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Amarant: Unknown Path


TentacularFortitude

Demon Girl
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May 11, 2013
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Re: Amarant: Unknown Path

Draw the pistol as as fast as possible then call out for the "knight". He might like us enough to intervene.

Also remember it's hard to tell if a revolver is empty just by looking at it. Even when it's empty, it's still good for a bluff.
 

gamefreak999

Tentacle Monster
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Aug 19, 2010
Messages
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Re: Amarant: Unknown Path

Wait are we supposed to make a choice here? Also I don't think she can react if she didn't notice the door opening. Also she probably can't hear the person approaching if she's outside. Thee's also a chance of getting the weapon knocked out of your hand so maybe she can just push them away and get into the next car.
 
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Cevrik777

Cevrik777

Sex Demon
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Jan 16, 2011
Messages
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Re: Amarant: Unknown Path

Story's coming later tonight. Just wanted to get this part to you guys before I went to sleep. Didn't want to go too long without an update.
Although I am glad to see you're right and ready to be underway.
Sorry for the confusion: I made the Edit after Tentacular posted. I just wanted to post this first part last night instead of having you guys wait another day for an update, while at the same time making a bit of suspense.

I'll be traveling tonight and will have plenty of time to write it then. It should be up sometime before tomorrow morning.
 
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Cevrik777

Cevrik777

Sex Demon
Joined
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Messages
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Re: Amarant: Unknown Path

You grasp the handle to the door. You’re about to slide it open but barely manage to hear the sound of movement over the wind. You whip around and barely have enough time to react as the one of the elves from earlier launches himself at you from across the gap. His face is wild and he wields a small dagger in one hand. Apparently they’re not going to give up, and here they are now hoping to take you by surprise.

You don’t have enough time to draw your gun and you respond out of instinct, raising one of your legs and shoving your heel into his chest. His leap stops short and his foot fails to gain purchase on the platform, slipping off and down. You see the state of his eyes change as he falls: first from wild to surprised and then from surprised to fearful. You see them right up until his face comes down onto the crate. He falls down into the gap between the two platforms, his hands trying desperately to grasp something, anything, that will keep him from falling further, but just like his feet, his hands fail him. You turn your head at the last second, and hear his cry cut short as he falls onto the tracks.

You turn back and see two figures standing on the opposite platform: the man from earlier and the other elf, who are now looking down where their comrade has just fallen. The human holds an expression of disbelief, while the other, one of anguish.

“Elian!” he calls out to the ground rushing by below him.

He bends down, knuckles white as his hands grip the edge of the platform. The man with the jacket then looks back up to you. You back up and start to slide the door open, sure that you don’t want to stay out here any longer. His expression turns to one of rage as he reaches into his jacket. You barely have time to register what he pulls out.

It’s similar to your revolver but you notice it has two barrels instead of one. You see no cylinder, instead, two levers sit on top of the firearm, one for each barrel, you assume. Tinder didn’t go over it with you, but for some reason the word “Flintlock” comes to mind, your missing memories seemingly returning to assist you in this time dire situation.

He levels the firearm at you and all you can think to do is dive through the now open door and into the car, the sound of the gun going off just as you hit the floor. Luckily, he misses, the sound of the bullet’s impact sounding as though it hit a crate further inside the car. Knowing you’re still vulnerable you scramble up and fling yourself towards the door. As you grasp the latch you see that the dwarf, now awake, is running alongside the orc through the car towards the man with the gun, who is now cocking back the second lever. You put all of your strength into closing the door and slam it closed just as you hear the second shot go off. A portion of the wood to your right splinters, chips of wood falling to the floor.

From the looks of it he could only hold two shots; you have only have about a minute before he’s reloaded, and even then: What about the rest of them?

You hear the man who fired shouting on the other side:

“I don’t care if she’s a woman, you hear me? We lust for her blood now, not her body! If she's still alive you can fuck her before we toss her over the side!"


You need to figure out a course of action and you need to think of one fast.



Choices:
This decision is a Reflex Choice. Time is of the essence and your enemy will not give up!

The rules are simple:Only the vote of the first individual to post will count.

This time you're charged with coming up with your own action. Some "Reflex Choices" will have the usual A, B, C, and X format.


