, it is indestructible. Also quite sharp. The function to use the 'deal 50 damage' part is toggleable, and completely accident-proof. It is physically, metaphysically, and narratively impossible to accidentally use that part, and anyone that experiments with it will be able to instantly realize that.
PhD FlopperPurple Soda Bottle, buyable from Detective Menu and Traitor Menu. Upon use, they chug the entire bottle in one go and let out a loud burp, which may let other player's know that someone has drunk one. After use, they are completely immune to explosion damage and fall damage, and if they fall far enough that they would take fall damage, it causes an explosion instead which will kill anyone too close to where they land.No significant changes. Dave may try to make an adjusted version eventually to disable or toggle the part that causes explosions, but he has not yet done so.
Body ArmorDetective and Traitor shops both have this. After buying it, whoever bought it will take less damage from most sources (most importantly, this includes bullets). No visual difference happens after it is bought.Now also an actual item that can be 'equipped' and 'de-equipped'. Still invisible when actually equipped though. It can now be given to other people instead of just instantly being applied to whoever bought it.
RadarDetective and Traitor shops have this. After buying it, every 30 seconds the buyer will have little green circles on their screen that show the locations of every living player at the most recent 30-second marker. The green circles will show how far away the person was in meters with a number inside the circle. It works over any distance and through walls.
Also, there is an option (that is used a single time ever before being forgotten about) to not automatically activate every 30 seconds, and instead activate at the manual press of a button, as long as at least 30 seconds have passed since it was last used.
See above. Also, does not mind-break people with information overload by showing them every single person on the planet. Limited to a reasonably nearby area, the exact distance has not been measured by anyone yet, but it is at least several blocks, probably close to a neighborhood.
DefibrillatorTraitors and Detective can buy this. Paramedics receive this automatically. It revives a dead player upon use, as long as there is enough room for them to respawn and they aren't 'braindead' from being shot in the head.See the Paramedic role above for notes on this.
Health Station, sometimes called (by the Yogscast) Healing station, or 'Health Teat' or 'Teat'Detectives can buy this. So can Doctors, but Traitors cannot buy this. Looks like a microwave. A player can use it to heal rather quickly over time, but only one player can use it over time. It holds 200 charge at most, and recharges when not in use, one charge heals one health.Now can be opened like a Microwave, and will contain one burrito and one Hotpocket whenever opened while having enough charge. (This is because the Yogscast often refer to healing as 'eating a burrito' or 'having a hotpocket' because the Health Station looks like a microwave... they do also refer to it as 'suckling on a health teat' but that hasn't come up yet in the story.)
The burrito and Hotpockets heal whoever eats them and give ideal nutritional and caloric value personalized to whoever eats them. The buttons on the microwave can be used to choose what ingredients are used in the Burritos and Hotpockets, as well as how hot they are, how crispy they are, how they were cooked, etc.
Parasite CureCan be bought by: All detective roles and Doctors.
If a player is infested by the Parasite role (which happens after they kill the Parasite), using the Parasite Cure will cure them, making it so they will not die after around 30 or 45 seconds have passed after they killed the Parasite, and the Parasite will not respawn from their corpse.
The Parasite Cure takes about 5 seconds to use.
If someone uses the Parasite Cure on themselves (or someone else uses a Parasite Cure on them), and they are not infested with a Parasite, they will instantly die.
Now also cures other parasites, like tapeworms, brain worms, ringworms, leeches, ticks, etc.

The only person this has ever been used on so far is Dave, who simply died. It is unknown what, if any, other effects this may have that Dave is not aware of.
TeleporterCan be bought by: Detective roles and Traitor roles.
The buyer can put down a teleporter pad, then at any point later on, they can use the teleporter in their inventory, and will be teleported over the course of about 1 second to the pad that they placed earlier.
No longer limited to 1 teleporter per player (this is true with most of Dave's items, he can't stack body armors on himself but he can have as many in his inventory as he wants). Each pad currently still corresponds to a single remote that transports the user to its corresponding pad, but this may be improved in the future.
Pack-a-Punch (or PAP)Can be bought by: Any Detective or Traitor role.
Can be used on any item, and will upgrade it in some (almost always significant) way. Arguably the most powerful item in the game.
Dave only got one, and after buying it his soul borked a little. He will not be seeing any more for a while. He used it to upgrade his dingus. See the table below for more details (in the dingus section).

