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[IC] TotMV:G^2: Clash of Fate: The Home Front II-"This time, it's personal!"


Sutoratosu

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The walk, if it could even be called that, towards the castle was a largely silent one. The world surged passed the warriors as they practically flew across the landscape, invisible and untouchable to all. The mists of this other realm parted and reformed behind them as they passed through it, and just as it did, so too did the obstacles of the physical world, entire facades vanishing and yielding before them, as if they did not exist to begin with... because in Ghost's domain, they truly did not exist.

       It had taken some getting used to still, for some, but by now all of them had gotten rather adept at projecting their focus in a direction, and willing the ethereal forms that served as their bodies to move in it. Like phantoms and wraiths they traveled, concealed and protected by Ghost's power, and it was by that very same power that within mere minutes of intense focus on their destination, the party had completed a journey that on foot would've easily taken several times as long.

 

"That's far enough" Ghost ordered, her voice ringing out in the empty realm of her creation, yet completely inaudible to any on the physical plane. She turned and looked at each of those assembled on the team in turn, before glancing around at the cover provided by the hillside glade. The castle itself loomed in the distance, covered by some odd barrier still, just as the other team had mentioned "They've got sentries concealed in the brush, likely to intercept or keep tabs on anyone who attempts to approach." 

 

To illustrate the point, she snapped her fingers, and nigh instantly said brush became a hazy blur that soon faded altogether, revealing the indeed dozens of foes prepared for an ambush. The woman cracked her knuckles in anticipation, and some of them might've noticed a peculiar, metallic clang in her fingers as she did so "There's far too many of them to turn this little trap around I'm afraid- neither capturing nor launching our own ambush will go well, when we have so comparatively few numbers... that leaves immediately driving them out of cover as our best option. I'm going to drop us back into physical reality, and give them a reason to think twice about staying near so much... flammable material. Be prepared to meet them as they emerge."

 

With that warning, she gave everyone approximately one minute to prepare, then finally announced that time was up. The hazy fog vanished, the ground once more felt solid under their feet, and all of them knew, the time was now. Ghost was taking in a breath the moment she released them, and in the next one she was issuing a mighty shout that sounded nigh like a dragon's keel. Flame erupted from her mouth as the resonance took hold, and the Mantra manifested, and she swept the stream of hellish heat over the brush immediately near them. 

 

And like bats out of hell, enemy soldiers, skeletons, and black, humanoid abominations with many limbs alike came scrambling out of the burning hiding places to avoid being incinerated, only to find the party waiting for them, weapons drawn, and Ghost's gaze peircing through all of them with a crimson radiance that could've rivaled a sun. The albino spoke yet another word, and the fires which she had started died just as instantly as they'd begun, leaving nothing but smoldering, burnt trees and scorched earth... 

 

"Our priority is clearing this area out, and seeing if anything has changed with the castle's situation." she ordered to the gang, glancing over her shoulder, "Stick together and watch each other's backs as we press forward. We should focus our offenses on the Officers and the Abominations they've brought first- if you cut off the heads, the rest of the serpent dies...and it's better to be safe than sorry, whatever in the gods names those things are. Once those targets are eliminated, we take advantage of the chaos and disarray the officers deaths will create among the ranks, and strike down the grunts and the skeletons while they struggle to adapt."

 

BATTLE BEGIN!

Theme

Spoiler

 

Initiative

Spoiler

Ghost: 27
Victoria: 27
Aurora: 25
Officer B: 24
Mira: 19
Officer D: 17
Soldier Squad A: 16
Empi: 15
Soldier Squad B: 14
Lahmu A: 14
Bel Lahmu A: 14
DT Archer Squad B: 14
Walmond/Lambda: 13
Rampart: 10
Lahmu B: 9
Bel Lahmu B: 9
DT Archer Squad A: 9
Officer A: 9
Officer C: 7
Kino: 6
Navin: 6

Castle

Status

Spoiler

Allies

Ghost 54/54
Aurora 62/62
Walmond 51/51
Lambda 57/57
Rampart 57/57
Empi 62/62
Victoria 70/70
Mira 78/78
Kino 82/82
Navin 54/54

Castle 1000/1000, Regens 30 HP each turn

 

Foes

Officer A, Fine
Officer B, Fine
Officer C, Fine
Officer D, Fine
Lahmu A, Fine
Lahmu B, Fine
Bel Lahmu A, Fine
Bel Lahmu B, Fine
Soldier Squad A (5) Fine
Soldier Squad B (5) Fine
Dragontooth Archer Squad A (5) Intact
Dragontooth Archer Squad B (5) Intact
 

Notes:

Spoiler

-It is STRONGLY recommended you include relevant combat information, such as stats, what the action you are using does, any relevant perks that should be taken into account, etc., when you post your action. Doing so greatly increases the speed by which turns can be processed once all moves are in, as it eliminates the need to scour the master sheet or character sheets searching for needles in haystacks. 

 

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Walmond

 

Will edit fluff in when I figure out how to write his fluff in.

 

Walmond uses Electrical Current on Rampart, giving them a (9)x1.5 damage boost until their next two attacks.

Lambda, on the other hand, uses Defensive Modifications, giving her a 50% damage reduction for 6 turns.

 

Mira

 

When Ghost had given the team time to prepare before the storm, Mira had spent it with her blade drawn, taking a more combat suited form. Specifically, she shrunk down to her normal height, and let the two red eyes that dominated her visor fade away. Then, they were in, with most of their foes around them crawling out of the flames. It would've been intimidating, if they hadn't been avoiding their own quick deaths.

 

As Ghost gave out her instructions, Mira began to walk past her, wordlessly approaching the enemy, sword lazily drooping to one side as she walked. Then, once she had moved a fair distance, she began to pick up her pace, turning her walk into a fast-walk, a jog, and then to a full on sprint towards the enemy. They wanted those officers dead...

 

They would have them dead.

 

Mira uses her basic attack on Officer B, dealing 3d6+6 damage to them.

 

1/8 Magra. Next turn she will gain one more.

1/4 turns until her Magra generate makes one extra Magra.