---


The section coming up will be a series of small rapid posts that cover very little time in the story's world. One bad action isn't going to entirely screw over the protagonist... but don't push your luck.

Keep in mind: Plans may not necessarily go where you want them to. I've already laid out a basic plan for what actions will lead to where. Remember: I reward creativity.

And besides... The only "Game Over" in my mind is the end of the story.

I'm still experimenting with this mechanic, and if it turns out to be a detriment to the enjoyment of the story or you'd rather go with the usual A, B, or C form of voting without the "Reflex" nonsense, and get rid of this attempt at an artificial sense of urgency, then please let me know: I'd rather have you guys enjoy the story, and scrap the mechanic, then have an ill attempt at trying to foster a greater sense of stress and urgency. This is still early in the story, so if it turns out to be a bad mechanic then I can always rewrite later parts into the more traditional A, B, and C format. So please, LET ME KNOW. The reader's enjoyment of the story is paramount.




Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them However much it may pain me to do so...


STATS:

Current Inventory:

Gold: 13
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x4
-White Discrete Crystal x2
-Note from “J”
-Bundle of Rope
-Lock-pick.
-Metallic Brooch (Type:?)
-Extra Shirt
-Leather Dress-Boots.
-Hook. Quite large. Three prongs.
-Compass. Points North
-Healing Potion. Will heal all but the most brutal of wounds.


Weapons:
-Revolver. Single Action. Single load. Holds Six Rounds.
-Rounds: x8 (6 in Cylinder)
-Rapier

Apparel:
-Belt & Holster.
-Small Belt-Pouch 1: Contains two revolver rounds
-Small Belt-Pouch 2: Healing Potion.
-Leather dress Gloves. Brown.
-Duster. Down to calves. Khaki.
-Skirt. Down to ankles. Black.
-Blouse. White. Slightly open.
-Vest. Dark Leather.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black.


Abilities/Effects:
-Amnesiac: You have lost your memory and have little understanding of the world.
-Revolver Training: "It ain't much but you're a natural" -Tinder

Physical Appearance:
-Duster is unbuttoned.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Let Down.
-Height: ~5’ 7”

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.
 
Last edited:

TentacularFortitude

Demon Girl
Joined
May 11, 2013
Messages
74
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Re: Amarant: Unknown Path

Two words, shooting gallery. The door is a natural choke point and we've got enough bullets in the revolver to kill them all if we have to(I'm hoping they'll chicken out after one or two). That's if they decide to go through the door. If they don't, do not wait around for them. Book it to the lounge car and try to find some kind of guard. Play them the way you played Scarper, puppy dog eyes, swooning, etc. If that doesn't work, a bribe may be in order, either of the little cash we've got, or a promise of flesh(hey, better to do it in a trade than to a bunch of murderous rapist pirates), or both if necessary.

Hey, I've got a plan for everything.

If I'm only allowed one small action, then I'd say, wait for 10 seconds to see if any of them are coming. If you don't hear anything and that door doesn't move, run out of the freight car. If you do, blast him!
 

gamefreak999

Tentacle Monster
Joined
Aug 19, 2010
Messages
351
Reputation score
4
Re: Amarant: Unknown Path

Wait is the door wooden? Anyways draw your gun and shoot them only when you have a clear shot when they are crossing, because you have limited bullets.
 
OP
Cevrik777

Cevrik777

Sex Demon
Joined
Jan 16, 2011
Messages
276
Reputation score
22
Re: Amarant: Unknown Path

Next post time has NOT been changed. False Alarm.

Results:
Wait for them to come through the door and then take ‘em out!

You know they’re coming after you and that door is the only way in. If they want to get to you so badly, let them try.

You leap across the crates that are in your way, heading towards the middle of the car, and find a nice tall one to take cover behind. You crouch down and rest your revolver on a crate that’s just about waist high, lining up the sights so that the gun is pointed directly at where someone’s head would be as they walked through. You cock the hammer back twice, so that it’s set and ready to fire. All that remains is for them to make their move.

You can hear your heartbeat start to quicken. The thumping moves its way into your ears, the roar of the train almost fading as all of your senses focus on the door in front of you. The smell inside the car seems to intensify, the smells of pine and oak becoming almost overwhelming as you breath in and out. Any second now. A moment such as this can’t go awry. You try to steady your breathing to increase your aim. In and out you slowly breathe your mouth, trying to calm your heart. One man, one orc, one elf, and one dwarf want nothing more than to rape and kill you.

