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kj1225

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Posts posted by kj1225

  1. Before Mercy moves on, he tosses a small bundle towards the downed Gloom. Inside was a some bandages and an allotment of healing poultice. It was a system that he'd begun after noticing how often injuries that were judged as not dire enough to treat first would often turn into life threatening ones if not being outright casualties, so he'd package up small kits to allow those better off to stave off death long enough for proper care to be administered.

     

    Mercy then heads to I12 and heals Pinecone.

  2. With his voice suddenly restored and his ability to order similarly regained, Travis looks over the status of his tank a pleased smile cracking across his face. With a chuckle he orders his crew to put the firing solutions they'd been working on to use.

     

    Travis uses FIRE MAIN CANON on Icarax

     

     

    Spoiler

    Level: 6

    HP:103 + 18 THP
    Init: 18

    Stats: 34
    Constitution: 12 
    Dexterity: 12 +2
    Intelligence: 0
    Strength: 10
    Synergy: 0

    Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


    Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


    Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


    Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

     

    Flaw: Live Ammo Storage: Travis takes double damage from fire.


    Actions:  
    FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
        Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
        Level 2: +1d4 damage
        Level 3: Increase uses to 2 per combat.
        Level 4: +1d4 damage.

        Level 5: Upgrade die to d6

     

    Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
        Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

        Level 2: The first use heals HP by Con.

     

    Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
        Level 1: 1d4 attacks for [LVL] damage.
        Level 2: Shots are distributed among enemies going up the initiative order.
        Level 3:  Shots lower Enemy damage by 2 per hit for one round.
        Level 3: +1d4 Attacks.

        Level 4: Fires d6 attacks instead.
        Level 5: Gains +Dex damage

     

    Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
        Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

        Level 2: Increases Travis' Initiative by Dex next turn. 

     

    Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
        Level 1: Travis takes attacks meant for two allies for a turn.
        Level 2: Slap a shield on the side: +2 DR for a turn.
        Level 3: +1 turn.

        Level 4: +1 turn

     

    Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

         Level 1: The first melee attack to hit Travis counts as a ranged attack.

     

    Equipment: 2 tokens

    “Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
        Level 1: +2 damage on FIRE MAIN CANNON
        Level 2: +2 Damage

     

    Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
        Level 1: +1 DR Weight 5
        Level 2: +1 DR
        Level 3: +1 DR

    Reserve:
    Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

  3. Travis issues his next order... or tries to. Nothing leaves his throat as he speaks, causing the dolls and commander to sit there in silence for a few tense moments. With a quick look back, Wyonna realizes the problem and takes the reigns under Travis can speak again.

    Wyonna orders the machine guns to fire once again.

     

    Spoiler

    Level: 6

    HP:103 + 18 THP
    Init: 18

    Stats: 34
    Constitution: 12 
    Dexterity: 12 +2
    Intelligence: 0
    Strength: 10
    Synergy: 0

    Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


    Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


    Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


    Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

     

    Flaw: Live Ammo Storage: Travis takes double damage from fire.


    Actions:  
    FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
        Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
        Level 2: +1d4 damage
        Level 3: Increase uses to 2 per combat.
        Level 4: +1d4 damage.

        Level 5: Upgrade die to d6

     

    Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
        Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

        Level 2: The first use heals HP by Con.

     

    Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
        Level 1: 1d4 attacks for [LVL] damage.
        Level 2: Shots are distributed among enemies going up the initiative order.
        Level 3:  Shots lower Enemy damage by 2 per hit for one round.
        Level 3: +1d4 Attacks.

        Level 4: Fires d6 attacks instead.
        Level 5: Gains +Dex damage

     

    Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
        Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

        Level 2: Increases Travis' Initiative by Dex next turn. 

     

    Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
        Level 1: Travis takes attacks meant for two allies for a turn.
        Level 2: Slap a shield on the side: +2 DR for a turn.
        Level 3: +1 turn.

        Level 4: +1 turn

     

    Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

         Level 1: The first melee attack to hit Travis counts as a ranged attack.

