9:10 P.M
The carnival is far too loud. It's something that bothers both DIS and Neil. Granted, DIS is used to the bright colours, but the noise...it's just too much! The two decide to part ways for the time being, each with a goal in mind.
Well, at least DIS does.
As he wanders around, he comes upon a test-your-strength machine, one in deep disrepair, obviously. It's on its side, the bright red bell at the top having come loose and hanging in a way that makes the overall shape of the device look like a giraffe with a basketball for a head. Upon closer inspection, the mallet is nowhere to be found, and a thick, black cord appears to lead away from the base of the game into a nearby tent.
Well, really, it could be hardly called a tent. It was made of chainmail, and appeared to be smoking slightly, like a man with a cigar, or perhaps a woman with a cigar had been standing inside it for a while. Either way, it looked...out of place, especially since it' the only actual 'tent' of any sort in the entire place, as far as he had seen. There's nothing he can do about it at the moment, so he keeps going.
Nearby, he comes across the other thing he was looking for; a face-painting station. Well, a face-painting shack. Hopefully. It's...well, yeah, a shack. Brown, wooden, about the size of a living room, a shack. The only really interesting things about it are the lack of a doorknob, and the brightly coloured sign in a garish, hand-painted font.
UNCLE DAN'S PAINT SHACK!
It reeks of poor design choices. And iron. It almost looks like the red letters were painted with blood. Anyway, it looks like the door could easily be broken, if someone hit it hard enough, and there's bound to be something cool in there. Probably.
Meanwhile, somewhere else in the mall, specifically in the bank, Mr. Caine is exploring. It's really just your everyday, average abandoned bank. Some ATMs with a couple weird devices attached to them, some abandoned teller stations, and a heavy metal vault door just in view in the back. However, there's something...different about it. As in, there's some commotion coming from the actual vault, and there's a soft orange glow coming from near the center of the door. It might require some investigation, but if it's what it sounds like, he might be in for a bit of trouble.
Back at the front of the mall, three people, Fernando, Tara, and Bruce, begin discussing an alliance.
"My opponent seems to have left the arena. I guess I win by default. Would you agree, luchador? Also, mind if I tag along with you all? It would be nice to journey together before our inevitable fight." the white-clothed fighter inquires.
Fernando smiles and nods, replying,
"Very well, I wouldn't mind a bit more company. Just remember what I said earlier amigo. Now then! Why don't we take a look around this Mall and see if we can't find anything interesting?"Tara, meanwhile, stays out of the conversation, leaning up against the map board, blowing a bit of hair out of her face and contemplating doing a bit of yoga while the two dudes figure shit out. However, she doesn't have much to do so before Fernando walks over, putting his hand on her shoulder and scanning the map.
Bruce decides to take a moment to survey the scene for once. He notices that off to the side is a square hole in the wall, with a shopping cart sticking out of it. If he were to take a guess, he'd say that it replaced the hole with another one whenever a shopper took a cart. Nothing too much else catches his attention, though, and he quickly wanders back to the others. Suddenly, a flash of blue light happens, and all of them appear somewhere else. In a pile. With Fernando on top. The sound of waves can be heard in the distance, and blue concrete walls with cute murals of fish are the only things in sight. It'd be a happy place, if everyone wasn't being crushed by the weight of a luchador.
Back in Galaxyland, Neil curses his inability to read, and decides to just...explore, really. Wandering in a random direction, he comes across what looks like a giant UFO. However, upon closer inspection, he find that it's actually a large mirror maze, with a punch card for when you go through. A machine next to the entrance suggests that those who make it through with all the punches found could recieve a prize, but it looks like it hasn't been used in years. Within walking distance appears to be a large, multi-level play area, complete with ball pits, cargo nets, and other various things for getting around the massive structure. Another machine, similar to the one set up outside the maze can be made out in front of that entrance. However, from that distance, he's unsure as to what it could measure, or even give as a prize of sorts. Either way, it looks like he's got some options.
Birds chirp, simulated wind blows, and leaves fall around the obviously very confused Agent 0047. As he looks around, he notices several long branches laying around, but other than that, a lack of anything to fight back against whatever could be lurking in the dark, dense forest. He picks a couple up, before finding one that looks suspiciously like a wooden practice sword.
Oh wait.
That IS a wooden practice sword.
He looks up, and notices that the tree he's standing under does indeed just have wooden swords instead of branches. He begins wondering if maybe there are other trees like it, with weapons or other things growing on them. Off in the distance, he notices something else interesting; a faint, glowing green light...
Yep.
Those are some pretty lethal traps. You enter the store, almost tripping over some set bear traps littering the floor, only to step on a mousetrap or two. Thankfully, they're not really a problem, since you're wearing shoes. Shaking them off, you finally get a good look around the old place. There are tripwires everywhere, with everything from wall-mounted flamethrowers to dart-shooting paintings to electrically-rigged trash cans. You're sure there are a few bombs and other useful devices somewhere in there, but it'd be wise to watch your step, especially with the whole bear trap thing.
May sits down, sad that her hunk left for...somewhere. She continues nursing her nosebleed, and tries to remember exactly why she came to the mall...