You continue to watch the door and then think you see it shift slightly. You tighten your grip and let your finger hover above the trigger. There! You see it now, a small gap. Are they looking inside you wonder. You don’t want to risk missing a shot through such a small opening and reset your aim back to the center of the door. You’re ready. The door flies open in one swift motion and you squeeze the trigger!

BANG!

Your shot rings out, but as you look to the door you see that no one is there. Your confusion is interrupted, though, as both the dwarf and the orc rush through, weapons in hand. You try to cock back the hammer and get a shot off, but by the time you're ready they’ve already taken cover behind some crates: The dwarf hunkered down on the left and the orc on the right. They’re only about twenty feet away. You keep the barrel trained on the orc’s crate, but your eyes keep shifting back and forth searching for any sign of movement; it doesn’t come from the either of them though.

As you keep looking back and forth, though, you catch a sight of the man before, their leader, pointing his gun at you from the right side of the door. You dive down just as the shot goes off and wood from the crate you’re taking cover behind splinters, a few chips of wood falling down on top of you. You don’t even brush them off as you crawl over and stand up behind a taller box. You peek out just in time to see that the dwarf and the orc have taken advantage of your suppression and moved on to new, closer positions.

You then hear another shot go off and see the edge of the rate in front of your eyes shatter, the jagged edges of the wood splitting off as at acute angles. You glance out, knowing that was his second shot, and see the dwarf and the orc move again. This time however, you’re ready.

You bring your gun up and aim at the orc, squeezing the trigger just as he passes behind another crate.

BANG!

You only have to wait a second to know you’ve hit your mark as a roar of pain drowns out the roar of the train. He’s close now, though: You can hear his ragged breathing even from where you are now. From the sounds of it he’s wounded but still alive. You can’t tell if he’s out for good, though.

At the rate this is going you’re afraid they’re going to overwhelm you. Whoever they are they’re actually quite organized.

You wonder where the hell Cairn is; it would be impossible for even a drunk like him to sleep through these gunshots. He’s probably hiding somewhere, or ran out the back, you think to yourself. Some knight he is…

You turn your mind back to the situation at hand. The dwarf is now on your left, about fifteen feet away from you, and the orc is on your right, only a mere ten feet away. They may be closer, but the biggest problem is their leader: With the only firearm he’s allowing the other two to make their way to you. His flintlock will cost him time when he reloads but you’re not sure how much ammo he has and you’ve already used two of your bullets.

Whatever you do, it better work…

---

Also, For "Reflex Choices", I would like to request that those who got it the previous time refrain from voting twice in a row.

Choices:
As Before:

This decision is a Reflex Choice. Time is of the essence and your enemy will not give up!

The rules are simple:Only the vote of the first individual to post will count.

This time you're charged with coming up with your own action. Some "Reflex Choices" will have the usual A, B, C, and X format.

ALSO, while the first post is the only one that's accepted other people may try and point out strategy and tips, as well as anything else worthy of note.


---


Keep in mind: Plans may not necessarily go where you want them to. I've already laid out a basic plan for what actions will lead to where. Remember: I reward creativity.

And besides... The only "Game Over" in my mind is the end of the story.

I'm still experimenting with this mechanic, and if it turns out to be a detriment to the enjoyment of the story or you'd rather go with the usual A, B, or C form of voting without the "Reflex" nonsense, and get rid of this attempt at an artificial sense of urgency, then please let me know: I'd rather have you guys enjoy the story, and scrap the mechanic, then have an ill attempt at trying to foster a greater sense of stress and urgency. This is still early in the story, so if it turns out to be a bad mechanic then I can always rewrite later parts into the more traditional A, B, and C format. So please, LET ME KNOW. The reader's enjoyment of the story is paramount.




Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them However much it may pain me to do so...


STATS:*

Current Inventory:

Gold: 13
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x4
-White Discrete Crystal x2
-Note from “J”
-Bundle of Rope
-Lock-pick.
-Metallic Brooch (Type:?)
-Extra Shirt
-Leather Dress-Boots.
-Hook. Quite large. Three prongs.
-Compass. Points North
-Healing Potion. Will heal all but the most brutal of wounds.


