Yes, more things, probably crafting! Scorpion, how does it work? And a melee weapon with Scorpion on it sounds like a good idea right off the bat, or possibly tattooing it on myself...
Scorpion already applies to you, so a tattoo won't help, but writing it on a weapon will give an
additional bonus to anyone (including you) using the weapon. Bear in mind that it only takes effect if it is plausible that your blow could inflict some kind of ailment: hitting someone with a piece of celery won't poison them with or without the rune.
So you'd want to make your weapons red-hot or coated in poison or something.
Keep firing on the big trash-armored guys, they seem the most dangerous aside from Mr Incendiary, and everyone else is already focusing on him.
Immobilize the truck by shooting out its drive tire with the wand. Then move up to the cab and under an illusion of another leather-hooded figure, shoot the driver in the face with my pistol through his open window. Then open the door and drag that guy out. If the truck hasn't been successfully immobilized, jump in and stop the truck from inside. If it has, quickly loot his body for weapons and gear, and to see if these guys are human.
"You have to be FUCKING kidding me!"
Channel a clot from the power source, use it to turn yellow robe's spine into a wand, and cast its first spell while it's inside him.
((Can you use the giraffes to attack distract the leather dudes please? The more chaos there is, the better for us.))
I hope they didn't spot me during the chaos. Aim and fire multiple times at the truck driver, then shoot the leather men that are close to the glowy thingy or near my hiding spot using both my wand spell 2 and then the assault rifle when I run out of puissance.
"Let's wait for the mist to clear."
Wait for my puissance to recharge, be ready to summon again once it hits 3. Try and get the giraffes to deal physical damage to yellow-coat dude. Until I have enough to summon, stay low and be ready to bail out of position.
((Bigger fish, make sure you add some rusty sharp things.))
1+3 vs 4-1, 5-1, 1-1
As soon as the smoke clears, Ben fires another volley, reducing two of the trash golems to burning heaps of metal and plastic. The third, legless but defiant, crawls about tortourously, getting nowhere fast.
4+2 vs 6
+2Zamenis also fires at the hooded figure driving the truck, but his target ducks below the dashboard, and continues to slowly reverse. Nanami takes careful aim at the wheels with her crystal wand, as no resistance is offered.
6+1, 4+1, 2+1
She manages to stick a couple of shards of crystal into one tyre, but doesn't shred the thick layers of rubber. Probably not the best thing for the job, but it's not like there are any dedicated tyre shredders on hand. Nanami shifts her cloak of leaves into a leather hood and cloak, runs alongside the truck on the opposite side to Zamenis, and jumps up to the window, holding onto one wing mirror
1+1 vs 2+2
Nanami misses her shot with the pistol, firing just above her adversary's leather cowl. The driver kicks the door open, propelling the witch into the wall of the nearest building. She then drives forwards and to her right over the pavement, the truck kissing the building opposite to Ben and Zamenis at an angle. The only way out for Nanami is either over the truck or towards the power source, and the truck blocks her allies' line of fire. As she gets to her feet, the driver steps out, drawing a longsword from the depths of their leather armour. From the ebony-black hilt, the blade crackles with lightning. In a sharp, clear voice, the hooded figure chuckles and greets her target.
"Just the two of us. Won't this be nice?"
It is clear from her tone of voice that she means you harm.
Bella gains a clot frmo the power source, and so does everyone present except Zamenis, who already has. Forgot about that.
Bella then decides to use her newfound magical potential in a rather bizarre way. She leaps onto her flaming broom, and accelerates across the street for the yellow-coated alchemist, going for a spinal grip. Don calls upon the his giraffe spirits, and his warrior comtinues to slash at the alchemist, blows that send him stumbling about but somehow fail to eviscerate him.
4, 2
-2, 1+2 vs 1+2
The armoured warrior continues to grimly hack away at the alchemist, who tries and fails to block the slashes with sharp flicks of their arms, but somehow manages to recover from each blow. The giraffes demons spring up around the alchemist, transparent necks disappearing into the tarmac, and latch onto their prey with vicious but sadly noncorporeal teeth. They manage to restrain the yellow-hooded figure as Bella zooms towards them hand outstretched.
As Bella tries to force a buildup of magical potential through the enchanted protective gear and densely packed thaumaturgical substances on the alchemist's back, runes swirl beneath the leather, repelling the clot through test tubes of occult liquid straight back into Bella's unprepared hand. A minor explosion results, shattering vials and igniting powders, and the unfortunate witch reels away, her fingers a mess of conflicting and unstable magical energies. Her machete shatters at once as stray purple sparks dance along the blade.
