Its back.
Turn 21 - Force your Way!(Force your way is the boss battle theme from Final Fantasy 8, which is re-done as a song by the Black Mages, so it is a song title.)
I don my deoderant. I then head inside, and try to rally all of the policemen there to follow me. I will head to the towering golem at F14 with whatever policemen there are that are willing to follow me.
[4] You put on your deoderant, and talk with the policemen, giving an inspiring speech. A grand number of policemen heed your call to arms and are willing to join the fight against the colossus. They will be ready to move out next turn. You decide to wait for them instead of rushing out.
Help Lauren dig the way out, if she digs out on own or if the Golem does it for me work on repairing my golem friends. Also supply them with witty names
[2] You realise that you would merely get in the way if you tried to help, and instead you look around and try to think of witty names for your golems. You are too mesmerised by the shiny stuff in Lauren's house to think of any.
Search carefully for secret ways in.
[5] You search every nook and cranny on the building, and find a brick that has a different colour to the rest of them. You fiddle with it a fair bit, and it flips up, revealing a big button. You instinctively press it, and a section of the wall opens itself! You now stand at the entrance to the building, and you can hear muffled voices from inside.
gain concoiusness if a cant try to find out what those voices are and where did they come from
[3-2=2, failguard] You can't cause yourself to wake, so you think about the voices. Because they have subsided, you don't learn anything about them. You sigh, or try to, and feel like you are moving. It seems your body is working on getting conscious.
I try to memorize the last act in the script.
[6-1] You put to memory every last section of your part. Several other actors look full of themselves. The play will start next turn.
I sit down on the throne in the Colossus control room and connect with it. Then I move towards G7, crushing everything in my way. Everything
[3] You connect with the golem effortlessly, and begin your march of evil. You don't get too far, because you are intent on smashing
everything, which slows you down. It is fun though, so you keep it up. You make it to G12, and you have destroyed 32 cars, 3 trucks, a bus, 7 buildings, and even an ice-cream van. You made 7 children cry. You have killed 57 people so far.
I'll head down into the sewers and then detonate the house.
[1] As you attempt to slip into the sewers, you accidentally set off the detonator! You house goes up in a larger boom than you thought it would, and several pieces of debris are flying your way!
[1] You seem stuck in your predicament, and a piece of wood smashes you dead on!
[3] It ploughs into your right arm, and in the reaction to the blow, you fall into the sewers. You pull yourself out of the muck, and sit down against a wall in the sewers. Your arm is most assuredly broken.
Call police. Tell them I left them a present outside. Demand $500,000 in small bills be brought to my room by a single unarmed and nude police officer. Tell them I will start blowing off limbs after 30 minutes, and I will kill the hostages if I can detect any other police near the building.
[2] You call the police HQ, but they pass your threats off as a prank call. Mostly. One squad car is now en route to your position. You look for, and find, a megaphone.
Time for taking the high ground. I shift claws on my hands and drastically increase my leg and arm strength by shifting better muscles. I then climb a nearby building to its roof and look around for interesting events/places, as well as helicopters. Run away from anything that tries to kill me. That includes giant earth golems.
[6] You form your hands into claws, and begin to re-structure your muscles. It goes off well, and you also make yourself slightly lighter, to increase speed. You climb up to the top of the nearest building with feline agility, and see, a leg. You swiftly dodge it, as it wrecks the house you are standing on! You climb onto the top of another, and follow it. It is a good thing it was slowing down to wreck things, otherwise you would have lost it. You are now in G12.
Continue walking, and purchase a newspaper if I get the chance, I also seek to purchase an outrageous fake moustache and a hat covering my face in eternal shadows, and some earwigs.
[4] You don't find a newspaper, but you do find a hairdressers. You spend $17 on ear wigs and a fake moustache.
(GM'd)Keep heading for referendum!
[3] You decide to walk there, without using powers, to avoid early suspicion. You get to H8.
Time:9:10 AM
Weather: [6] (To clarify, higher rolls mean more activity) A bunch of mean looking clouds are coming over.
News: [1] (To clarify some more, higher rolls means more relevant news) Just stuff on the referendum.
NPC ActionsLook around.
[2] It cannot find a single trace of anything.
Guard the house.
[2] It simply gets between the front door and the street.
Smash through the ice to the house.
[4] It smashes most of the way through the ice, there is little left.
Break the rest of the ice.