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Navin nodded to himself as the party approached the castle -- this situation was intimately familiar to him. Sure, he'd participated in plenty of team-ups against various power supervillains on his homeworld, most notably the battle against Gigurum in Sri Jayawardenapura Kotte, but long before he'd done any of that, he'd been defending places against an army, though in his case it had been aliens, and Mumbai, explosions among the softening, collapsing buildings and the melting peo-- gggh. Navin had to briefly shake himself off. He'd been trying to think about things being familiar and comfortable, but this train of thought actually wasn't going to do him any good right now; he couldn't afford to get sunken into war memories in the middle of an active fight.

 

Well, damn, he'd shot his reaction time, and he suspected that he'd be slower than pretty much everyone else now. That wasn't an excuse not to throw himself into battle to his best, though, and so he advanced when everyone else did, running towards the enemy lines and raising both of his arms. Their commander wanted the officers taken care of, and given his... previous successes, Navin would oblige in that respect. "I am sorry, but we are at war!" So he started swinging his fists, relatively light hammer punches dancing across his target's body, each one paired with the loud POP of a small explosion -- individually, light blows, but devastating together.

Navin uses Flurry of Explosions on Officer C, dealing (SYN + STR)=20 damage four separate times, with a two turn cooldown!

 

Additional Notes: 12% chance to dodge melee attacks with Aikido, from his Fistfighter Perk
Constitution: 2, Resistance: 1, Dexterity: 4, Intelligence: 2, Strength: 10, Synergy: 10

 

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Kino and Enma

 

We fight yet again, sister. Kino warned Enma as she slammed her staff in the ground in a preparing stance, as the latter was getting a mix of excitement and disappointment of the prospect of having fun, but the similarity of what she was to face. I should keep a closer eye on you -- all of us should -- but don't be reckless, now.

 

I don't need to fear anything, nee-san! You'll protect me all the way, won't you?

 

Then your naivety becomes my worry, she answered. This would not be an easy battle for them. 

 

Kino (82/82)

Enma (24/24)

 

Kino unleashes The Debarred Eulogy, summoning Enma to fight by her side for the remainder of the match. Enma will always attack before Kino, having +1 in INIT order. (OOC: Add her into the INIT List.)

 

Enma attacks Officer C with a Basic Attack, marking them with Entente of Malice. (Deals Kino's level + INT damage, 4 + 11= 15)

Kino follows up on the same Officer C with her own Basic Attack, triggering Entente of Malice and Necromantic Pact's (weapon effect's) bonus damage. {Total damage: 2d4 + INT + INT + INT/2, = 2d4 +27)

 

 

 

 
Stats:

Constitution: 8
Resistance: 5
Dexterity: 0
Intelligence: 11
Strength: 1
Synergy: 1

Complexity:

Equipment:

Name: Staff of Profanity
Description: A staff she once used for her ceremonial duties, since imbued with the unholy powers of the spirits she attracts.
Type: Weapon
Damage: 2d4 + INT
Minimum Stats: 2 INT
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Bound: Only Kino can use this staff.
Necromantic Pact: Kino gains bonus damage equal to INT/2, rounded down. Current bonus: 5


Name: Ceremonial Garbs
Description: Old, withered robes of an originally white sheen, tainted with the dust throughout her years.
Type: Armor
Damage: N/A
Minimum Stats:
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Blessed Garbs: Kino takes 1 + INT/3 less damage from damage over time effects, down a minimum of 1 damage. Current bonus: 4

 
Name: Vial of Holy Water
Description: The only thing that maintains the part of her humanity, it is a glowing vial of pure, magical water she wears around her neck.
Type: Bauble
Damage:0
Minimum Stats: CON 5
Weight: 0

Special Qualities
Preservation: Grants Kino and her Sister with 1 + INT/3 bonus health, rounded down. Current bonus: 4


Perks:

The Debarred Eulogy: Kino summons the deceased spirit of her sister Enma at the beginning of each battle, who accompanies her throughout the match. Her sister’s ghost remains active when summoned until she dies, and automatically dies when Kino dies as well. Her sister has no stats, instead having 15 + Kino’s RES (20 + 4 = 24) as health and deals 1 per level + Kino's INT as Basic Attack damage. Enma always moves before Kino does, and thus her move order scales with Kino’s current INIT, having +1 over Kino's INIT. Kino and her sister can attack separate targets.

Shepherdesses of Souls: Tasked with the responsibility of collecting lost spirits in the sentient world and pooling them together for the final requiem of freedom, Kino and her sister are bound by a cacophony of souls behind her, guided and led by her sister to fuel her offensive and defensive strengths in numbers. Kino and her sister have a 2*INT chance of dealing double damage, separately counted.

 

 

Entente of Malice (Level 3): Passive. The vengeful spirits of Kino's deceased kin fuel Enma's Basic Attack, causing her attacks to mark her targets. Whenever Kino attacks a target marked by Enma on the same turn, her triggering attack deals bonus damage equal to 0.5 x INT, rounded down.

Level 2: Entente of Malice's bonus damage is increased to 0.75 x INT, rounded down. 

Level 3: Entente of Malice's bonus damage is increased to 1 x INT.

 

 

Edited by Noir
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The Castle Roars to life, immediately showering the field with Unrelenting Acid, a Canister strikes the horrific beast, coating it in malicious chemicals.

 

((Deal 10d6 damage to Bel Lahmu A, and reduce it's RES by 5 Semipermenantly))

Quote

Giga-Adaptive-Weapon/Railgun/Shooter [Heavy] (GAWRSH)
-When used, deal 10d6 Damage
-This Weapon may fire any metal object. The object may have added effects.
-This Weapon may be loaded with HEAT Rounds, deal 3d6 less damage, but pierce 8 RES
-This Weapon may be loaded with Acid Rounds, deal no damage to large armored targets, but Reduce enemy RES by (INT+SYN) of the castle semipermanantly.
-This weapon is very open, and can be upgraded later

 

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Empi Powderbelle

"Alright, Indian Superman. You've proved your chops on the relationship front, now show me what you're actually good at!"

Empower Navin with a Talent Affection.

Lover's Many Faces (Talent Affection): Empower an ally with +4(+INT) (Total Buff: 11) to their highest stat if they complete three actions of Empi's choice in any order at any point in battle.

Sequence: Flurry of Explosions, Concussive Blast, Piercing Strike

If any Affection activates, Empi regains 10% of her health.

Edited by ElfCollaborator
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Rampart

"Looks like we have some feisty civilians on our hands."

"Civilians? This looks like a riot. Nah, this an armed revolt! We're going to need more than sidearms for this gig. What do you suggest Prez?"