     

    Equipment: 2 tokens

    “Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
        Level 1: +2 damage on FIRE MAIN CANNON
        Level 2: +2 Damage

     

    Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
        Level 1: +1 DR Weight 5
        Level 2: +1 DR
        Level 3: +1 DR

    Reserve:
    Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

     

  4. Dani and Joan

    Dani thinks for a moment before finally shrugging. "Pretty much, though it's more a youkai that was turned into a different kind. Demon weapons come from demons... Though I don't think they ever told us how. I should look that up when I get back home...." He thinks for a few more moments before shrugging. "Well, like I said, we have to get going. It was nice talking to you." Joan nods, waiting for the two to finish exchanging pleasantries before leaving the unnamed youkai.

     

    Rory - Former Hell Base

    With the lack of happenings, Rory had gotten bored. Having exhausted his supply of blankets to make pitfall traps with (there was only one that he found) he decides to go look for someplace that isn't a subterranean village... didn't they mention a human village? Perfect, he could for sure could find something to do there! And so with his boredom temporarily abated, he set out for the human village.

  5. Dani and Joan

    The meister looked thoughtful for a minute as he released his grip on Joan, the gun staying in midair for a second before returning to a human form. Joan gives a little curtsey as Dani speaks. "Well, not exactly a tsukumogami. She's a demon weapon, a... well person that can transform into a weapon. As for it being weird for us to travel together... well she's my partner in battle and my best friend. Or more than that, she's quite literally my soul mate, apologies for the sappy wording." It's clear that it's directed more towards Joan as she pretends to gag, before speaking for herself. "What Dani means to say is that you're probably right when you're talking about it in regards to this place, but where we're from we were training to be death's own hitmen! ... Which is weird I suppose, but some people just really need to go you know?" Joan shrugs, apparently losing a bit of steam as she thinks about it.

  6. Dani and Joan

    The meister narrows their eyes, followed by said eyes... getting "brighter" as if there was more life to them somehow. After a few moments, the meister relaxes and sighs. "Well, you don't seem to be lying; or if you are you've fooled me. Nah, I'm one hundred percent currently. Name's Dani, DWMA Meister in Training. Here on orders from Lord Death himself.... Not that I imagine any of that means much given I'm clearly not home..." Dani rubs his chin for a few moments before shrugging. "Anyway, like I said, I gotta get to that village to meet someone. I don't mind the extra company if you wanna come along I suppose, beats the hell out of listening to Joan's bored song again." Dani shakes the gun a little, to indicate who he's talking about.

  7. Dani looks the little girl over a bit before shaking his head. "No. I'm here on the orders of Lord Death, I'm... Well, I'm trying to find the human village, should be meeting up with someone there I guess." The gun carrying meister shrugs, using Joan's barrel to scratch his head as he speaks. "I don't suppose you're going to... attack me and trying to eat me or something along those lines?"

  8. Mercy gasped as his throat was suddenly unpunctured and he quickly rose to his feet, taking great gulps of air. He takes a moment surveying the area with an inquisitive then sad look. He shakes it off before going to the downed Diligence, tapping her with his staff to get her back onto her feet.

    Mercy to D8, Heal Diligence.

  9. Dani and Joan

    After a few tense, then not so tense moments of watching the orb, the human of the pair shrugs and leaves his battle stance as he begins walking on once more. Joan doesn't leave Shotgun form, feeling the less than calm grip of her partner tell her that he'd rather be ready to fight.

     

    Rory

    Rory nods. "And to tell the truth, I'd rather not be stabbed or ripped apart. Anyway, it was fairly pleasant meeting you. Hopefully if we meet again I won't have been stabbed!" With a cheery wave Rory begins to trek back to where the group had originally ended up in the area.

  10. Travis had been appreciating the moment of respite. "Had", as in past tense, as the influx of enemies meant he quickly had to get himself into battle mode, the crew having already been prepared for more fighting to break out despite the odd circumstances. Still he was somewhat used to alliances breaking and making on the fly, so it was little surprise when a burst of machinegun fire let fly from his tank to strike at the combatants.