[3] Her efforts, though meagre, are enough to break through the ice wall! There is now nothing stopping her or Kyeti from leaving.
They power the massive golem.
Fight demon!
[2] Mittens charges the demon, but the attack is so pathetic, the demon doesn't even have to dodge.
Take gunner position!
[5] He opens a hatch in the roof and takes up a gunner position with his pistol.
Drive!
[1] He drives with little effort or success, smashing into several things on the path. You all make it to G4, and the car has taken light damage.
Handcuff criminal.
[4] This may be the first thing he has done right! He handcuffs Gabriel.
Immolate Gargoyle!
[3+1] It sends a jet of unholy fire at Mittens!
[3+1] Mittens is very nimble, and dodges the blast.
Call for more backup!
[1-1] The police HQ decides to call this whole thing off as a hoax... Until a great number of people all call the police, with the same story. No matter how pathetic the attempt is, because there is so many people calling, it is successful. This has also raised Mr.Black's wanted level to 6.
[4] Two police cars, filled with magic users, are now speeding to the scene.
Not injured.
Traits and Conditions:
Good with magic
Uncharismatic, -1 Charisma actions
Inventory:
-A Token: This token is used to open the door to Mr.Black's base.
-A Map: This is a map of the sewers under the Industrial District, near where Mr.Black's Base is located.
-A a set of Clothes: Simple clothes, used to hide nakedness. Undamaged.
-A Black Trenchcoat: Useful for looking damn awesome. Undamaged.
-A Sunglasses: Used to shield your eyes from UV rays, and to look awesome at night.
-A stack of 372 Dollars: Money, currency, moolah. All mean good, if you can find a use for it.
-A Glock 17: +1 Accuracy rolls.
Skills:
-Master Earth Magic: 0/10 exp: Used to manipulate earth to your will.
-Competent Fire Magic: 0/6 exp: Pyrokinesis. Messing with fire, as well as creating it, also covers heating things up.
Other:
In his new golem, smashing things, G12.
Wanted level: 6, still sharply increasing.
Not injured.
Traits and Conditions:
Liked by the Audience
Oblivious
Charismatic, +1 Charisma actions
Inventory:
-A Master Key: This is the master key for Golly's Apartments, in the Artisan's District.
-A set of Clothes: Simple clothes, used to hide nakedness. Undamaged.
-A Jacket: Keeps you warm.
-A Wallet: Used to hold more money, and other identification.
-A stack of 472 Dollars: Money, currency, moolah. All mean good, if you can find a use for it.
-A License: This is someone else's license. It could be forged into someone else's, if you had the time.
-A Script of Selene's Serenity: Relm plays Selene, the main character. She has memorised all of it. +1 Performing it.
Skills:
-Competent Fire Magic: 0/6 exp: Pyrokinesis. Messing with fire, as well as creating it, also covers heating things up.
-Competent Searching: 0/6 exp: Used to find more useful items.
-Competent Ice Magic: 0/6 exp: Used to mess with ice. Covers cooling things.
-Novice Acting: 0/4 exp: Attains bonuses to performing theatrical plays.
Other:
Backstage in a theatre at C4.
Wanted Level: 0
Not injured.
Traits and Conditions
Observant, +1 to reacting, searching and spotting things
Clumsy, -1 balance and careful movement
Inventory:
-A stack of 424 Dollars: Money, currency, moolah. All mean good, if you can find a use for it.
-A Mossberg Maverick: A pump action shotgun.
-A Pinstripe Suit: Used to look out of place and mafia-style.
-A Giant Cigar: A novelty cigar, that doesn't actually burn, it just has a mechanism in it that can release smoke.
-A Bowlers Cap: A hat that looks like half a bowling ball.
-A Zippo Lighter: A way to light things on fire, but with style!
-A bundle of rope: Rope has a whole lot of uses, from tying to lassoing to being a giant's floss.
-A Tennis Ball: Surprisingly enough, actually useful. +1 practicing fine air manipulation.
-A Megaphone: Useful for making things really loud.
Skills:
-Novice Wind Magic: 0/4 exp: Aerokinesis, moving air, can vary air pressure in a container.
-Novice Illusion Magic: 0/4 exp: Creates things that aren't actually there. Useful for tricking people.
-Accomplished Shotgunner: 0/8 exp: Governs the use of shotgun-esque weapons.
Other:
In his room in Golly's Apartments, with 3 hostages.