"Bigger guns. A show of force before any real violence goes down."

"You know what Prez? You can be brilliant sometimes."

 

Rampart Lock N' Loads, fishing out heavier weaponry from the trunk of their Cadillac. 

[Increases Strength (6) by Intelligence (4) for 2 Turns. CD: 2]

 

[Passives:

Synergistic Justice - All Perks last for an additional turn.

We Have You Surrounded - +1 Resistance for each Active Buff.

Battle Hardened - Immune to Mental Damage/Status Effects.

Plague of the Occult (Flaw) - 1.5X Damage from Magic.]

 

Spoiler

RAMPART

HP: 57

Constitution: 5
Resistance: 2 (+2 Armor)
Dexterity: 3
Intelligence: 4
Strength: 6
Synergy: 0

 

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  • 3 weeks later...

Turn 1

Ghost uses her hand razors to make a concealed strike on Officer B! She induces a Spatial Rend in the process, adding her raw magic ability to the attack and slashing up the soldier for [32] Damage, ignoring res! (27 v 21) The officer feels something hot and wet begin to drip down his side, and realizes he’s bleeding!


Victoria uses some old fashioned tactics, boosting Walmond and Lambda’s Init by 9!


Aurora fires a few golden strands of light at Officer B! (25 v 20) They pierced his flesh like butter, causing the knight to yelp in a very unmanly manner. Soon enough however, he realizes he feels no pain despite the attack…laughing it off, he advances, but what he doesn’t know is that everything but his basic actions have been sealed for the next 3 turns.


Officer B attempts to conjure up a fireball to hurl at ghost...only to find that nothing happens due to the spider’s strange magic! He does bleed for [7] damage for his trouble though.

 

Walmond, having received tactical advice from vicky, electrocutes Rampart, somehow granting him a damage boost of [14] for his next 2 attacks in the process and causing Ghost to shake her head and sigh as she mutters something!

 

Lambda meanwhile activates a few mods, voiding the warranty of her base game but boosting her damage reduction by 50% for a ridiculous number of turns!


Mira slashes at Officer B, dealing only [7] damage to him as a good half of the blow is stopped by his armor!


Officer D conjures a fireball and hurls it at Mira, dealing a whopping [11] damage to her, and inflicting her with a burn that deals…. [2] damage for 3 turns.


Soldier Squad A attempts to prevail where their officer failed, all five of them slashing at Mira for [5] damage each, for a total of [25]


Empi gives Navin a lesson in affection, which he’ll surely need for Mitsu later! He will gain +11 to his Str or Syn upon completing the following actions: Flurry of explosions, Concussive Blast, Piercing Strikes


Soldier Squad B strike at Ghost and Lambda. Two of them strike ghost, dealing [12] damage total, while three strike Lambda, dealing [12] damage to her after her defense mods!


Lahmu A attempts to Impale Lambda (5), Dealing a whopping… jesus christ, [0] damage after her defense modifications!


Bel Lahmu A also attempts to take a crack at the robotic walnut known as Lambda, pulling off a sick Flyby that deals [0] damage even before her defense mods! The creature roars indignantly as it wheels about in the sky!


DT Archer Squad B takes aim at Empi and Navin! 2 of them loose shots into Empi, dealing [22] damage! The other 3 loose shots into Navin for [18] damage!


Rampart locks and loads as they pull out heavier weaponry, boosting their strength by (4) for 2 turns!


Lahmu B attempts to impale Victoria (1)... it charges towards her with unnatural speed, stabbing into her flesh with the fury of a thousand suns for [18] damage!


Bel Lahmu B performs a Flyby on Kino, slashing into her flesh for [10] damage!


DT Archer Squad A takes aim at Aurora and Walmond! 2 loose shots into Aurora, but most of the impact is stopped by her carapace, only doing [6] damage total! Meanwhile 3 loose shots into Walmond, who has no benefit of natural armor and takes a whopping [36] damage!


Officer A conjures an arc of lightning which he hurls at Mira, dealing [17] damage to her!


Officer C decides to complete the triangle, conjuring a spear of ice which he fires at Mira, dealing… [10] damage! The jokes on Mira though, because the freezing cold aura reduces her init by 2!

 

Kino summons her dead sister. We’ve done this song and dance before…

 

Enma attacks officer C, dealing [7] damage to him! Kino follows her sisters attack up for [25] damage!


Navin goes absolutely ham on poor Officer C, possibly having a nam flashback as he unleashes explosive punch after punch into his chest, dealing [13] damage 4 times for a total of [52] damage! Officer C is left kneeling and whimpering as he tries to crawl away, his armor hanging off his body in devastated pieces!


The Castle fires its cannon at Bel Lahmu A, spewing acid over its form for [36] damage and lowering it’s res by 5! The creature crashes to the ground for 1 turn as a result of the impact and acid coating its wings!

 

Spoiler

Init:

 

Ghost: 27
Victoria: 25
Aurora: 25
Officer B: 24
Walmond/Lambda: 22
Mira: 19
Officer D: 17
Soldier Squad A: 16
Empi: 15
Soldier Squad B: 14
Lahmu A: 14
Bel Lahmu A: 14
DT Archer Squad B: 14
Rampart: 10
Lahmu B: 9
Bel Lahmu B: 9
DT Archer Squad A: 9
Officer A: 9
Officer C: 7
Enma
Kino: 6
Navin: 6
Castle

STATUS

Spoiler

 

ALLIES

Ghost 42/54

Aurora 56/62

Walmond 15/51

Lambda 45/57, Defense Mod (50% damage reduction, 5/6 turns)

Rampart 57/57, Electric Current(+14 base dmg, 2/2 attacks), Lock & Load(+4 str, 2/2 turns)(+2 res)

Empi 40/62

Victoria 52/70

Mira 15/78

Enma

Kino 72/82

Navin 36/54, LiA (Concussive Blast, Piercing Strike; gains +11 Str on fin)

Castle 1000/1000, Regens 30 HP each turn

 

FOES

Officer A, Fine

Officer B, Battered, Bleeding (1d8, 1/2 turns), Sealed (Basic Actions only, 2/3 turns)

Officer C, On Death’s Door

Officer D, Fine

Lahmu A, Fine

Lahmu B, Fine

Bel Lahmu A, Battered, -5 Res, grounded (1 turn)

