Shut up, blame Civilisation 4 and the internet for providing good mods.
Hehe, world war canada...
That being said, TURN!
Turn 24 - Those who Fight Further(It totally counts. More from the Black Mages.)
rip as much as possible off the guncar golem and apply it to the injured golem to repair and enhance it while removing a threat
[1-1] You can't stand up in your condition. The bleeding worsens, and the guncar golem looks real mad.
I turn crawl into the hole I made, shift into a semi-liquid, and flow into the head. If that doesnt work, I make the hole bigger quickly and leap through.
[6] You leap into the hole you created,tearing a small crater, and turn into, more, than semi-liquid.
[4+2] Luckily you don't spill anywhere. Your liquid form seeps through the hole quite quickly, and you land with a big splash in the control room. You re-solidify, and your body aches from the splash. The power sources look at you, menacingly. They stay in their respective fields for now, but if you could draw them out the golem might not be able to power back up. (+2 Shapeshifting, can go liquid)
I listen to figure out whats going on.
[2] All you can hear is gunshots, and that isn't particularly enlightening.
I take control of the colossus and smash the referendum building.
[3] You easily re-assume control of the golem through your throne, and proceed to the referendum building, and swing!
[2-1] The structural supports have been split in two, making the second floor collapse in on the first! The sheer weight of an entire floor collapsing causes the first floor to also be buried under a pile of building materials! You admire your handiwork.
Jollily stroll through the wreckage. (towards the epicentre, of course.) If anyone attacks me, I give them the illusion of suddenly being blind and step aside, if it is something mechanical, run.
[5] You scare a number of police officers, and head towards the now-ruined building. The giant golem moves around a bit, and you decide to stay away, for safety. (+2 Illusions)
I think I'm going to carry on with my original plan. I'll go ahead and search the golem for any potential weaknesses. If I find any, I will order any police I can to attack that spot. If I don't find any weaknesses, I'm going to try and freeze whatever parts of the golem the police are firing at, in an attempt to make them brittle, and easier for the cops to destroy with their guns.
[6] You find a weak location on the golem, and try to freeze it, but the fire cops on the ground are interfering too much. The police get your message about the weak point though.
find a way to harness the mind and controll the subconciousness (play with making magic unconciously) or if i wake use fire magic to prove that im the dragons master and it WILL obey me
[6] You are yet to wake, but instead you decide to mess with your own mind. So you kick it. And kick it. And kick it.... Not much happens, so you
punch it instead. All at once you are launched backwards and a jet of fire goes over you! You can only guess that this happened in reality. You undamaged leg is feeling mighty warm. (Can use magic while unconscious, which you will be for a while.)
[3] Messing with your head has kept you alive, for now.
afterwords I take a peep at the surface and listen to anyone saying about anything nearby.
[3] It would seem the ammo stocks already went off, so you head up and try to eavesdrop, but only hear that some Tony has good chicken.
RUN AWAY FROM J10! PREFERABLY AWAY FROM THE GOLEMS TOWARDS C4!!!
[4] You make it to I9 uneventfully.
(GM'd) Hold out for more moneys!
[2] You wait around, but it seems the police aren't going to get you any money. You suspect that these police are uncaring, which might be useful.
(GM'd) Hide!
[5] You force yourself into a tiny, shadowed nook. (+2 Stealth)
Time: 9:25 AM
Weather: [1] Clouds remain over the district, and the city is getting hotter.
News: [2] The media is now covering the hostage situation Eswen is causing more than the giant golem which is wrecking things.
NPC ActionsWreck up this thing!
[1] It can't seem to make a decent attack.
It got re-disabled.
Shoot the Blender thing!
[4] It takes aim, and fires!
[6] The blender golem swiftly evades the blow, and counters!
[2] The guncar golem is far too slow to dodge the agile attack coming at it,
[4] but takes mainly superficial damage. One of the shotguns, however, looks to be broken.
