Turny McTurn Turn.
Also, because some of you are fighting each other, you can PM me your turns, if you so choose.
Turn 23 - Overt EnemyI continue performing.
[2+2] You perform your part admirably, and when, in the middle of one of your lines, the men in the audience who have balaclavas stand up, revealing that they have
Spas 12s. They let a few shots off into the air, and then one of your co-actors pulls a
M1911A1 pistol! You duck behind a piece of the set, and watch the violence unfold!
I create a new base, with a throne and a door like those I've made previously.
[5+2] You effortlessly create a base with a throne, door, and you even put in a few traps. And a throne room. And about 12 other rooms. (+2 Earth xp)
I continue to climb to the head. When I reach it I rapidly shift a spike though the head to the inside of the creatures skull. I pull the spike back, take a quick look through the hole and latch on again.
[5] Despite the fact that the golem continues to move, you gracefully climb to the top, of the head. The wind up here makes it hard to balance, but you manage to stay on. You then stab the golem in the head with one mega stab!
[3+2] The golem takes no structural damage in any form, but there is now a hole in the head, which you believe you could make bigger. You contemplate this when, all of a sudden, fireballs fly in your direction!
[5] You dodge the firballs, and then you hear a great amount of gunfire being unloaded into your vicinity!
[5] You move as fast as you can and get to a secure location on the back of the golem's head. It won't be secure for long, and the police are going to keep attacking. (+2 Self-Manipulation xp)
Anyways Look for a safe place to hide, and force the golems to be friends
[5] You get to your golems, and order them to stop fighting! The guncar golem looks at you, and you see that it moves more like a human now than it did earlier. It raises its right arm at you!
[1] You don't think of moving, and the golem shoots the shotgun on the arm.
[2] You take a massive hit to the leg, which sends you stumbling backwards! You fall on grass, but you are bleeding from your left leg.
I attempt to make them take me seriously by...shooting off one of the hostages hands. In front of the window, for dramatic effect.
[3] You drag a conscious hostage to the window, and blast his wrist, so that his hand is now severed completely. It lands on the hood of the squad car. The police inside are now scared of you.
Keep walking. Do nothing to fuel further suspicions.
[4] You hear a few remarks about the ear wigs, but you press on regardless. You make it to I11, and see a massive amount of wreckage, as if a string of bombs went off, cars crushed, buildings toppled, cats put in trees. They seem to head the same direction you are.
Well, I suppose that if the police are all prepared, we may as well make a go for it! Tell the cop to head after the collosal golem.
[4] You tell the police your orders, which they follow. You talk about how you are going to obliterate this thing while on the way. The police seem to be in high spirits. You make it to I13, and you can see a great amount of destruction, even from this distance, but you can't see the golem. You direct the driver to J10, and you make it to J11. There is already a strong police presence here that is fighting the golem, but it seems ineffective. Your strike team is the best chance the police have.
wander around my unconcious mind maybe this time i will find something useful
[6] You wander for a while, and find a big fleshy thing. You head up to it, and kick it, and then reel back in pain! It seems this is actually your brain. You may be able to mess with it while you are waiting to be saved.
(GM'd) 'Warp' my way in there.
[5] You use your magic to stop time, and then you run as fast as you can to a hiding spot. You find a good set of bushes, when a crash alerts you to danger! You take a look, and see a colossal golem bearing down on the Voting House! you warp you way away from it, before you are crushed underfoot. You are now back where you started. (+2 Time magic xp)
(GM'd) Go prone and take a shot!
[6] You lie down, and from here you can see the guards head, and take a shot. He had no chance in hell to dodge it, or even survive it. Although, he does not die instantly, and screams. That would have alerted anyone else in the base.
(GM'd) Fix my arm!
[5+1-1] You meld your arm back together, and you can move it around again! (+2 Healing magic xp)
Time: 9:20 AM
Weather: [3] Dark clouds are brewing in the residential district.
News: [6] The news is now centred around a dragon, a golem, a demon and a hostage situation. But you all know about those. You also see a bit on another man who is wrecking things, who wears alot of black, and leaves fire in his wake.
NPC ActionsSmash down the Guncar golem!
[1] Rage alone can't fuel a powerful attack. The blender golem misses hopelessly.
Smashy smashy!
[3] It swings at the guncar golem!
[5] The guncar golem dodges the blow effortlessly and swiftly, which is damn strange because it is a giant golem made of cars. At least it is now distracted.
Shoot at the Microtoaster golem!
[6] It blasts one of the shotguns at the golem, giving it no time to dodge!
[2] It takes a massive hit! and the shoulder is re-severed, disabling the golem once more.
Load Kyeti into car and drive like hell!
[1] As she runs to Kyeti, she runs into the Guncar golem. Literally. She isn't hurt, but the Guncar golem is mad.