Bel Lahmu B, Fine

Soldier Squad A (5) Fine

Soldier Squad B (5) Fine

Dragontooth Archer Squad A (5) Intact

Dragontooth Archer Squad B (5) Intact

Notes

Spoiler

Hmmmm.... "Grounded" status? why, I wonder whatever that could mean 🤔

 

 

 

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Mira

 

In all honesty, there wasn't much that was too out of place here that Mira hadn't dealt with before. After Mira had slashed at the enemy officer with her blade, expecting their armor to take a good portion of the strike, which it did, she spun around, swinging her free hand to intercept a ball of flame that another had shot at her. Overall, despite the fact that the armor on her arm was on fire, there wasn't much to say about that. The eventual soldiers that attacked her shortly afterwards to protect their officer did manage to get their own strikes in, though like normal, the strikes were largely blocked by her armor. It wasn't until one of the officers fired a bolt of lightning at her, the electricity coursing through her before dispersing, though even with the extra ice hitting her in the back as she recovered from this, it wasn't enough to really bring her down, even to a knee.

 

In all honesty, it probably just made her a bit angrier.

 

Mira uses Cell Repair to use one of her Magra to heal herself for 4d4+Syn.

 

And combat relative info since I forgot last time.

Spoiler

Relative Perks!

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Stats:

Constitution: 8
Resistance: 6+7 (13)
Dexterity: 0
Intelligence: 0
Strength: 6
Synergy: 6+4 (10)

 1/8 Magra. Mira will generate one more at the start of the next turn.

2/4 turns until the Magra Generator generates an extra Magra charge.

 

Walmond

 

Needless to say, Walmond did not expect to be targeted much at the mere start of this fight. Once he gave a pair of men some elecriticty to use, he had turned to observe the fight, only to be met with three arrows, one of which piercing his shoulder while the other two embedded themselves into his torso, causing the scientist to step back out of shock and pain, before gritting his teeth and raising his arms, before slamming them down to release the green lines through the ground that heralded his magic.

 

Walmond uses healing field to heal himself, Mira, Navin, Empi, and Ghost for 2d4+9 HP each.

Spoiler

Relative Perks!

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Stats:
Constitution: 4
Resistance: 3
Dexterity: 2
Intelligence: 9
Strength: 0
Synergy:4

 

 

Lambda

 

Walmond's little servant had been, more or less, dealing with her own problems. Specifically, the Lahmu that flew around everywhere. Sure, they weren't much of a threat to her, as their attempts to harm her were stopped by her shields, but they were a nuisance, considering the openings that the arrows that were sticking out of the small nooks of her personal armor had only gotten there by the Lahmu making her stagger from their attacks, as they continued to keep attacking the others in the group.

 

That had to change.

 

Lamda uses Threaten the Enemy, taunting Lahmu A, Lahmu B, and Bel Lahmu B to hit her in the face.  5/6 turns remaining for Defensive Modifications.

Spoiler

Relative Perks!

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Stats:

Constitution: 6
Resistance: 8
Dexterity: 0
Intelligence: 0 
Strength: 6
Synergy: 4

 

Edited by GodofGamingRWBY
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Kino and Enma

 

Having noticed several withered allies, Kino commands her spirits to rush to their aid, earning the ire of her sister who begrudgingly continues her attack, hoping her sister's priorities were accurate.

 

Enma strikes Officer B with her Basic Attack. (Deals Kino's level + INT damage, 4 + 11= 15)

Kino casts Fortifying Decree onto Walmond, shielding him for 5 + INT (11) damage while shielding Kino herself for half (8) the amount. 

 

 

 

 


 

Action Taken:

 

Decree of Fortification: Kino commands her spirits to surround a target ally and herself, granting them a shield that shields her chosen ally for 5 + INT damage while shielding herself for half the amount over three turns. 4 turn cooldown. 

 

Stats:

Constitution: 8
Resistance: 5
Dexterity: 0
Intelligence: 11
Strength: 1
Synergy: 1

Complexity:

Equipment:

Name: Staff of Profanity
Description: A staff she once used for her ceremonial duties, since imbued with the unholy powers of the spirits she attracts.
Type: Weapon
Damage: 2d4 + INT
Minimum Stats: 2 INT
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Bound: Only Kino can use this staff.
Necromantic Pact: Kino gains bonus damage equal to INT/2, rounded down. Current bonus: 5


Name: Ceremonial Garbs
Description: Old, withered robes of an originally white sheen, tainted with the dust throughout her years.
Type: Armor
Damage: N/A
Minimum Stats:
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Blessed Garbs: Kino takes 1 + INT/3 less damage from damage over time effects, down a minimum of 1 damage. Current bonus: 4 

 
Name: Vial of Holy Water
Description: The only thing that maintains the part of her humanity, it is a glowing vial of pure, magical water she wears around her neck.
Type: Bauble
Damage:0
Minimum Stats: CON 5
Weight: 0

Special Qualities
Preservation: Grants Kino and her Sister with 1 + INT/3 bonus health, rounded down. Current bonus: 4 


Perks:

The Debarred Eulogy: Kino summons the deceased spirit of her sister Enma at the beginning of each battle, who accompanies her throughout the match. Her sister’s ghost remains active when summoned until she dies, and automatically dies when Kino dies as well. Her sister has no stats, instead having 15 + Kino’s RES (20 + 4 = 24) as health and deals 1 per level + Kino's INT as Basic Attack damage. Enma always moves before Kino does, and thus her move order scales with Kino’s current INIT, having +1 over Kino's INIT. Kino and her sister can attack separate targets.

Shepherdesses of Souls: Tasked with the responsibility of collecting lost spirits in the sentient world and pooling them together for the final requiem of freedom, Kino and her sister are bound by a cacophony of souls behind her, guided and led by her sister to fuel her offensive and defensive strengths in numbers. Kino and her sister have a 2*INT chance of dealing double damage, separately counted. 

 

 

 

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Navin grunted three times as he was shot with multiple arrows — his armor had certainly taken a lot of oomph out of the shots, but that didn’t make getting filled full of three arrows a particularly enjoyable experience. Still, he had things to do. Looking down at the man that he had just brutalized, Navin felt a pang of guilt; he did not enjoy doing things like this, but since the man was at least alive... maybe he could actually avoid killing this one. ”If you don’t want to die, leave!”