Dave's other powers, abilities and items that are not Roles or Bought Items (Probably not in order of appearance):
Item, Ability or Power:What it does in TTT (if applicable):Changes from what it does in TTT:
Double JumpAll players can Double Jump. They jump at any point while in the air, which increases their height slightly and breaks their momentum, so they can fall from any height and survive as long as they double jump right before they hit the ground. They can still take damage and die if they double jump too early in a fall.No significant changes.
GunsLots of guns exist, in a large variety, most of which are based on real guns. I'm not putting every single gun here, that would take too long and most of them aren't very special.
Guns have ammo, and spare magazines. Guns and ammo are both found around the map of a TTT game.
They are quieter than normal guns because they are based on GMod guns.
Dave does not find them on the ground, he gets them over time (the same applies with all other items that can be found on the ground in TTT, albeit he gets them at different rates depending on how rare they are, and he needs to 'unlock' them first, which happens at random).
For other major differences, see the Inventory entry a few rows below this one.
CrowbarCrowbars, the default melee weapon. Every player has one. (There was a period of time when the model for the Crowbar was floppy and waggly, and that version is what Dave has.) When used to hit someone, they deal 20 damage (in normal circumstances, things like randomats can change this). They can also be used to push players slightly, including off ledges.Also work as an actual Crowbar now. No longer always deal an equivalent of 20 damage. Can be used like a normal crowbar when hitting someone instead of a game-ified simulation (ie. hitting someone 5 times on their hand won't instantly kill them, just fuck up their hand if you hit them hard enough).
Magneto StickAll players have this. Used to pick up and hold props. Has a size limitation for things they can pick up. Ragdolled but living players and corpses can both be picked up with this, but normal living players can't. Can be used to throw objects at high speeds, and thrown objects can deal physics damage to players if they are large enough and thrown fast enough. Actually doing it is really difficult, and even when done successfully, aiming is also really difficult, but players have been killed with this technique (it is pretty universally easier, faster, and simpler to just shoot someone though).No significant changes.
Magneto Stick Note:There are two other abilities the Magneto Stick has that Dave has forgotten about. They will be added to the entry above and this will be removed after both have come up in the story.
InventoryAll players have an inventory which holds all of their guns and items. Each item type has a slot, aside from buyable items. A player can only have at most 1 of any given gun or item.
Slots include things like: Pistol slot, rifle slot, grenade slot.
The grenade slot is what holds non-Shop grenades, potions, and dinguses.
Dave does not have slots, he can have as many things as he wants simultaneously. His inventory can (currently) only hold items from his power.
He can hold an unlimited number of each thing he can put in his inventory, and can immediately pick something from his inventory and be holding it at will.
Crouch JumpCrouch Jumping lets someone jump ever so slightly higher than before. After double jumping was added, it almost never was needed again.It gives Dave about an extra 6 inches of jump height. While a certain Protectorate technician finds it rather pathetic, some men would kill for an extra 6 inches. Some women would too.
Skin ChangePlayers can change their Player Models to anything they have available in the skin menu. Each player normally has a specific skin they use so people can tell who is who from a distance. This relies on the Steam Workshop.No major differences. Dave doesn't have to pick from things in the Steam Workshop, as long as whatever he wants to turn into could reasonably be found in the Steam Workshop... even if it isn't actually in there IRL.
GrenadesGoes in the grenade slot. These are the ones found on the ground, not the ones that are bought in a Shop with credits.
Discombobulators: Do no damage, throw all players away from wherever the grenade was when it went off. Discombob for short.
Smoke: Does no damage, releases a pathetic amount of smoke that can easily be seen through... but someone might panic upon seeing a grenade thrown at them.
Incendiary: Releases a damaging explosion, then sets everything in the area on fire for a set amount of time. The fire will expand to a larger area if a discombobulator goes off within the fire of an incendiary grenade.
No major changes; no limits to grenade slots, he can have as many in his inventory as he wants, he generates more grenades over time instead of needing to find them on the ground.
Smoke Grenades actually release enough smoke to hide people and things.
Dingus/dingusCat. Goes in the grenade slot. Meows when the 'activate' button (left click I think) is used. A very good boy. Is technically 'dingus' not 'Dingus', the in-game item is not capitalized. Sometimes used to symbolize truces. Mistreating may result in nobody caring when you get murdered in front of them.To reflect dingus being an item, Dave's dinguses/dingi are totally immortal and indestructible, and immune to harm in every way, the same as they are in the game. Unlike the game, they are actual cats, so they can move around on their own if they want.
Like the game cats, they are docile and calm enough to not care if they are in a gunfight, or bombs and grenades are going off.
Dave gets a new one in his inventory every ten minutes. Only two have ever left the inventory so far, neither one cares or minds going back in.
A dingus could survive everything Scion could throw at it and be totally unharmed... offensively it is just a normal cat though.
A dingus has immortal and indestructible vocal chords, and can and will meow on command. Do with that information what you will.