Wanted Level: 1, increasing.
Not injured.
Traits and Conditions:
Master of Time
Oblivious
Inventory:
-A Longsword of Time: No, not the master sword, a longsword made of time.
-A Shiny ring of Time: Made of time, the only purpose this ring serves is to look shiny. It sure does.
-A stack of 43 Threads of Time: Can be weaved into numerous items.
-A Clerical Garment: A gray garment with an upside down cross on it that is blood red.
Skills:
-Accomplished Time Magic: 0/8 exp: Used to manipulate time, whether it be to slow it, stop it, or even speed it up.
Other:
Walking along, H8.
Wanted Level: 0
Wounds:
Right Arm: broken.-1 using that arm, -1 anything due to pain. Cumula
Traits and Conditions:
Gets the job done
Finshes the job above all else
Inventory:
-A set of gun cleaning equipment: Used to keep guns in top working order, with little effort.
-A bit of Armoured Clothing: Clothing that has a light combat vest hidden underneath. Undamaged.
-A SVD: -1 to Enemies damage rolls, this is a powerful sniper rifle.
-A Mossberg Maverick: A pump action shotgun.
-A Detonator for a house-bomb: A detonator that will utterly decimate your house, that has been activated.
Skills:
-Accomplished Sniper: 0/8 exp: Governs the use of Sniper Rifles, and, to a lesser extent, other scoped weapons.
-Competent Shotgunner: 0/6 exp: Governs the use of shotgun-esque weapons.
-Competent Healing Magic: 0/6 exp: Useful if anyone is wounded. Governs the general healing of wounds via magic.
Other:
Against a sewer wall, B6.
Wanted Level: 0
Not injured.
Traits and Conditions:
Charismatic, +1 Charisma Actions
Pacifist, -1 direct attacks on someone
Inventory:
-A stack of 159 Dollars: Money, currency, moolah. All mean good, if you can find a use for it.
-A set of Good Clothes: Used to fit in with high society, without alienating the poor. Also to not be naked.
-A Nice Hat: Makes you look extra cool.
-A MK23: A pistol, with no extra bonuses, which has the full name of Heckler & Koch Mark 23.
-A stack of 3 Glass Diamonds: Look really shiny. Like, REALLY.
-A pair of ear wigs: These make it so the only thing people remember of you is the hair coming out the ears.
-A fake mustache: Good for concealing identity.
Skills:
-Accomplished Illusionary Magic: 0/8 exp: Creates things that aren't actually there. Errol's Illusions are really convincing.
-Novice Mind Magic: 0/4 exp: Covers the tweaking of minds.
-Novice Telekinesis: 0/4 exp: Moving things. Without touching them.
Other:
Getting more hair, G12
Wanted Level:0
Not injured.
Traits and Conditions:
Mostly exhausted, -1 physical rolls
Uncharismatic, -1 Charisma Actions
Good with magic
Inventory:
-A stack of 50 Dollars: Money, currency, moolah. All mean good, if you can find a use for it.
-A set of Clothes: These clothes are old and dirty. The rich won't like you, but who cares about that?
-A 6ft Steel Pole: Used as a staff, this pole is made of strong, but light Steel.
-A Mossberg Maverick: A pump action shotgun.
Skills:
-Competent Staff user: 0/6 exp: Covers every aspect of staves, from bashing, to using as a magical conduit, if possible.
-Accomplished Lightning magic: 0/8 exp: Ths use of electricity, mainly in conentrated form, i.e. lightning.
-Master at controlling Storms: 0/10 exp: Used to create actual thunderstorms, and also sued to control them.
-Novice Summoning: 0/4 exp: Used to make things from nothing. Kyeti is skilled at doing this with thunder. (+1)
-Novice Shotgunner: 0/4 exp: Governs the use of shotgun-esque weapons.
-Novice Golem Creation: 2/4 exp: Covers creating golems. Golems are never hostile to Kyeti if he makes them.
Other:
Inside Lauren's Basement, G15
Wanted Level:3, decreasing.
Not injured.
Traits and Conditions:
Hears Voices
Very Unlucky
Evil Incarnate
Has Amnesia
Unconscious, but waking.
Inventory:
-A Trenchcoat: It is a black, leather, WW2 Style leather trenchcoat. In short, it looks cool, like all trenchcoats.
-A Anti-Flash Sunglasses: Sunglasses that can prevent sudden flashes from harming your eyesight.