Somehow, the previous impaled leather-clad minion has got back up, after quaffing heavily from a now-empty vial. He rushes in to attack Bella, swinging a length of crystalline chain as an impromptu bludgeon. Bella turns at the last second to respond.
6+1-2 vs 6+1
The chain loops around Bella's burning hand, and the leather hood yanks hard, pulling her to the ground. As the localised storm of enchantment touches the road surface, it leaps into the ground, and a sinkhole crawling with ethereal maggots, green fire, and crackles of weird-hued lightening start to form. The two combatants part and jump away from the widening chaotic drain. Bella is still on fire, her hand is burnt, and the other arm is mostly useless, but she's alive.
Aim: (4,5,3,3)+2
Zamenis sends four flesheating projectiles towards the haulers. Although their courses are warped by massive magical presences, they strike true, to drop one hauler and send two more into agonised spasms. He then switches to the rifle, but the anti-projectile smoke has not dispersed yet. The haulers manage to get back to their feet, but the power source is moving a lot more slowly. It's about a third of the way to the truck, a glowing sphere almost painful to look at.
Name: Nanami Adachi. (Nanami)
Unnatural beauty granted by demonic contract and the adoration of mortals. Slight charisma/popularity boost.
Power from mortal media.
Can create illusions.
Conscripted into twenty-nineth legion of Amdukias.
Puissance: 2 +1 not from Amdukias
Ritual: 0
Runic Sight: 0
Banal Combat: 0
Aim: 1
Melee: 0
Agility: 1
Praticality: 2
Inventory: £25
Backpack, expensive camera + memory cards
Quality sketching paper, art pens+pencils, charcoal, etc.
Sketches of self as main character, Amdukias, the non-mortal world, etc.
[Glass Rod Crystal Wand] - Enhanced slightly through media
Mediocre Pistol (2/6)
Large, fist-sized mind-controlling spacerock fragments.
Painting supplies, a glass cutter, battery powdered soldering iron, eighty feet of red cloth, white rag and thread
Diving gear: masks, suits and some scuba tanks. (dumped)
Knife
Puissance: 6/13
Puissant Clots: 3
Goethe T. Helle
Puissant fettle - 1
Ritual potency - 2
Runic sight - 1
Banal combat - 0
Aim - 1
Melee - 0
Agility - 2
Practicality - 1
Inventory: £20, clockface minus one hand, highlighter pens, two kitchen knives, half-empty cologne bottle
From the beast: one bone,
Italian Dinner suit, stored at Vince's place.
[Dog Collar Pendant][Molasses Clockhand Wand]
[Icecream Beast Blood Fur Chalice][Beast Remains Wand]
Runes:
Isolation: you never had many friends or allies, so are used to poor odds. +1 to rolls when outnumbered and alone.
Stoicism: a rune that calms those dealing with shock, tragedy or injury.
Perseverance: despite all the odds, you managed to kill a huge beast using nothing but hot syrup. Bonus to attack and extra damage to powerful or resistant enemies after several turns of combat or aggression.
Dwarven Weapon Storage: learned from a dwarf carrying a small armoury on his back. Increases load of weapons and tools that can be borne without being hampered or slowed down, or collapsing outright.
Ruination: when written, it makes a bad situation worse, and an irretrievable one more so. Learned after the second mission.
Puissant clots: 1
Puissance: 6/6
Name: Sir Worthington the Fourth
Has a demonic leg. Old leg is in possession of monarchs of hell.
Enslaved young man under demonic contract, wields katana, wears combat pants + green sweatshirt.
Stats: Ritual Potency: 3
Practicality 3
Inventory: £22, Pint of royal blood (stored at Vince's), blood covered knife, Cursed String
Stored at Vince's place: mortal's tendons, skull and leg bones.
[Glass Eye Pendant] [Paintbrush Wand]
[Toad Demon Battery Acid Tupperware Chalice]
Competent's Pyromancy Flame - Heal Burn (1P), Create Flame (1P), Flame Claw (3P), Mesmerising Flame (2P)
One shot, recharging: Chaos Insect Swarm
Wears tinfoil hat.