    Travis uses Fire Machinguns!

     

    Spoiler

    Level: 6

    HP:103 + 18 THP
    Init: 18

    Stats: 34
    Constitution: 12 
    Dexterity: 12 +2
    Intelligence: 0
    Strength: 10
    Synergy: 0

    Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


    Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


    Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


    Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

     

    Flaw: Live Ammo Storage: Travis takes double damage from fire.


    Actions:  
    FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
        Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
        Level 2: +1d4 damage
        Level 3: Increase uses to 2 per combat.
        Level 4: +1d4 damage.

        Level 5: Upgrade die to d6

     

    Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
        Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

        Level 2: The first use heals HP by Con.

     

    Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
        Level 1: 1d4 attacks for [LVL] damage.
        Level 2: Shots are distributed among enemies going up the initiative order.
        Level 3:  Shots lower Enemy damage by 2 per hit for one round.
        Level 3: +1d4 Attacks.

        Level 4: Fires d6 attacks instead.
        Level 5: Gains +Dex damage

     

    Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
        Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

        Level 2: Increases Travis' Initiative by Dex next turn. 

     

    Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
        Level 1: Travis takes attacks meant for two allies for a turn.
        Level 2: Slap a shield on the side: +2 DR for a turn.
        Level 3: +1 turn.

        Level 4: +1 turn

     

    Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

         Level 1: The first melee attack to hit Travis counts as a ranged attack.

     

    Equipment: 2 tokens

    “Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
        Level 1: +2 damage on FIRE MAIN CANNON
        Level 2: +2 Damage

     

    Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
        Level 1: +1 DR Weight 5
        Level 2: +1 DR
        Level 3: +1 DR

    Reserve:
    Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

     

  11. Francis rubs his chin. A problem this indeed was, for what could he offer that they might find... exotic enough a payment? After a few moments to consider, he reaches into his coat and pulls out what appears to be alligator skin, though shiny and grey with some dents in the more scalelike parts of it. "What do you think of this? It's Cybergator skin. Infused with nanites to be nearly as strong as steel, while still being nice and flexible. Usually I use it when clients want a limb that's still got some feel to it but either want extra protection or just think it looks cool."

  12. Aquila follows Danielle's lead on dancing, not being familiar with the local style.

     

    Spoiler

    HP: 38
    Moves: Dex=6
     
    Stats: 18
     
    Essence: 1
     
    Constitution: 9
     
    Dexterity:6
     
    Intelligence:  0
     
    Resistance: 7
     
    Strength: 11
     
    Synergy:  0
     
    Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

    Target lock: Grants the move “Dueling Target”


     Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.

      Current Bonus: +2,  Health obscured next encounter.
     
     
    Actions: Slots 7
    -Actives
    (Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
    Block: Halves all damage taken, but can’t attack at all.

        L2 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

    Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
    Weapon toss: Aquila throws his weapon at an enemy, making an attack with it and equipping it to the enemy, while allowing Aquila to equip a weapon from his reserve.

    Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
     
    -Passives

    Rhythm of war: Aquila may use normal combat actions when dancing to similar, but groovified effect.
    -Trumps
    Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
     
     
    Equipment:
     Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

    Reserve:

    +1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

    Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.

     Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
    Modern Crusade Armor: A suit of armor made from modern materials, and most importantly it fits his asthetic. +3 RES, doubled against bullets.

     

  13. Francis looks around, his eyes adjusting to the various sights slowly. After a few moments he turns to the fungimancers. After a few more moments he shakes himself out of the trance their fungus put him under to finally speak. "Whoa.... What is this stuff? And if you have extra could I have some to take with? I could see this being useful for for some experiments..."

  14. Rory

    The snake faunus nods, before sighing. "Rory Gilroy. Well, my group set up camp down that way. It's the area with the newly crashed train. If any of you guys want to talk to us that's the best place to check."

     

    Joan and Dani

    Dani takes a step back as Joan flies into his hand in weapon form. He takes a knee as he activates his soul sight, trying to get an idea of what they're dealing with.