Current Group Location(s):- Galaxyland - Dinner Is Served, Neil
- Atrium - Agent 0047
- Banque du Montreal - Sherman Caine
- World Water Park - Fernando Trejo, Tara McScara,Bruce Norris
- IHS/ILTS - RaNDM
- Entrance - May
- Atrium
- Zoo
- Aquarium
- Banque du Montréal
- Galaxyland
- World Waterpark
- Entrance
MORE COMING SOON!Name: Bruce Norris
User: Beirus
Abilities: None
Inventory: Karate Gi
Skills: Martial Arts Training - Can perform martial arts without breaking own foot and gains a +2 to unarmed combat rolls.
Status: Dogpile!
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Dinner is Served
User: NAV
Abilities: None
Inventory: Paintball gun
Skills: Prehensile Feet - Can climb things with feet, and hang upside down by grabbing onto beams and the like.
Status: Exploring the shadiest carnival EVER.
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Agent 0047
User: SaberToothTiger
Abilities: None
Inventory: Piano string, Wooden Sword
Skills: Stealthy - Can disguise self flawlessly, if a proper outfit is found.
Status: Weapons really DO grow on trees.
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Neil
User: Hawk132
Abilities: None
Inventory: Telescopic Baton
Skills: Surveillance - Can hack/use surveillance equipment easily, and may spot things nobody else does.
Status: ['Enter The Gladiators' Plays]
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Sherman Caine
User: TCM
Abilities: None
Inventory:
State-of-the-Art Body Armor
Skills: Cash-Money - Bling Bling Bling
Status: Just your average, every day, abandoned bank.
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Fernando "NACHO" Trejo
User: GraveHaunter92
Abilities: None
Inventory: Fighting Gloves, Broken Guitar, Luchador Champion's Belt, White and Gold Fur Coat
Skills: Wrestlemania - Trained in both grappling/hand to hand combat and acting, and has a +2 to unarmed combat rolls.
Status: DOG PILE
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: RaNDM
User: The Same
Abilities:
DaaaamnInventory: Wallet Fetch Modus (Portal Gun)
Skills: Wildcard - Base skills are determined from a list of pre-determined options, and with a dice roll once per turn.
Status: *
Trap Avoiding Music?*
Injuries: None
DP: 0
KP: 0
Achievements: 0
Name: Tara McScara
User: Yoink
Abilities: None
Inventory: Tacky Designer Handbag w/ Mid-Life-Crisis Junk, Gold Studded Pipe
Skills: Yogic POWER - Trained in yogic arts, and can probably do parkour at this point.
Status: *Wheezes* Dog...Pile...
Injuries: None
DP: 0
KP: 0
Achievements: 0
Fernando Trejo
Name: God-Hand
Species: Arceus
Items: Plate Package (Draco, Dread, Earth, Fist, Flame, Icicle, Insect, Iron, Meadow, Mind, Pixie, Sky, Splash, Spooky, Stone, Toxic, Zap)
Abilities: [Judgement] - Takes on the type of the plate Arceus holds.
Skills: [Multitype] - Changes Arceus' type based on the plate it holds.
Status: Inactive
RaNDM
Name: [N/A]
Species: Zapdos
Items: None
Abilities: [Zap Cannon] - Has a 50% chance to paralyze.
Skills: [Static] - Any contact has a 25% chance of causing paralysis.
Status: Inactive
Name: May
Species: Human
Inventory: Rayquaza, Hyper Potions x2
Abilities: None
Skills:
[Steadfast] - +3 to defence rolls in combat, both physically and mentally.
[Hidden Strength] - Can wield HEAVY weapons with ease.
Status: Officially one of the animes.
So here's where I'm changing things up.
First of all, no more rolling! There will be turns, of course, but it'll basically just be a compendium of what happened during a certain time interval. Combat between players won't be rolled for, and instead it'll be based off of a system of 'Don't be a dickhead'. Yes, finally the rule of 'Don't be an asshole' comes into play. What I means by that, is if someone attacks, and you're defending, you can't have the attacks automatically always miss. Likewise, you can't just say 'My attack hits and kills them'. While you guys are going to have more control over things here, like being able to go back and forth with actions and conversation easily, I'll be the one deciding, 'Okay, this one's taken a beating and there's a giant icicle heading for them, I think they're gonna die.' Chunky Salsa damage mixed in with a lot of RP. So pretty much going back to the roots of Mall Fight, only with a definite GM.
Okay, so remember how I just said there'll be no more rolling?
I lied. Since I like throwing in enemy encounters in which you'll have to work together, I think THOSE are gonna be rolled for. But since we're out of the realm of RTD, we'll be using a d20, a la new Mall Fight.
On that note, I've gone and adjusted some things in all of your little status page things. Specifically, bonuses and some inventory descriptions. Bonuses has been changed to Skills, and I gave each of you a new skill based on what your old bonuses were. For example, some of you now have a bonus during encounter combat stuff, while others, like Dinner Is Served officially has the ability to climb using his prehensile feet or whatever. Feel free to ask for changes to them if you'd like.
I...think that should be it. Exploration is gonna be the usual, and I have surprises for y'all hidden everywhere.
OH, and remember how I talked about intervals? At the end of each turn, I'll say how long the next turn will be. It might be 5 minutes, it might be 10, it might be 2. We might even go into combat and have it turn into 6 seconds, like how it works in DnD. Keep that time interval in mind when you're planning the next turn.