 

Navin didn’t stick around, though; he had to help defeat the beasts that were attacking their castle, and accordingly he began to run in the direction of the downed flying beast, the soles of his footwear pounding against the ground as he approached it as fast as he could, before he brought back his arm, brought his fingers together into a knife-hand, and then sent that down at the grounded beast, a loud and piercing line of explosion arcing from his fingers towards its flesh.

Navin uses Piercing Strike on Bel Lahmu B, dealing (3d6+STR+SYN)*1.5, ignoring RES!

Additional Notes: 12% chance to dodge melee attacks with Aikido, from his Fistfighter Perk
Constitution: 2, Resistance: 1, Dexterity: 4, Intelligence: 2, Strength: 10, Synergy: 10

Cooldowns: Flurry of Explosion, 1 turn, Piercing Strike, 1 turn

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"Yee-ouch! That was fuckin' lightning! Isn't that square supposed to be on our side?"

"It didn't hurt at all, that must have been his way of prepping us up."

"You know what Press? You're right, I feel like I'm on a winning streak at the craps game. Let's go like the 20's!"

 

Rampart activates Jungle Sniper, where Press will use his Scoped Rifle to blast at Bel Lahmu B, Bel Lahmu A and Officer A for 1d10+(10) (+14 Damage)!

 

Spoiler

 

RAMPART

HP: 57

Active Buffs: 2

Constitution: 5
Resistance: 2 (+2 Armor) (+2 from Buffs)
Dexterity: 3
Intelligence: 4
Strength: 6 (+4) (2 Turns)
Synergy: 0

 

Damage +14 (2 Turns)

 

 

 

 

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  • 1 month later...

Turn 2

 

Ghost enters a Hymn State, Summoning Tama Vajra unto the field! Tama takes one look at one of the Lahmus (A) before unfurling his cape and blasting it with 3 explosive bolts of darkness, dealing [14] damage 3 times for [42] Damage total! Ghost’s Hymn Gauge drains to 15/20!

 

Victoria shoots Officer B; his armor takes most of the impact, only sustaining [5] damage!

 

Aurora fires some healing rays upon Walmond and Victoria, healing them for [18] hp each and curing Mira of her burn! She also regenerates 10 hp, her wounds healing completely!

 

Seeing a new, far larger threat enter the field, Officer B slings lightning at Tama Vajra! He promptly fines that the seal on Aurora is not as simple to overcome as wanting really hard to fry the giant man faced tiger! He bleeds for [8] damage, but it seems his cuts have finally clotted afterwards.

 

Walmond spreads the love as he heals himself, Mira, Navin, Empi, and Ghost for [16] HP Each! Lambda meanwhile taunts the abominations on the field, inciting Lahmu A, B, and Bel Lahmu B into a rage!

 

Mira spends 1 magra and heals herself for [22] hp!

 

Officer D cures Bel Lahmu A’s res debuff!

 

Soldier Squad A attempts to attack Navin after watching him reduce a grown man to tears(2,5,3,9,1)! Amazingly, he dodges each of their sword strikes, leaving the soldiers standing there both amazed and terrified of this explosive god of combat!

 

Empi gives Navin a little push! Sadly Mitsu is on an entirely different killing field and now fireworks go off between the two, but hey he gains +11 Synergy! It’s something, right! She also regenerates 6 hp for her hard work!

 

Soldier Squad B attacks! 1 strikes at Empi, 1 at Victoria, 3 at Lambda, dealing [15], [13], and [13] damage to them!

 

Lahmu A attacks Lambda with zealous fervor (1)! It charges the robot like a freight train driving it’s spindley arm into her chassis for… only [5] damage as it finds her mods break the game.

 

Bel Lahmu A manages to recover from it’s Acid bath and becomes airborne again!

 

DT Archer Squad B opens fire! 4 arrows descend upon Tama for [0] damage as they bounce uselessly off his  hide! A stray arrow strikes Rampart however, finding a nice new home in one of the cops knees for the low low rent of [10] damage!

 

Rampart and Press open fire in hail of lead and glory, putting new holes in Bel Lahmu B, A, and Officer A for [28], [28], and [20] damage each! Presses careful marksmanship sends the Bel Lahmus tumbling to the ground, screaming in outrage!

 

Lahmu B strikes at Lambda (2) dealing [2] damage to her!

 

Bel Lahmu B lays screeching on the ground, flailing to try and get back into the air! Looks like it’s having trouble…

 

DT Archer Squad A fires everything they have into Lambda, 5 arrows dealing [10] damage in total as they barely make it past her defensive mods!

 

Officer A conjures and icy spear and fires it at Mira, dealing [5] damage to her and lowering her init by 1.

 

Officer C does the same to Lambda, dealing [6] damage. 

 

Enma stikes officer B for [7] damage. He’s cursed, and looking miserable.

 

Kino fortifies Walmond and herself. Walmond has 16 shield.

 

Navin goes absolutely ham and fulfills Bel Lahmu B’s wish, sending it flying with fury and fire in the form of [59] damage as his ungodly punch rends flesh from bone, and completely annihilates the struggling creature before it can land.

 

The Castle fires on Lahmu B with it’s cannon, dealing [53] massive damage and covering it in acid that begins eating through its hide.


 

Spoiler

Ghost: 27
Victoria: 25
Aurora: 25
Officer B: 24
Walmond/Lambda: 21
Mira: 18
Officer D: 17
Soldier Squad A: 16
Empi: 15
Soldier Squad B: 14
Lahmu A: 14
Bel Lahmu A: 14
DT Archer Squad B: 14
Rampart: 10
Lahmu B: 9
Bel Lahmu B: 9
DT Archer Squad A: 9
Officer A: 9
Officer C: 7
Enma
Kino: 6
Navin: 6
Castle
 

STATUS

Spoiler

ALLIES
((Ghost 54/54, 15/20 Hymn)) Tama Vajra 100/100
Aurora 62/62
Walmond 48/51, Shielded (16/16)
Lambda 23/57, Defense Mod (50% damage reduction, 4/6 turns)
Rampart 47/57, Electric Current(+14 base dmg, 1/2 attacks), Lock & Load(+4 str, 1/2 turns)(+2 res)
Empi 41/62
Victoria 57/70
Mira 73/78
Enma 24/24
Kino 72/82, Shielded (8/8)
Navin 52/54, +11 Syn
Castle 1000/1000, Regens 30 HP each turn