  15. Arminius nods. "Yeah.... Anyway, I'm going to go find the others and try to stay out of trouble... Who am I kidding, we're just going to get into trouble someplace else." Arminius chuckles to himself before clearing his throat. "Really though, thanks for the help. If you ever need some help you can count on me."

    With that, Arminius starts heading off to find the rest of the group.

  16. Travis Hoses down the damaged rock man with machine gun fire.

     

    Spoiler

    Level: 6

    HP:103 + 18 THP
    Init: 18

    Stats: 34
    Constitution: 12 
    Dexterity: 12 +2
    Intelligence: 0
    Strength: 10
    Synergy: 0

    Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


    Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


    Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


    Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

     

    Flaw: Live Ammo Storage: Travis takes double damage from fire.


    Actions:  
    FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
        Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
        Level 2: +1d4 damage
        Level 3: Increase uses to 2 per combat.
        Level 4: +1d4 damage.

        Level 5: Upgrade die to d6

     

    Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
        Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

        Level 2: The first use heals HP by Con.

     

    Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
        Level 1: 1d4 attacks for [LVL] damage.
        Level 2: Shots are distributed among enemies going up the initiative order.
        Level 3:  Shots lower Enemy damage by 2 per hit for one round.
        Level 3: +1d4 Attacks.

        Level 4: Fires d6 attacks instead.
        Level 5: Gains +Dex damage

     

    Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
        Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

        Level 2: Increases Travis' Initiative by Dex next turn. 

     

    Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
        Level 1: Travis takes attacks meant for two allies for a turn.
        Level 2: Slap a shield on the side: +2 DR for a turn.
        Level 3: +1 turn.

        Level 4: +1 turn

     

    Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

         Level 1: The first melee attack to hit Travis counts as a ranged attack.

     

    Equipment: 2 tokens

    “Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
        Level 1: +2 damage on FIRE MAIN CANNON
        Level 2: +2 Damage

     

    Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
        Level 1: +1 DR Weight 5
        Level 2: +1 DR
        Level 3: +1 DR

    Reserve:
    Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

     

  17. Dani and Joan

    Dani and Joan, not wanting to stay in the area very long for obvious reasons, decides to head for the place that seems least likely to get them in trouble, the Human Village.

     

    Rory

    Rory nods and prepares to walk off, before pausing and turning back to the cat. "I don't suppose you have a phone or... some other way to contact you.... Also, I never asked your name did I?"

  18. Dani and Joan

    Dani nods. "Alright, well, thanks for the directions. Maybe we'll meet up later if the stars align but... well, this place kind of looks like a bummer to be in, no offense." Dani holds out a hand for Joan to return to weapon mode, which she does with a twirl before being shouldered by her wielder. Assuming the girl didn't have anything else for them to respond to, the pair started heading down the road they were directed towards and hopefully to their ultimate destination.

     

    Rory

    Rory starts to say something, before stopping himself and shrugging. "I'd uh, prefer not to talk about it right now.... So... should I just leave or...?" It's pretty apparent that Rory would like any distraction from that topic for some reason.

  19. Jack is silent for a few moments before clapping. "Ah, it's because the wood was still soaked from being in the water! Made it so that it wouldn't ignite near as fast, but every gout of fire made dryer so it was a race against time to kill Firefang!"

  20. Jack nods. "So we got this distress call from a little port town on some other world back in time, like around the age of vikings..." Jack regales Zoe with the definitely true tale of how he and his brave crew slew an army of dragons threatening the world, lead by the seemingly unstoppable warlord Firefang! It had been an uphill struggle, battling their way through The Mountain Fortress of the Inferno Peaks, The Enterprise bombarding the dragons and leading the charge, while Jack snuck in through the caves below the mountains. He eventually reached the throne room, where he lured out Firefang into a trap he had constructed which blew up the warlord and his bodyguard, forcing the leader to retreat before the Enterprise hunted him down for a decisive final battle where finally The Cursed Cannonball of Hemottep ended the dragons life with a shot through it's heart! "...And so, we returned victoriously, and partied for an entire week straight!" Jack poses victoriously as he finishes recounting his tale.

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