Shoot at the guncar golem
[4+1/2/1-1/6-2] Two shots are on target, but one shot goes violently haywire, but flies aimlessly into the sky.
[3] The guncar golem's other shotgun has been obliterated!
Show the dragon we're harmless
[3] The dragon isn't impressed, but doesn't kill the police either. The medic car arrives. The SWAT van hasn't arrived just yet.
Brief Medic Car
[1] The medic car looks infinitely confused, and doesn't go to help.
Start clearing the wreckage, looking for the ciminal.
[6] He frantically throws wreckage away from the main pile, when a jet of fire shoots up through it! The cop was too far to take any injuries, and all the cops now know where Gabriel is.
Insult cop Two.
[3] All the medics do is insult the second cop, when they could be helping.
Look intimidating.
[1] He looks piss-weak. Which actually helps him in this situation. The dragon is too busy laughing at how pathetic he is to attack.
Attack this fire rival!
[3] The demon flies in, out of nowhere, and charges the dragon!
[6] The dragon is far too fast for a puny demon, and swipes in counterattack!
[5] The demon flies over the attack.
Tail swipe!
[5] The dragon spins around with pure agility and swipes its tail at the demon! The demon is too stunned by the attack to dodge in any way!
[5+1-2] The demon is now lightly damaged, but not seriously hurt.
Comprises of: 8 fire cops in 2 cars
7 Security guards with AK47s
Sven the bounty hunter (You can only see a trenchcoat)
5 Army grunts (M4s and Body Armour.
3 Army Demolition units (M72 LAWs and Glock 17s)
The fire cops send up a significant amount of fire attacks, but they are ineffective. The fire cops look demoralised. The security guards lay down alot of fire,
[6-1] and they are on target!
[1+3] Several chunks of earth fall off the golem, but it will take alot more than that to kill it. The army units unleash concentrated firepower on the golem!
[3/6] The M4s are slightly off, and land only glancing blows, which do very little. The M72s though, all hit perfectly!
[3] A serious chunk has been blasted out of the face, and the control room might be in danger. Sven just watches for now.
[3] The army, confident that the initial force is unbeatable, send only 4 more units.
It doesn't get an action if controlled.
Keep firing, moving closer!
[5] They land a key shot on Jack's right leg, and advance slowly.
Stealthily get out of there!
[4] He moves quietly towards backstage, and hasn't been noticed yet.
Open fire!
[4] The police, utterly uncaring for the lives of civillians, open fire at Eswen's apartment! The thing is, walls are very good at stopping bullets, so Eswen isn't in danger, yet.
Comprises of:2 M4 wielding officers
3 Desert Eagle wielding officers, who are skilled in magic
2 M72 LAW and MK23 officers
Fire at the weak point!
[1] All the shots go haywire.
Expel the invader!
[2+
3] They create a cage around Reaper, and shove him out of the golem while he is inside it! he goes flying outside the golem, but lands softly in a tree. All 3 golems stopped powering the golem for a short time, but are now back inside it. Mr.Black almost lost control of the golem.
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. 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: 4, 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, I9.
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:
Peeping out a manhole, 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: 2/8 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, J10.
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
Badly Bleeding.
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:
In need of rescue, G15
Wanted Level:2, 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
Can use magic while unconscious
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:
Punching his brain and sending fire out, 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, 7 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.
-Novice Stealth: 0/4 exp: The ability to not get noticed.
Other:
Hiding inside a secluded building, G16.
Wanted Level:0
Not injured.
Traits and Conditions:
Freeform Shifter
Heartless Killer, -1 Morally white actions
Can go liquid.
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: 2/6 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:
Inside the control room of the giant golem, 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 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.
Shotguns are damaged.
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.
There is also 3 medics, and a medic guard,
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:
Damn Powerful. -2 enemies damage rolls if attacked in melee.
Incredibly res
Wounds:
Right Leg: moderately wounded. Bleeding. -1 using this leg intensively.
Inventory:
A M1911A1 Pistol: +1 Accuracy