Weapons:
-Revolver. Single Action. Single load. Holds Six Rounds.
-Rounds: x6 (4 in Cylinder)
-Rapier

Apparel:
-Belt & Holster.
-Small Belt-Pouch 1: Contains two revolver rounds
-Small Belt-Pouch 2: Healing Potion.
-Leather dress Gloves. Brown.
-Duster. Down to calves. Khaki.
-Skirt. Down to ankles. Black.
-Blouse. White. Slightly open.
-Vest. Dark Leather.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black.


Abilities/Effects:
-Amnesiac: You have lost your memory and have little understanding of the world.
-Revolver Training: "It ain't much but you're a natural" -Tinder

Physical Appearance:
-Duster is unbuttoned.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Let Down.
-Height: ~5’ 7”

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.



I will TRY and have the next post up at exactly 5 PM EST. on Sunday, May, the 19th... That way, EVERYONE who sees this post between now and then will be on equal footing to vote.

Nothing like a little competition for someone to rush against everyone else and suggest something stupid out of haste and plunge our heroine into a giant mess.

Let us a call it a... "Social Experiment". Okay, Rose... maybe I am a devious and sadistic writer...
 
Last edited:

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,468
Reputation score
430
Re: Amarant: Unknown Path

Gee, wouldn't it be really nice right about now if we had some.... I don't know.... Grenades? :p

Draw the sword and switch it to your primary hand. Move slightly forward without breaking cover and shank the dwarf when he gets close.
 

Iwanako

Mystic Girl
Joined
Dec 18, 2012
Messages
218
Reputation score
8
Re: Amarant: Unknown Path

Well...Grenades tend to wreck the entire wagon, self included. I'd agree with moving forward, standing there will just result in a shootout with the other rifleman. Just ready the revolver in case someone does something silly like peek out.
 
OP
Cevrik777

Cevrik777

Sex Demon
Joined
Jan 16, 2011
Messages
276
Reputation score
22
Re: Amarant: Unknown Path

Please see the "Choices" section regarding the most recent change to "Reflex Choices".

Results:

Draw the Rapier and then go after the dwarf.


You glance out once more and see the leader moving beyond the threshold of the door. It seems he’s using a horn to fill the gun with powder and then jam the ball in with a ramrod. He may have a firearm but it’s highly inefficient compared to yours. You keep shifting your glance looking between your three assailants; they’re still maintaining their cover, the two in the car waiting for their leader to allow them to move. You glance back to him and see he’s finished loading one barrel already. It may be tedious, but the act is a trifling matter in his hands. He starts up on the second one and you know you have a couple seconds to act.

It’s time to go on the offensive.

The orc is wounded so you decide to even out the damage and go for the dwarf. He’s small and shouldn’t be too much of a problem. You hunker down and wait.

You hear a curt whistle from somewhere near the door, followed by a gunshot. Once again, both the dwarf and the orc rush forward, hunkering down in their new spot just as a second shot rings out. You can see now that the man is reloading his gun and the dwarf is now even closer to you… and within range. So focused they were on your location behind the other crate that they failed to notice you crawl off to the left, flanking the bearded warrior.

You brandish your blade, the sound muffled by that of the train, and charge the dwarf, the half-man barely having time to turn as you plunge the blade through his beard and into his chest. Your blade slides through his flesh with relative ease, a couple inches of the blade protruding from the opposite side. You stand there, a bit shocked at first: You’re not quite used to killing, yet.

However, your shock is replaced with surprise as the dwarf, instead of slouching over, as you would expect, instead lets out a maddening cry, his eyes bloodshot with rage. He grasps your blade with his bare hands and actually begins to pull himself further down the length of it, his body moving further towards the hilt. He bears his teeth at you, fuming, as saliva is sent forth with his ragged breaths. He gives out a harrowing cry as he stares you down, raising his in an attempt at one last act of vengeance. The sight of the mace snaps you out of it, and you pull back on the blade, removing it from the dwarf, and leaving him momentarily stunned. He barely has time to look up at your rapier and, with a wavering cry you bring the blade down, hacking into his shoulder. The steel lodges itself at the base of his neck and finally ends the half-man’s existence, his eyes losing any life they had to them as his body slumps down to the floor.

