I always though that it was a sharp curved sword, only now i realised that its actually a shard curved sword...
No, that should be sharp. Just a typo.
"WHY WAS THAT BOILIIIIIIIIIIIIIING!?"
Better fucking cast *PHOENIX*, then.
But before that try sticking a clot into my pyromancy flame, maybe I can upgrade it that way.
"I don't really know what was I expecting to happen."
Start healing Bella's wounds using that first aid kit I bought a while ago. Try to close the wounds and stop any bleeding then cleaning the wounds to avoid infection, then use any ointment for burns. Or whatever my medical knowledge tells me to do in this situation.
Zamenis flies slowly over the canal to Bella, avoiding the chaos nearby, the white-hot power source and the canal it had been heating, before dropping heavily out of the sky and kneeling beside her. He is applying ointment to some of the worst burns in the most crucial areas when his patient spontaneously combusts. The undead surgeon has just enough time to blaspheme heavily before the charred carcass he's working on explodes. Thrown backwards, he obliterate a metal fence and several metres of underbrush before crumpling a brick wall that gives almost as good as it gets. While a heavy singeing doesn't faze the undead, he does take a minute to shove his bones back into working order. Zamenis ends up in a small brick outhouse, on the other side of the canal from the fighting, swearing furiously.
Bella meanwhile, unconscious but completely unharmed, lies by the canal, at the centre of a scorched crater.
Steve chops off the hand of the guy that punched him, and the punches him back
5+3 vs 3+1
-1One of the haulers goes for Steve, bringing their chain down in a viscious overhead swing that uselessly strikes the floor, quickly followed by their entire forearm. As they look up in pained surprise, an explosive uppercut lifts them into the air, and they pass out before landing in a heap on the ground at Steve's feet. THe last hauler comes up behind Steve, chain held in both hands, ready for a quick chokeout.
6+3 vs 2+1+1
Steve catches the chain as it's looped round his neck, then tilts backwards, supporting his weight with the chain to slip under it, twist, and yank the hauler towards him. Elegantly stepping behind their back, he thrusts his rusty but servicable scimitar into their chest before kicking them off the end of it, straight into the magical disturbance in front of him. The whirlpool of arcane energies and alchemical substances goes quiet for a few moments, presumable digesting.
Don Joe slumps, worn out, taking deep breaths. "I'm out of energy right now, cover me please."
Pull back from the ledge and try and feel out my summon. What does it feel like it does, what is the aura the creatures give off. Also grab a knife from Ben's bag. Preferably not bloody.
Rit: 6+2
Your miracle summon? It seems to be getting weary: it was never meant to be involved in such prolonged combat. Already, it has lost any idea of it's original aim, and is just hacking blindly at the thing it's always been hacking it. The coin has already lost the magical charge, and the chain is fading too. Soon, the warrior will disappear entirely, and you'll have to give it a rest before you use it again.
You also get a knife, carefully dipping your hand into Ben's bag. This man owns a lot of cutting implements.
"These people... we have guns and they still charge into a knife fight. I really need to find a better gang..."
Ben is a simple man, and will continue to shoot targets of opportunity.
2+3, 4-1 vs 1+2
The alchemist manages to tear the arm off the iron warrior attacking them, ripping apart steel with inhuman strength. Ben cheerily notes that the antiprojectile fog seems to have been dispersed. He reasons that this may be due to the presence of the heated uranium, or the chemical spill in the middle of the road, or simply because the opposition has run out and didn't plan for an extended battle. Knowing that the soldier's job is not to think but to fight, he takes aim and gets a few shots off on the alchemist in the middle of the street. The man must be wearing modern body armour under those ridiculous robes, as he staggers but doesn't fall. Ben sighes critically, and wipes a speck of grime from the stock of his weapon.
The alchemist continues in his endless stunlock, escape thwarted once more.
((It would be great to track the spells, but lets save that until I can test them offscreen after this combat.))
Cast the two-cost defensive spell on my clothing, and run away from my attacker and the sinkhole. If I am attacked or pursued, project bright light from my hand that's short fingers at the swordswoman, in an attempt to throw off her aim, and defend myself with 2x of the 3-cost shard spell and whatever's remaining in 1-cost shard spell.
((Also, Rit users may want to consider Pendants))
You press your wand against the coat and activate the spell. Immediately, a layer of large, blocky crystals forms on top of it, hampering your movement but forming a defensive layer. Not ideal for running away. You throw your fingerless hand out in front of you, sending thicks rays of light towards the swordswoman's eyes as she closes in.
Aim: 6+1 vs 2+2+1
As your opponent shies away from the brilliant glare, blinded, you get out your wand.
{5, 5} +1 vs 3+3-1
Two shards of crystal the length of your forearm spring from your wand, both hitting your opponent's chest as she lunges, sending her stumbling back with the impact and gouging bloody lines in the leather. Snarling, she rights herself, and pursues you as you hurry from behind the truck, into the centre of the street.
Steve and Nanami stand back to back in the middle of the street, in front of the glowing power source. Between them and Ben/Don's encampment is the weird rift in the concrete, now siz or seven metres in diameter. To the left of that is the truck and the swordswoman. To the right is the alchemist and the fading magical construct attacking it. The undead mass on the flatbed truck, excited by the recent deaths, is sending tentative limbs of machinery and bone into the sinkhole and towards the powersource. The vials embedded in the circuitry and remains start to fizz and crackle, reacting unpredictably with the now bright pink occult waste pile in the centre of the street. It doesn't look like the machinery on the truck will be intact or dormant for much longer.
Another truck, this one closed and apparently driverless, pulls up a little way away from it all, on a side street. It's the same one Vince used last time you were meant to capture a power source.
Name: Nanami Adachi. (Nanami)
Unnatural beauty granted by demonic contract and the adoration of mortals. Slight charisma/popularity boost.
A few fingers short.
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.
[Tier Two Glass Rod Crystal Wand] - Enhanced slightly through media
Mediocre Pistol (1/6) (Dropped)
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: 3/13
Puissant Clots: 1
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: 2xtaser, handcuffs, police baton, stab vest, torch, incapacitant spray, and a first aid kit. All in sports bag.
4 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 (Vince's fridge).
£20
Set of keys and passcard
Gunfarmer P90 (5/50) (in bag)
FN Minimi light machine gun, 200-round belt, (59/200) round belt
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
Totally unharmed.
[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.
Phoenix: fire, if controlled, has a slight restorative effect on you.
[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.
Heavily Charred, not that it matters to you. But you look like you've spent the night on a live barbecue grill.
Inventory: £25, Certificate from Belial (valid for one sample of occult substance)
Large Knife, knife.
Surgical tools: scalpel, 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]
Gunfarmer's Armour-piercing Amphibious Assault Rifle (25/30 Rounds)
Puissant Clots: 1
Puissance: 8/9
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]
Simple Knife
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: 2/5
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