Puissant Clots: 0
Puissance: 5/5
Ben Breeze
Stats:
Puissant fettle - 0
Ritual potency - 0
Runic sight - 0
Banal combat - 5
Aim - 1
Melee - 1
Agility - 2
Practicality - 0
Inventory: knife, 2xtaser, handcuffs, police baton, stab vest, torch, incapacitant spray, and a first aid kit. All in sports bag.
Also a bag of athames, 2.5 legs War Bacon (Vince's Fridge), a worn face-concealing hooded coat, bin bags.
Concealed: knife in one boot, knife on a leg, and one on his torso.
Two generous Roast Beef and Horseradish Sandwiches
Two bin bags of assorted pills from pharmacy.
£20
Set of keys and passcard
Gunfarmer P90 (2/50) (in bag)
FN Minimi light machine gun, 1.5 magazines
Puissant clots: 5
Puissance:5/5
Steve
Banal combat - 3
Agility - 3
Inventory: £50
Rusty, shard curved sword
Puissance: 5/5,
Clots:3
Name: Bella, the Speed Witch
Runic sight: 2
Banal Combat: 2
Melee 1
Agility 2
Inventory: £0,
Benflesh Bullet, Concrete bullet x3, Cloud bullet x2, organic armour x1
Large gardening axe
Clothes on fire, one arm useless, other hand severely burned by weird magical energies.
[Tier Four Racing Broom]
Runes:
Speed lover: +1 to doing anything while moving faster than you need to. Does not prevent (but can negate) maluses from trying to do things while moving faster than is sensible.
Slaughter: enhances speed and efficiency of murder when facing many opponents/victims. Passive boost, but can be written on things.
Broom Dodging: makes you better at dodging things while on a broom.
[Sub Nosed Glock Wand] 9/9
1 Organic Armour Bullet
Nascent Pyromancy Flame: Create Flame 1P
Puissance: 5/5
Clots:1
Name: Zamenis Paean
Puissant fettle: 2
Agility: 2
Aim: 2
LICH: feeds on the bleeding hearts of his enemies.
Undead. Necromancy bonus.
Inventory: £25, Certificate from Belial (valid for one sample of occult substance)
Duct tape, Large Knife, knife.
Surgical tools: scalpel, a first aid kit, a saw, and tweezers.
Dead Guy's pockets: a set of car keys, a length of shimmering, crystalline rope,
{Unknown Potion}
Tier 1 Broom, Dragon Tooth Phylactery on End
[Human Leg Wand]
[Ulna and Hand Wand]
Armour-piercing Amphibious Assault Rifle (24/30 Rounds)
Puissant Clots: 1
Puissance: 1/9
Name: Don Joe
Ritual Strength - 2
Runic Sight - 1
Aim - 1
Agility - 1
Practicality - 1
Inventory: £130
Murdered guy's wallet
Keys to Maserati
Card of Mortal-mind cleanup guy
[Chain Coin Pendant] - Used
[Giraffe Wine Chalice]
Runes
Market Savvy: You know what things are worth, and who will pay for or try to get them. From your time spent as a banker, a passive rune.
Acid: a rune that eats into whatever it touches.
Puissance: 1/5
Puissant Clots: 1
((Rewaitlisting with a different character.))
[spoiler]
Name: Ennis Therebus
Runic sight - 3
Practicality - 3
Inventory: £45
Suspicious Tome
Camping Equipment: tent, canned food and snack bars
4 Litre plastic water bottle, Usquebaugh written on.
Runes:
Phlegmatic: you have no memory of the last decade, and are dealing with it remarkably well. Increased resistance to mental assault; a passive rune coiled around the inside of your skull.
Arcane Researcher: you're less likely to accidentally kill yourself, summon a great one, or set the room on fire when reading arcane texts. Applies especially to Suspicious Tome.
Amnesia: when written, causes mentally weak beings (non-magicals, for example) to forget their recent experiences. A rune inked over the innermost folds of your cereberum.
Usquebaugh: a rune that gives water healing properties and magical strength. In great doses, such draughts may damage one's soundness of mind.
Potential: a rune that draws out the power latent in objects, often damaging them in the process. Tattooing it on oneself would lead to a shorter life but greater charisma and power.
Cardoon: a rune that enhances the growth of plants, especially weeds.
Urbaturgy: slight bonus to performing magic involving the fabric of the city. Very situational.
Scorpion: melee attacks more likely to inflict various ailments (e.g. stun, tetanus, possession by evil spirits.)
Puissance: 5/5