You rip the rapier back out of the man’s flesh, still trying to digest what has just occurred. You’ve never killed before, at least that you know of. You look down at his corpse and find yourself oddly comfortable with the feeling, almost as though the act of taking one’s life doesn’t bother you.

You don’t have time to reflect on it now, though, as the orc now charges you, with no obstacles to stand in his way. You catch sight of his right arm and see the wound you inflicted upon him earlier, the bullet creating a bloody hole at the top of his right bicep. He comes at you, weapon raised in the same arm. He seems even more ferocious than the dwarf. You’re not sure how, or even if you can attempt to fight him in close quarters.

You’ll need to act. Now!


Choices:
As Before:

This decision is a Reflex Choice. Time is of the essence and your enemy is on the attack!

This time, I've decided to modify the rules based on feedback I've received from a few individuals:
Once a single decision has two votes it will be locked in. This fix will allow the spirit of the mechanic to remain intact but also only help us avoid a "Troll" vote.



This time you are given the normal format of A, B, C, and X.

A) Try to
B) Try and fight him off with your rapier.
C) Attempt to evade his attack and then flee to the next car.
D) Attempt to evade his attack and charge the captain!

X) Other.

Z) Minor Action. It's right here just in case you think there's anything that needs to be pointed out or something you want the protagonist to keep in mind.

---

Keep in mind: Plans may not necessarily go where you want them to. I've already laid out a basic plan for what actions will lead to where. Remember: I reward creativity.

And besides... The only "Game Over" in my mind is the end of the story.

I'm still experimenting with this mechanic, and if it turns out to be a detriment to the enjoyment of the story or you'd rather go with the usual A, B, or C form of voting without the "Reflex" nonsense, and get rid of this attempt at an artificial sense of urgency, then please let me know: I'd rather have you guys enjoy the story, and scrap the mechanic, then have an ill attempt at trying to foster a greater sense of stress and urgency. This is still early in the story, so if it turns out to be a bad mechanic then I can always rewrite later parts into the more traditional A, B, and C format. So please, LET ME KNOW. The reader's enjoyment of the story is paramount.




Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them However much it may pain me to do so...


STATS:

Current Inventory:

Gold: 13
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x4
-White Discrete Crystal x2
-Note from “J”
-Bundle of Rope
-Lock-pick.
-Metallic Brooch (Type:?)
-Extra Shirt
-Leather Dress-Boots.
-Hook. Quite large. Three prongs.
-Compass. Points North
-Healing Potion. Will heal all but the most brutal of wounds.


Weapons:
-Revolver. Single Action. Single load. Holds Six Rounds.
-Rounds: x6 (4 in Cylinder)
-Rapier

Apparel:
-Belt & Holster.
-Small Belt-Pouch 1: Contains two revolver rounds
-Small Belt-Pouch 2: Healing Potion.
-Leather dress Gloves. Brown.
-Duster. Down to calves. Khaki.
-Skirt. Down to ankles. Black.
-Blouse. White. Slightly open.
-Vest. Dark Leather.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black.


Abilities/Effects:
-Amnesiac: You have lost your memory and have little understanding of the world.
-Revolver Training: "It ain't much but you're a natural" -Tinder

Physical Appearance:
-Duster is unbuttoned.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Let Down.
-Height: ~5’ 7”

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.
Also...
 
Last edited:

gamefreak999

Tentacle Monster
Joined
Aug 19, 2010
Messages
351
Reputation score
4
Re: Amarant: Unknown Path

B Its already out and the revolver takes time. Also you need bullets for the boss. Wheres the elf in all this?

I say she should use her rapier and go for his right arm. Its his weapon arm and his weakened arm. If she disables it, then she has a better chance of fighting him off.
 

Iwanako

Mystic Girl
Joined
Dec 18, 2012
Messages
218
Reputation score
8
Re: Amarant: Unknown Path

A torn muscle is next to useless: with a bullet wound through his arm adrenaline is the only reason he still wields the weapon(kinetic engergy from the impact probably ripped most of the muscle the hole itself didn't).

Now: Try not to block the swipe(Rapiers aren't meant for that), instead deflect the swipe downward and watch the poor orc's body tell him "Hey, your arm is rather damaged, here's a reminder". Depending how dimwitted the orc is, he'll either give in, try with his left arm or be dumb as a box of rocks and try again with his right arm.(And probably drop his weapon in the process, reflexive action when in pain).