(For clarification, dinguses are also immune to mental harm in addition to physical harm.)

Dave also has a Pack-a-Punched version, this one slowly changes color, going through every color of the rainbow.

Miss Militia has received a dingus (non-rainbow edition).

One could argue that the best tactical decision is to use a bunch of dinguses as meat shields to block bullets and attacks. The dinguses wouldn't care if anyone ever actually does that.
MinifierFound on the ground occasionally throughout various maps. When used, shrinks the player greatly, and lowers their maximum health to 60. Increases their speed slightly as well, but the small model's little legs make them seem even faster because they retain the base speed of a larger model.
Also slightly decreases jump height.
No major changes. Jump height is not decreased.
KarmaAll players have Karma.
They gain Karma by playing the game properly: winning rounds, killing people on the opposite team, things like that.
They lose Karma by playing the game poorly: pretty much just by killing people on their own team.
People below a certain level of Karma will do less damage, and the less Karma they have, the less damage they do. (The largest damage penalty I remember off the top of my head was a 40% damage penalty).
If a player's Karma got way too low, they would, at a certain level of low karma, automatically be banned from the server, and need their karma manually adjusted by an admin to be able to rejoin.
Dave automatically gets karma every 10 minutes he is alive, because 10 minutes is how long a round lasts, and the Old Man (which he started with) has a win condition of being alive at the end of the round.

Unlike the game, Dave deals more damage after getting above a certain level of Karma. It is strictly additive, there will be no exponential nonsense involving Karma to instakill Scion by throwing a pebble hard enough with an absurd damage multiplier.

The last time it was mentioned (on January 4, 2010), Dave had a Karma bonus that made him deal about 200% damage (that is 200% times damage, not 200% more damage, so he dealt double damage not triple at that point).

Dave has theorized that if his Karma ever got low enough he might get 'banned from the server.' He is unsure if that would involve being shunted to Earth Aleph, or being ejected to outside the atmosphere of Earth Bet, or totally ejected from the Worm Multiverse. He does not want to test this, but he is not concerned about it happening because it would need him to disable all of his roles except for ones of a specific team, then kill a bunch of people on that team (either heroes if it was traitor roles he had enabled or villains if it was innocent roles he left enabled).
Incomprehensible ShiversN/A (N/A means Not Applicable, for anybody not aware)Sometimes Dave will have a severe shiver or shudder throughout his body after hearing something or having a particular thought.
Perhaps these moments have something in common?
Undiscovered PowerEvery player can do this in GMod. This can be done in several other Steam games as well.Dave has not discovered he can do this yet. Points are available to the first person to correctly guess what this ability is.
FriendshipN/A (?)The real superpower was the friends we made along the way! Especially if being friends with them gives us other superpowers, that helps quite a bit with friendship being considered a superpower.


Let me know if I missed something (I bet I did, there are a lot of things that go in these).
Edit: Less than 2 hours later and I realized I forgot the Minifier. derp.
Edit2: Realized I forgot Karma. I wonder if that's ever been someone's excuse in court.
 
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