Take command of the situation!
[4] This cop is quick thinking, and orders the third one to tend to the second's injuries, and gets the second to call for backup while that is going on. He himself starts to throw wreckage around, looking for Gabriel. He can't be found.
Radio for medical backup
[6] The police HQ, upon hearing of the dragon and the injuries, instantly dispatch a SWAT van loaded with 4 SWAT officers, and they send a 'medic car.' A medic car is a civilian car which has 3 people skilled in healing magic and one heavily armed guard.
Treat the second's injuries.
[5] He applies burn cream onto the burn wounds, and tears back clothing on the burnt sections. He also fixes up all the pain, by getting the second to take a painkiller, which works instantly.
Strike a menacing pose!
[2] The dragon strikes a menacing pose, and thinks to itself, "I am Fogmoor, Dragon of Dragons, Lord of Fire, Wizard." No-one is impressed.
Comprises of: 8 fire cops in 2 cars
7 Security guards with AK108s
[4] The fire cops keep sending up fireballs,
[4+3] But the efforts are utterly futile. The security guards around the Voting House also empty several clips at the towering golem,
[6-1] striking it a great number of times,
[5+3] to no visible effect. They need heavy, armour piercing firepower, and they need it now.
[6] A bounty hunter, as well as an army truck loaded with 8 men are en route. The Army generally uses M4s, SVDs and M72 LAWs. M4s and SVDs have +1 damage, and explosives ignore bonuses on damage rolls.
Carve a swath to J10!
[6] It grabs the buildings it passes, and uses giant structural pylons as javelin, leaving a trail of utter obliteration around 20 metres wide. It reaches J10, but can't do anything in the time frame but crush a single bush.
Shoot at the fool!
[3] Their shotguns just can't land a direct hit on the defender with the gun, who doesn't seem to care about the slight hits.
Get Relm out of there!
[3] He takes a minor hit, but he manages to grab Relm and carry her to safety, backstage. He says this: "The name's Jack. I'd say more, but I got some ass to kick!" He heads back out, taking cover behind pieces of the set.
Cower!
[5] They take cover behind the car, and decide against shooting at the maniac.
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: 4/10 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 base beneath G12.
Wanted level: 6, dead flat. Golems is 10.
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 that has turned violent 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: 1/4 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, one is missing a hand.
Wanted Level: 3, increasing.
Not injured.
Traits and Conditions:
Master of Time
Oblivious
Skilled Thread Crafter
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: 2/8 exp: Used to manipulate time, whether it be to slow it, stop it, or even speed it up.
Other:
Almost getting smashed, J10.
Wanted Level: 0
Not injured.
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.
-Zero 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:
In a pile of rubble, I11.
Wanted Level:0
Wounds:
Left Leg: moderately harmed.Bleeding, -2 using this leg, -1 anything from pain
Traits and Conditions:
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:
Thinking of names, G15
Wanted Level:3, decreasing.
Wounds:
Right Arm: mangled.-2 using that arm.
Left Arm: broken.-1 Using this arm.
Right Leg: mangled.-2 moving around.
Traits and Conditions:
Hears Voices
Very Unlucky
Evil Incarnate
Has Amnesia
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: 3/4 exp: Pyrokinesis. Messing with fire, as well as creating it, also covers heating things up.
-Novice Summoning: 2/4 exp: Used to make things from nothing. Gabriel is good at doing this with fire. (+1)
Other:
Kicking his own brain while unconscious, in H5.
Wanted Level: 0, there is a larger threat at hand.
Not injured.
Traits and Conditions:
Friend of the Police
Observant, +1 spotting and searching
Uncharismatic, -1 Charisma actions
Has deoderant on, 8 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.
-A Fancy Ice Sculpture: Depicts an epic battle between Panda and cops and the giant golem. It is starting to melt.
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: 2/4 exp: Used to mess with ice. Covers cooling things.
Other:
In an APC near the Voting House, J11.
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:
Inside 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: 2/6 exp: A buddy with shapeshifting, this governs the changing of other aspects of your own body.
Other:
Attached to Mr.Black's golem, getting shot at, J10.
Wanted Level: 0
Not injured.
Traits and Conditions:
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 One, Two and Three inside. Reaper is on the outside.
Not injured.
Traits and Conditions:
Unknown
Not injured.
Traits and Conditions:
Can use the guns mounted on the frame.
Wounds:
Right Arm: torn off. Causes the golem to be disabled until it is fixed.
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.
Not injured.
Traits and Conditions:
Incredibly resillient. +2 Damage rolls.
Skilled with Fire. +2 Fire Magic
Not injured.
Traits and Conditions:
Unknown
Inventory:
A M1911A1 Pistol: +1 Accuracy