Edit: Stab him in the face afterwards, just to be safe.(Good point Tassadar, forgot to put down what to do with him after deflecting.)
I suppose that's B+
 
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Tassadar

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Re: Amarant: Unknown Path

B!

@Rose: You're applying a bit too much logic to the situation, methinks. Also, people have continued fighting effectively with far worse wounds than that irl. Plus, it's a berserkering orc, relying on a pain response to cripple it doesn't sound like a very good plan. That said, your general strategy is mostly sound, so long as you add stabbing him in the face after deflecting his attack onto the end.
 

gamefreak999

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Re: Amarant: Unknown Path

Its an orc so it has different physical capabilities from a human. Completely disabling it will be safer than assuming its disabled and then getting a surprise attack from it later.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

B. Save your ammunition, take him on with your rapier.


The orc continues to charge towards you, hatchet raised as he lets out a battle cry. You’re confident in your ability, though, and decide to take him on in melee.

As he rushes towards you a small thought pops up in the back of your mind about the man wielding the gun; you hope he cares about his crew enough to not risk firing into your skirmish with the orc. Also, where is that other elf? You wonder if he’s still grieving or if he’s simply too afraid to fight. Either way, you have bigger concerns as the orc strikes downwards with his weapon. You put your foot back and prepare yourself just as a spike of adrenaline seems to empower you.

As his arm comes down you step to the side and raise your weapon so that it’s almost parallel to your body. Time almost seems to slow down as you execute this, the motion almost easy to pull off. The axe strikes at an acute angle, skimming off the blade. You step forward and pivot, now behind your assailant, brining your blade up and around and slashing at the orc, a red laceration on his back left on his back. He lets out another cry, this time in pain, and spins around, wildly slicing away with his axe. You keep backing up, his arm flailing away in a crazed attempt to maim you. You keep your blade pointed towards him, but he simply bats it away, causing small cuts to appear on his forearms.

You’re distracted from his thrashing as you see the man near the door preparing another shot. You throw yourself back just as you hear the gun go off, swearing you could hear the ball of metal whistle in front of your face. You land on your back, momentarily stunned by the impact and wincing from the pain. You open your eyes and see you’re now safe from the gunfire. Unfortunately, the orc is already on top of you.

You look up and see the deranged fury in his eyes. Drool runs down chin, his ragged breaths sending more down his chest. Blood flows from many small cuts all over his arms but he doesn’t care; pain is not an issue for this savage warrior. He raises his weapon up again, the light from the lantern above barely glinting off the battle-worn steel. You feel a clutch of fear in your stomach as you have no choice but to raise your weapon up and hope to block the blow. His eyes mad with fury he lets out another cry.

Fate favors your actions.

You wait for the blow… but it doesn’t come. The orc instead starts twisting and turning about, his arms trying bending upwards and reaching behind him. As he turns to the side, you see why.

The orc's cry was one of pain. On his back is Sir Cairn! His arms near his chest he hangs from a small blade lodged in the orc’s flesh. The brute spins and flails about wildly eventually managing to throw him off, now on opposite side of the orc from you. The orc reaches up and manages to grab the blade with which he was stabbed, ripping it from his back and now wielding it as his own. His teeth bared and eyes filled with more fervor than before, he turns to your savior. You scramble up, blade at the ready, but Cairn calls out to you.

“Go, M’lady! Run! I will take on this debased cur!” he yells.

You see that he doesn’t have a weapon, unarmed and outmatched by the orc that stands a whole foot taller than him. You stand there, behind cover, knowing that if you step out to attack you’ll be vulnerable to the other man's gunfire. The thought of doing as Cairn says crosses your mind but your concern for his life stays your feet.

“Flee! Get to the safety of the other car! You must live!” He yells again.

You don’t want to abandon him but you know that helping him would put your life at even more risk.

What do you do?



Choices:
As Before:

This decision is a Reflex Choice. Time is of the essence and your enemy is on the attack!
Once a single decision has two votes it will be locked in.


This time you are given the normal format of A, B, C, and X.