-A long Bastard Sword: It is VERY hot. -1 to enemies damage rolls, and counts as fire damage.
Skills:
-Accomplished Swordsmanship: 0/8 exp: Governs the use of swords, whether for cutting things or otherwise.
-Novice Fire Magic: 2/4 exp: Pyrokinesis. Messing with fire, as well as creating it, also covers heating things up.
-Novice Summoning: 0/4 exp: Used to make things from nothing. Gabriel is good at doing this with fire. (+1)
Other:
Knocked out in a cop car that is speeding away from F3.
Wanted Level: 2
Not injured.
Traits and Conditions:
Friend of the Police
Observant, +1 spotting and searching
Uncharismatic, -1 Charisma actions
Has deoderant on, 10 turns remain.
Inventory:
-A White Wizard Robes: Slightly dirt-stained, but white nonetheless.
-A Wizard Hat: White, but the colour is slightly off due to dirt stains.
-A stack of 3 Waterskins: Filled with water.
-A Deodorant: +1 Charisma actions when applied.
-A Knife: This knife is in between a combat knife, and a kitchen knife.
Skills:
-Novice Staff user: 2/4 exp: Covers every aspect of staves, from bashing, to using as a magical conduit, if possible.
-Novice Telekinesis: 0/4 exp: Moving things. Without touching them.
-Novice Ice Magic: 0/4 exp: Used to mess with ice. Covers cooling things.
Other:
Outside the police station at K16.
Wanted Level: 0
Not injured.
Traits and Conditions:
Melded into the shadows, -2 enemies spotting you if you are in the shadows
Naturally stealthy
Needs Stealth
Inventory:
-A set of Dark Clothes: Jet Black clothes, useful for hiding in dark places.
-A Silenced Glock 17: Does not have the accuracy bonus a normal one would have, but makes almost no sound.
-A Wallet: Contains $5.
Skills:
-Competent Shadow Magic: 0/6 exp: Governs using the shadows. Very broad.
-Novice Mind Magic: 0/4 exp: Covers the tweaking of minds.
Other:
At the entrance to a secluded building, G16.
Wanted Level:0
Not injured.
Traits and Conditions:
Freeform Shifter
Heartless Killer
Inventory:
-A set of Dark clothes: A black shirt, with black jeans, a black belt and black sneakers. Toped off with a denim jacket
Skills:
-Competent Shapeshifting: 0/6 exp: Covers morphing into other shapes, and how long you can maintain it. Reaper can maintain it forever.
-Competent Self-Manipulation: 0/6 exp: A buddy with shapeshifting, this governs the changing of other aspects of your own body.
Other:
Following Mr.Black's golem, G12
Wanted Level: 0
Not injured.
Traits and Conditions:
Terrified of Kyeti Inventory:
A set of Clothing: Her clothing is middle-class, and she has a silver amulet.
A Keys: The Keys are for her house and car.
A HK MP5: Can shoot up to 4 times in one turn.
Skills:
-Novice SMG user: Governs the use of SMGs. Lauren doesn't go overboard.
Not injured.
Traits and Conditions:
Has wings[acronym=+1 to damage
Not injured.
Traits and Conditions:
Sturdy Inventory:
A Token: This token is used to open the door to Mr.Black's base.
Skills:
-Novice Earth Magic: Used to manipulate earth to your will.
Not injured.
Traits and Conditions:
Very Sturdy Inventory:
A Token: This token is used to open the door to Mr.Black's base.
Skills:
-Novice Earth Magic: Used to manipulate earth to your will.
Not injured.
Traits and Conditions:
Sturdy Inventory:
A Token: This token is used to open the door to Mr.Black's base.
Skills:
-Novice Earth Magic: Used to manipulate earth to your will.
Not injured.
Traits and Conditions:
Currently Well-Powered
Inventory:
A control area, inhabited.: It has Mr.Black, One, Two and Three inside.
Not injured.
Traits and Conditions:
Unknown
Not injured.
Traits and Conditions:
Can use the guns mounted on the frame.
Not injured.
Traits and Conditions:
Has a shoulder made of blenders.
Not injured.
There are 3 of them. All of them have uniform equipment.
Inventory:
A Glock 17: +1 Accuracy rolls.
A police outfit: It is presumably armoured.
Not injured.
Traits and Conditions:
Damn strong. +1 Strength rolls.
Resilient. +1 Damage Rolls.