 

FOES
Officer A, Bruised
Officer B, Battered, Sealed (Basic Actions only, 1/3 turns)
Officer C, On Death’s Door
Officer D, fine
Lahmu A, battered
Lahmu B, battered, -5 res
Bel Lahmu A, Dying, Grounded (1 turn)
Bel Lahmu B, Dead
Soldier Squad A (5) Fine
Soldier Squad B (5) Fine
Dragontooth Archer Squad A (5) Intact
Dragontooth Archer Squad B (5) Intact

 

 

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Kino and Enma

 

Kino (78/82) (shielded for 8)

Enma (24/24)

 

Enma attacks Officer C with a Basic Attack, marking them with Entente of Malice. (Deals Kino's level + INT damage, 4 + 11= 15)

Kino follows up on the same Officer C with her own Basic Attack, triggering Entente of Malice and Necromantic Pact's (weapon effect's) bonus damage. {Total damage: 2d4 + INT + INT + INT/2, = 2d4 +27)

 

Conditional: If Officer C dies, strike Officer B instead. 

 


Stats:

Constitution: 8
Resistance: 5
Dexterity: 0
Intelligence: 11
Strength: 1
Synergy: 1

Complexity:

Equipment:

Name: Staff of Profanity
Description: A staff she once used for her ceremonial duties, since imbued with the unholy powers of the spirits she attracts.
Type: Weapon
Damage: 2d4 + INT
Minimum Stats: 2 INT
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Bound: Only Kino can use this staff.
Necromantic Pact: Kino gains bonus damage equal to INT/2, rounded down. Current bonus: 5


Name: Ceremonial Garbs
Description: Old, withered robes of an originally white sheen, tainted with the dust throughout her years.
Type: Armor
Damage: N/A
Minimum Stats:
Weight: 1
SYN Threshold/Bonus: N/A

Special Qualities:
Blessed Garbs: Kino takes 1 + INT/3 less damage from damage over time effects, down a minimum of 1 damage. Current bonus: 4 

 
Name: Vial of Holy Water
Description: The only thing that maintains the part of her humanity, it is a glowing vial of pure, magical water she wears around her neck.
Type: Bauble
Damage:0
Minimum Stats: CON 5
Weight: 0

Special Qualities
Preservation: Grants Kino and her Sister with 1 + INT/3 bonus health, rounded down. Current bonus: 4 


Perks:

The Debarred Eulogy: Kino summons the deceased spirit of her sister Enma at the beginning of each battle, who accompanies her throughout the match. Her sister’s ghost remains active when summoned until she dies, and automatically dies when Kino dies as well. Her sister has no stats, instead having 15 + Kino’s RES (20 + 4 = 24) as health and deals 1 per level + Kino's INT as Basic Attack damage. Enma always moves before Kino does, and thus her move order scales with Kino’s current INIT, having +1 over Kino's INIT. Kino and her sister can attack separate targets.

Shepherdesses of Souls: Tasked with the responsibility of collecting lost spirits in the sentient world and pooling them together for the final requiem of freedom, Kino and her sister are bound by a cacophony of souls behind her, guided and led by her sister to fuel her offensive and defensive strengths in numbers. Kino and her sister have a 2*INT chance of dealing double damage, separately counted.

 

 

Entente of Malice (Level 3): Passive. The vengeful spirits of Kino's deceased kin fuel Enma's Basic Attack, causing her attacks to mark her targets. Whenever Kino attacks a target marked by Enma on the same turn, her triggering attack deals bonus damage equal to 0.5 x INT, rounded down. 

Level 2: Entente of Malice's bonus damage is increased to 0.75 x INT, rounded down. 

Level 3: Entente of Malice's bonus damage is increased to 1 x INT.

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Mira

 

Mira, one she felt her wounds repair themselves and the fire on her arm go out, renews her advance towards the enemy… At least, until a spear made of ice rammed into her side, shattering and causing her to stagger for a single step before stopping herself. For a second, the armored figure simply stood there, completely still, before letting out a breath of annoyance, which event came out as a visible stream of air. Then, she straightened, turning back to the enemy, quickening her pace, once again dead silent.

 

Mira takes advantage of the acid and whacks Lahmu B with her sword, dealing 2d8+6 damage.

 

Spoiler

Relative Perks!

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Stats:

Constitution: 8
Resistance: 6+7 (13)
Dexterity: 0
Intelligence: 0
Strength: 6
Synergy: 6+4 (10)


2/8 Magra. Mira will generate one more at the start of the next turn.
3/4 turns until the Magra Generator generates an extra Magra charge.


Walmond uses Healing Field on Empi, Lambda, Victoria, Rampart, and Kino, healing them for 2d4+9 HP each. Lambda gets healed for half.

 

Spoiler

Relative Perks!

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Stats:
Constitution: 4
Resistance: 3
Dexterity: 2
Intelligence: 9
Strength: 0
Synergy:4


Lambda uses Self Repair to heal herself for 1d6+4

 

Spoiler

Relative Perks!

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Stats:

Constitution: 6
Resistance: 8
Dexterity: 0
Intelligence: 0 
Strength: 6
Synergy: 4

 

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  • 3 weeks later...

It seemed that Navin was in his zone. As the five men with swords came to try to put an end to him, Navin let years of combat instinct and martial arts training guide his body, spinning away from one strike to manage to slap another one away with the back of his hand. A quick explosion from his other hand fouled the advance of a third strike, sending the man stumbling backwards, and then Navin turned to the other two attackers. One of them had his sword raised high in the middle of a strike, so Navin (looking to his Aikido skills) executed irimi, taking a rapid movement to barrel right towards the man (suddenly far too close to hit) and shove him away. Finally, Navin pivoted away from the fifth man, who had been struggling to find an opening, and quite simply took a couple of leaping strides to book it right from him.

 

He traced a path towards the heavily wounded flying beast instead -- he could feel from the way his internal energy was ebbing that he'd used his powerful attacks a bit too liberally, and he wasn't going to be able to muster that kind of energy for a few seconds. Instead, making his way over to the grounded creature, Navin brought a single fist down towards it in a quickly-crouching hammer blow, paired with an explosion that was less directed and less intense than the others he'd produced so far... but which was likely still damaging enough!