A) Listen to Sir Cairn and flee towards the lounge car.
B) Ignore his request, stepping out and attacking the orc from behind with your blade, risking the gunfire.
C) Ignore his request and instead try to shoot the orc from behind, risking the chance of injuring Sir Cairn.
D) Flee, but not towards the other car: Charge the captain and try to kill him.

X) Other.

Z) Minor Action. It's right here just in case you think there's anything that needs to be pointed out or something you want the protagonist to keep in mind. "Minor Actions" cannot be attacks, but they may dictate an overall strategy or tactic to employ.

---

Keep in mind: Plans may not necessarily go where you want them to. I've already laid out a basic plan for what actions will lead to where. Remember: I reward creativity.

I'm still experimenting with this mechanic, and if it turns out to be a detriment to the enjoyment of the story or you'd rather go with the usual A, B, or C form of voting without the "Reflex" nonsense, and get rid of this attempt at an artificial sense of urgency, then please let me know: I'd rather have you guys enjoy the story, and scrap the mechanic, then have an ill attempt at trying to foster a greater sense of stress and urgency. This is still early in the story, so if it turns out to be a bad mechanic then I can always rewrite later parts into the more traditional A, B, and C format. So please, LET ME KNOW. The reader's enjoyment of the story is paramount.




Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A, B, C, etc). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc then it's best to put it as an additional detail under primary vote.

Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)

They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
And as always: I retain the right to reject them However much it may pain me to do so...


STATS:

Current Inventory:

Gold: 13
-Ticket from Hangsmire to Novo. 2nd Class.
-Ticket from Bayton to Respeiro. 1st Class.
-Ticket from Novo to Bayton. 3rd Class.
-Red Discrete Crystal x4
-White Discrete Crystal x2
-Note from “J”
-Bundle of Rope
-Lock-pick.
-Metallic Brooch (Type:?)
-Extra Shirt
-Leather Dress-Boots.
-Hook. Quite large. Three prongs.
-Compass. Points North
-Healing Potion. Will heal all but the most brutal of wounds.


Weapons:
-Revolver. Single Action. Single load. Holds Six Rounds.
-Rounds: x6 (4 in Cylinder)
-Rapier

Apparel:
-Belt & Holster.
-Small Belt-Pouch 1: Contains two revolver rounds
-Small Belt-Pouch 2: Healing Potion.
-Leather dress Gloves. Brown.
-Duster. Down to calves. Khaki.
-Skirt. Down to ankles. Black.
-Blouse. White. Slightly open.
-Vest. Dark Leather.
-Sturdy Boots. Brown Leather.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black.


Abilities/Effects:
-Amnesiac: You have lost your memory and have little understanding of the world.
-Revolver Training: "It ain't much but you're a natural" -Tinder

Physical Appearance:
-Duster is unbuttoned.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Let Down.
-Height: ~5’ 7”

Crystal explanations can be found in the first post.

Explanation of Sections:
A "*" next to the "STATS" title will denote that there has been a modification since the last post.
A blue + will denote that an item has been gained.
A red - will denote that an item has been lost or destroyed.

Current Inventory: What you have with you.

Weapons: Objects that may be used to inflict harm on opponents. Note, that these are your primary means of damaging an enemy in combat but you may use other items you possess or objects in the environment in creative ways. This includes your bare hands and feet.

Apparel: Clothes that are currently being worn. Any damage will be detailed as well. Clothing not being worn will be held in your inventory. A “???” symbol denotes the knowledge of it being worn, but no specific details are known.

Abilities/Effects: Special abilities possessed by the character. Some may be directly linked with items/pieces of clothing. Also lists passive effects present upon the character, including passive skills and negative conditions.

Physical Appearance: A basic overview of the physical features of your character.
Some aspects may be altered via a minor action if necessary requirements are met (Tying hair up into a ponytail), or against the character’s will depending on the nature of the alteration.
 
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Tassadar

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Re: Amarant: Unknown Path

D. Lets shut Mr double barrel up. He needs a good bullet to the face. Then help Sir Cairn.
 
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Iwanako

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Re: Amarant: Unknown Path

As much as I'd like to claim their heads, you only dodge so many bullets in a day, that guy will eventually get lucky.

A+ Retreat to the car, call for reinforcements by telling them there are rapists in the previous cart(the one we just fled from) and that we only narrowly escaped after a massive fight, and that one of us is still in danger of being killed.