Navin uses a basic attack on Bel Lahmu B, dealing (3d6+STR+SYN) damage!

Additional Notes: 12% chance to dodge melee attacks with Aikido, from his Fistfighter Perk
Constitution: 2, Resistance: 1, Dexterity: 4, Intelligence: 2, Strength: 10, Synergy: 10

Cooldowns: Flurry of Explosion, final turn, Piercing Strike, final turn

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Press pulls out something that resembles a small pistol from inside of his jacket pocket. With a flick of a switch, its barrel crackles with volatile electricity. 

 

Press Tases Officer A, doing 1d10 + 10 (+14) DMG, with a 10% chance to stun. 

 

Spoiler

 

RAMPART

HP: 47/57

Active Buffs: 2

Constitution: 5
Resistance: 2 (+2 Armor) (+2 from Buffs)
Dexterity: 3
Intelligence: 4
Strength: 6 (+4) (1 Turns)
Synergy: 0

 

Damage +14 (1 Turns)

 

 

Edited by UrbanSamurai
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Grand Finale

((IE, Fights over kids))

 

Enma's attack proves to be fair more effective than at first apparent, breaking through what meager scraps are left of the man's protection. With a banshee like screech, the officer finally falls as the child ghost feasts upon his life force. Nothing but a shriveled husk of a person remains by the time Kino is able to call her sister off.

 

Mira's blade catches into the side of the Lahmu with ease, cutting from it a large swath of flesh and spattering an ink like substance on the earth. More of it spews from the wound as the creature shambles forward in desperation, striking at her unprotected face with unnatural, and unseen before, speed. Thin, spindly claws just barely manage to graze her dangerously close to the eyes, before she can bring her sword up once more, this time sundering the creature in twain. The two twitching halves fall prone to the earth, as the foul Ichor stains both Mira's wounds and her sword. It stings.

 

There is another ungodly burst of might as Navin descends upon the bel lahmu, flesh and viscera being torn asunder from the force of their meeting, and what is left of the foul creature scattering to the winds. Fire and Ichor. Blood as black as the gathering skies overhead. It coats Navin's hands; how long till it lies on his heart?

Spoiler

 

It is a question for later. No sooner than he finished the beast, the skies overhead turn to black pitch, Tama Vajra unfurling his leathery capes and issuing a deafening bellow that grated on the ears of all present, threatening oh so slightly to shatter the eardrum along with the body. Those with an inherent sense for all things magical felt the raw energies circulating around and through him- a quickly escalating signature, the mark of an old god returning to the throne...

     A god whose herald was the twin chariots of thunder and lightning. Like Hailstones, it rains down from the heavens. A burst of sound, light, and fury here, another there, yet another over yonder- each and every one of them send the force of ages past reverberating through the flesh and bone of the party, quaking them just as much as it quakes the earth all around them. Earth flies in scorched chunks, Men and abominations scream alike. Blackened bones scatter through the chaos, before disintegrating into ash. Black haze overtakes the area, like the Miasma of a long forgotten devil. The acrid stench of burning ozone stings the nostrils of all who yet live. 

 

Over the nigh rhythmic detonations, yet another noise can be heard. The noise of a Manic King,

     "MahahahahahahahHAHAHAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAHAAAAAAAAHAAAAAAAA! YES! GROVEL LIKE THE SWINE YOU ARE! AHHAHAHAHAHAHAHAHA!"  his cackles involuntarily raises the hairs on all necks still intact, the static and pop of electricity becoming ever more apparent as the air charges to palpable levels. Those with keen hearing would notice- the bolts always fall in the last syllable of the laugh...

 

"Stop..." The voice buried by the laugh is thin, tiny, almost nonexistent. The king continues in his manic rampage, the screams of ever more men filling the night. 

 

Until the very energies that could once be sensed circulating through him halted. As easily as a hose which had been plugged, as the voice issued forth with the splendid wrath of a thousand suns,

 

"ESTEII ATA, JE SUBJE UVJUVI!"

 

 

His body began to disintegrate into twisting smoke. His cackle was cut short by the command. The Hymn had ceased, the power he sustained himself on... now rescinded. He let out a roar in protest, but it mattered not. Within moments, he was gone just as quickly as he'd been summoned. No sooner than the dark god was off the field, did the thick Miasma, the charged air, and the stench of ozone begin to dissipate. 

 

And as the fog cleared, there was no shortage of men, skellington, and abomination alike lying upon the scorched and broken earth. Deep trenches, easily several meters long for each of them, had been wrenched into the soil, and craters of similar size dotted the clearing. The charred remnants of trees was scattered in among the dead and the destruction. A few small fires burned here and there. Some of the dead lay face down, arms reaching out towards the tree line, away from the party. Their mouths eternally transfixed in expressions of grim horror as their flesh burned. 

      Nothing could describe the expression of the Caller, as she surveyed the death. Though her fists clenched white- whiter than even the snowy porcelain her skin usually was, if it was even possible -and her entire being shook. She sighed in complete and utter disgust, eyes flaring like miniature suns- though she heavily suppressed it, the fury practically radiated off of her in waves. A fury surpassing even that of the Dark God who'd just laid waste to everything and everyone who hadn't been fighting under her command.

 

For not a single hair on any of the party's heads had actually been harmed. Raised, but not harmed.

 

"...It's over." She proclaims with all the gusto a woman dead inside can muster, not meeting any of their eyes. Without another word, she heads off towards the castle in the distance. The waves of palpable fury seem to follow her...

 

The Storm King, all the while, sits silent.

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Mira

 

When Mira’s blade cut into the Lahmu, she had already planned her course of action. Take a step back, then counter its own attack to finish it off. Sounded good… Until the Lahmu, in a burst of speed, swung one of its clawed hands at her head before she could step back, creating a large clanging sound as her helmet was knocked clean off her head, landing with a heavy thud a few feet away as its owner finally avoided the Lahmu’s followup. Then, with a small glare, Mira grabbed the Lahmu’s arm, lifting it above her head and slashing downwards once more with her sword, cleaving the creature in two before tossing the remains aside with a frustrated sigh, finally turning and picking her helmet up with one hand, calmly placing it back on her head. The ‘blood’ from the creature stung, but not enough to make Mira worried about it at all, even if there were some stains on her face.