Minor note: Knowing fights, the doors always miraculously end up locked shut even when they don't have locks to begin with. If the door refuses to move, turn around and unload on the orc.
 

xgkf

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Re: Amarant: Unknown Path

Agreed with everything Rose said except for "unloading on the orc". Not worth risking hitting our own savior unless he winds up in a safer position for us to shoot the orc and miss him, or he's just a safer distance from the orc in general.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

A: Listen to him and flee to safety.



However much you don’t want to listen to him, you know the best chance for both of you to survive is to flee for the other car and try to get help. At least, that is what you tell yourself as you prepare to flee. You give one last look to Sir Cairn, making eye contact with him, and then take off bounding over the boxes in front of you.

You stay low as you move quickly through the car, trying to avoid any stray gunfire. You hear the sound of the orc thrashing about behind you and know the fights already started; you haven’t much time if you’re to save him. Far enough into the car you’re confident your chances of being hit are low enough and stand up again, bolting through it as fast as you can. Crate after crate, box after box, you bound, climb, and navigate your way through the train’s storage, desperate to make it in time. Your skirt becomes an issue as it inhibits your ability to move at will. By the time you reach the door, it’s ripped in a few places and you have a gathered quite a few bruises on your legs due to your haste. Rapier in your right hand you grasp the handle with the other, twist, and slide it open. You step out onto the platform, ready to leap across to the other side, but let out a cry of pain as a blade cuts your right arm, causing you to drop your sword.

You turn just in time to see the other elf there, on the same platform. You’re almost about to ask “how”, but he lashes out again. His dagger coming close enough to your torso to cleave a fine line along your blouse before you leap back. The platform leaves little room for you to maneuver; you’re not sure how long you can keep this up. Your rapier lies on the ground behind him, out of reach. There’s almost no choice: you have to use your revolver and end this quickly so you can continue on to the next car. You weave your hand under your duster to reach for your gun. Whether or not the elf saw this, however, he lunges forward, flinging himself forward, and tackling you to the ground.

He’s on top of you now, his legs on either side of your stomach. He twists and turns, blade in hand, trying to gain the advantage and end your life. You throw up your arms and keep the steel inches from your flesh, desperately pushing against him to stay his murderous intent. You want to reach for your gun but fear his reprisal should your other arm not be able to keep his dagger at bay.

Your hips buck upwards, trying to throw him off, but to no avail. For his lithe figure and small size he still has enough weight to pin you down. If your arms were free you might have been able to toss him off by now, but as you are now, you can only focus on the weapon in front of you. He brings his arms up and thrusts down again, still aiming for your face. He may have been able to stab you elsewhere, but you assume his rage has him focused on the face of the one responsible for his friend's death.. He continues to press downwards, the blade now only a mere inch from your face. You continue to think of some way to come out of this on top, but he suddenly shifts his force to your right.

The blade skirts your left cheek, a stinging sensation forming on your face as blood starts to well up from the wound. You’re momentarily fazed by the wound, but quickly regain your focus and look back up to see the elf raising the blade high above his head. He pauses there for a second before shouting.

“For Elian!”

This is your chance. You reach to your holster and just as he stabs down with the dagger, you draw your it and fire. The pain of the blade doesn’t come. Instead, you see the elf, wide eyed on top of you, blood pouring from a wound at the bottom of his neck. You push him off and he rolls over onto the other side of the platform. He lets out a choking sound, blood seeping from his wound and through the grate, dripping down onto the platform below.

He’s dead, or at least he will be soon, you tell yourself. You holster your revolver back into your holster, pcik up your rapier, and grasp the pole that spans the gap between the roof and the platform, preparing to jump. You plant your feet and are just about to leap across as a male voice calls to you from behind.

“Hold it!” the voice shouts.

You stop, and a temporary feeling of hope washes over you as you think, somehow, Sir Cairn survived. The feeling fades, though, as you turn and see none other than the captain, pistol leveled at you.

“Hello, dear…”
 

Iwanako

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Re: Amarant: Unknown Path

Oh, it's getting close now...

Just please, don't roll out the "Drops own gun because of enemy pointing one too" argument, it's invalid and only rips us off our only feasible option.(To shoot him in the face before he does so to us.)
 
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