 

Then everything went to literal hell as the beast in the group suddenly created a giant storm out of nowhere, blasting winds everywhere and forcing even Mira to plant her sword into the ground in order to not get thrown off her feet. But, not long after the sudden storm started, it was gone… Leaving a completely destroyed and charred battlefield.

 

… Needless to say, for Mira, it was an impressive sight, one that astounded her from the sheer power thrown around. But, it didn’t take long for her to yank her sword back from the ground before following Ghost to the castle, as silent as ever.

 

 

Walmond and Lambda

 

Neither Walmond nor Lambda were prepared for the storm that had suddenly appeared from Ghost’s beast, though thankfully Lambda was able to quickly go back to her creator and hold him down, preventing him from flying away from the force, which for that, he was thankful.

 

And then when everything cleared and Lambda let go of Walmond, allowing both to straighten, Walmond physically gasped at the sight in front of him, “My word…” he whispered as Lambda moved ahead, needlessly paying attention to the area around her encase something didn’t actually die while her shields folded back into her gauntlets.

 

Soon enough, Walmond managed to shake his head of the shock, walking after Lambda, and by extension, Ghost.
 

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Navin had just finished a surprisingly violent usage of his power (apparently, with something as badly wounded as this monster was, even his energy in its ebb was more than enough to slay it) when the battle quite suddenly changed, a literal storm of death and destruction arcing from the skies to plow furrows in the ground and rather cataclysmically remove the life (and unlife) of whatever of these beings remained near the castle from existence. 

 

It wasn't the display of power that unsettled Navin, because to be frank, he had seen it more than once before. His homeworld was one where men and women soared the skies and lived in the eye of the public simply because their own personal power was enough to singlehandedly put a stop to supernatural threats, or cause them. Heroes and villains and those in between, a small, small portion of the population... but in a world with seven billion people, that was a lot of people. And of that mass of people defined by their might and skill, another small portion wielded power that was truly terrifying if they let it loose, such as Tamil Nadu's Disciple of Shiva, persons who could shatter a town if they truly wanted to. Though Navin wasn't among that number, he was prominent enough that he had fought with (or, in team-ups, against) those who were, and though the power that had just been unleashed was thus still exceptional to Navin, it was not foreign.

 

It wasn't the manic laughter or the general megalomaniacal exultation that unsettled him, either. In his decade-long career as a superhero, Navin had come across quite a few supervillains, from mad scientists to wizards to simple superpowered menaces, and he'd seen so many evil laughs or speeches or taunts that they didn't have an effect on him anymore, except as a potential source of a little underspoken banter... though he was far from in a state for that now.

 

What unsettled Navin was that the situation, taken together, took him from this strange world of historical figures and noble houses, and back to a very bad time. Blasts in the sky and his peripheral vision, ruin and fatality, with his own arms even covered in ichor and blood... he'd been in that position before, long ago. Mumbai, Aurangabad, the Second Battle of Chennai... he'd stood among giants before, pressing past the destruction that carved up the earth and shattered the buildings, that liquefied men with terrible bubbly screams, and he had most certainly killed, back then with blasts that made meaty, jagged indentations into the Kemenel aliens, or reduced organs to so much green mist and coated him with it, leaving him covered in blood both alien and human, justifying it over and over with the knowledge that it was war, and that it was his fate and duty to help protect the world from its occupation and conquest.

 

Navin stood with his eyes closed for several moments, remembering rather than perceiving, until his consciousness returned to him and he slid a hand (not covered with ichor simply because it had already been blasted away) to his temples, over his eyes as he dragged himself out of the state he'd been in. And, what had just happened aside, Navin supposed that it was his own fault that he had ended up like this. He'd declared his current situation a war, and he had been killing men and monsters left and right with that justification, willfully putting himself back into one of the worst positions of his life and taking it upon himself to kill, and he had even forced himself into a flashback of the battle of Mumbai in that first battle just to pull himself out of that blasted pink mist. The ridiculousness of it all was now coming back to strike him.

 

"Gods," Navin mumbled to himself as he finally pulled his hand away from his face, his voice shaky, "what am I doing to myself...?"

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"....."

 

It's good to see these kinds of things at a distance. You get to see it with...objectivity. Yeah, that's it. The artillery shelling of a village on an island. Dropping a firebomb on a civilian factory. A waitress being stabbed to death in front of her apartment complex. The motherfucker just keeps jabbing and jabbing and jabbing and his butterfly knife is just putting all these gashes in her and her dress is turning red and she's screaming and crying. And he doesn't stop because he's pissed but you don't know if he's pissed because he actually hates her or he hates his job or his own wife or whatever you know how it is with these people. And you're sitting there and you're not calling the police because you're trying to sleep and it's probably nothing or you're watching TV and you can't miss the show or you don't know but you just don't want to call because that would be bad. It would be worse to try and call the police then to do nothing. It sounds like it doesn't make sense but that's what you're going to do. If you don't get involved it's not real. You'll read about it in the paper tomorrow with everyone else and it's all the city will talk about for a month. You'll cry and whisper with all of them like it had happened in Calcutta or Beijing, not down the block you live on. For the rest of your life you and your neighbors will glance at each other in passing moments of silence, damned to share a spot in this clandestine brotherhood of remorse. But what else could you have done, really? 

 

"....."

 

And if it doesn't matter back home, it matters even less out here. This is how it is over here, and it's been that way for so long, so why try to change it? These people don't understand it, so how could you, white cocksucka'? As soon as you leave all they'll forget the English and toss all the books in the fire and then go back to those ways and brother will fell brother. You are angry and then confused and then pitiful. It's not like your kind is much better, in some ways they're worse. At least these people don't have a paper to talk and gawk about it. Let them stay this way with their swords and castles and dungeons. The world was better off when everyone left each other alone, y'know?

 

"....."

 

Rusty chews on his lip, idly sliding his gun back into his jacket. "Looks like the afterparty at a Chuck Berry Concert, huh Press?" He laughs. "That's a joke Press, you heard of a joke? Okay, I'm sorry. It's sad. Just lighten up, you're putting me on the edge." Rusty gives Press a hard shrug, then walks forward a few more feet to survey the situation. He squats down, fishing out a cigarette and lighting it. "It's crazy how in some parts o' the world like this people are still these barbarians. I'd put twenty dollars down on this right here: if these people had radios and ballparks, they'd find something better to do than killin' each other."

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