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Terrafirma - Ferguson's Crossing
> Previously, on Mage: the Awakening Quest!

You return from helping the Thyrsus Mages with their spirit problem, bringing coffee and donuts home to Elizabeth. Wanting to check in on Diana's progress you attempt to contact her, to no reply. Seeing this as unusual behavior you head to her warehouse/workplace/home, only to find her missing and stone pebbles littering the area. You and Liz try to use some magic to figure out where she is, only to be assaulted by small, stone gargoyles that eminate from a metal lantern. After disposing of them, Elizabeth enlightens us to the fact that Diana was probably kidnapped by Hunters, a group of Sleepers that are aware of the supernatural and seek to combat, fight, capture, or kill those who are supernatural, no matter how good or evil the individual supernatural person is.

You head home only to realize that the Hunters are now after you and Elizabeth, and barely escape from their assault with some quick thinking and fast driving. Returning home on foot through the Shadow World, you meet up with Jemma and Sarah at home, Jemma identifying one potential location for the Hunters thanks to her friends in the police force. You begin to head back to Diana's workshop, looking to take her magically-souped up combat van to go and rescue her.

> And now, back to the action!

The four of you arrive at her workshop and find it remaining largely the same way you left it, the pebbles from before now little more than stains on the concrete ground, having turned into a black ooze and quickly evaporating. Sarah begins to toy and fiddle with some of the devices around, as Jemma hurries over to Diana's weapons locker.

"They took or sabotaged most of the weapons," Jemma says as she begins to dig about inside the steel cage. "Not sure what is salvagable."

> Help her look in the cage
> We'll check her workplace
> Any of her tanks work?
> Check out the combat van, see if it's still working
> Other
>>
> Previous Quest: http://suptg.thisisnotatrueending.com/archive/37881362/
> Quest Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=MtA%20Quest
> QM Twitter: http://www.twitter.com/MageQM
> Previous Q&A Thread: http://suptg.thisisnotatrueending.com/archive/36531585/
> ask.fm link: http://ask.fm/MageQM

Resource document should be up to date, and Michael currently has 15 exp. available. Refer to the sheet for what he could spend it on.
>>
> Check out the combat van, see if it's still working
Primary reason for being here, first.
>>
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Going to wait a tiny bit longer before doing the next scene. In the meantime, enjoy this bit of artwork I did.

He's probably 18 at most in this drawing, and not fully indicative of how he looks today. The main differences are more defined torso (because muscles/workout), slightly thicker arms (because of boxing), and a bit of a rougher/rugged face.
>>
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Also, I vote we wait on spending any xp till we have enough for a 5-dot familiar. Let's get us a fucking punchghost pal.
>>
>>37975362
> Any of her tanks work?
> Check out the combat van, see if it's still working
>>
Writing.
>>
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You let her check the weapons, as previous experiences with guns is rather... Not good, and instead focus on the combat van. The bad news is that the tires have all been shot up and are thus flat. The good news is that nothing inside seems to have been damaged, nor can you see anything else wrong with it. You check underneath the bed of the van just to be sure, half expecting there to be some sort of armed explosive at the gas tank. Nothing stands out though, and you hurry back to Elizabeth, hurrying past the extinguished and damaged Witch Candle lantern that was tossed this direction.

"Other than the tires - which were shot up to all hell - the van seems fine."

"Good," she says, carefully picking up various tools and implements at the work station. "Seems she tried fighting back with some of her Imbued items," holding up various items and trinkets. "But they've all been extinguished... Wait." She opens up a small, metal box, half-buried beneath a pile of paperwork and wires. Inside are a pair of brass knuckles, similar in shape and design to the ones you have, but they have more engravings upon them. There's also some other items inside, which look like several rings, a metal bracelet and several pairs of glasses.

"You think those are for us," you ask, as her eyes flash green for a moment.

"Probably... The knuckles let you store a spirit inside them for a brief period of time, while the rings look like they hold a charge or two of Fate magic. The bracelet looks like it can store a Space spell, and the glasses..." She puts one on and looks at you. "Yep, enchanted to give us Mage Sight."

A loud, metal scraping noise rips through the building, and you look over to the source of the disturbance: one of the tanks is slowly rumbling, the hatch on top open, and Sarah is nowhere to be seen.

> Sarah, no driving a tank through the city!
> So... We have a tank now, that's cool
> I didn't think that thing worked
> Other
>>
>>37976179
>> Sarah, no driving a tank through the city!
Not until we figure out how to drive it through the spirit world, first.
>>
>>37976179
> Sarah, no driving a tank through the city!
>>
>>37976179
> Sarah, no driving a tank through the city!
> I didn't think that thing worked
>>
"Sarah!" You hurry over to the rumbling beast, arms waving about above your head to try and get her attention from inside it. You're surprised it still works, but Diana's a tinkerer, she might've been able to get it back into working order on her own. "No driving a tank through the city!"

She sticks her head out from the hatch, looking inquisitively at you. "What!"

"I said, NO TANKS!"

Her lips curl into a pout as her head dips down, and a few moments later the rumbling of the engine stops with a rather loud sputter and a belch of black exhaust. You look over to Jemma, who was already halfway over to the tank itself, looking ready to leap up onto it and stop her sister from trying to drive off with it.

"What were you thinking," Jemma yells, no longer looking ready to jump onto it, instead yelling at the war machine. "Do you even know how to drive a tank!? You could've run Lord knows what over, not to mention getting into a load of trouble if any Sleeper saw you drive it!"

The troubled sister climbs up out of the belly of the tank, sitting on the edge of the hatch. "I can teleport it right next to their doorstep, start shelling them with tank rounds!"

> We are not blowing up the building with Diana inside it!
> ... That's actually not a terrible idea
> We do that AFTER we rescue Diana, not before
> No tanks Sarah, got it?
> Other
>>
>>37976734
>> We do that AFTER we rescue Diana, not before
That'll give them a really GOOD reason to not fuck with us again.
>>
>>37976734
> We are not blowing up the building with Diana inside it!
>>
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Oh, for those wondering what tank she started up, pic related.
>>
Rolled 1 (1d2)

>>37976734
uhm... shit Gonna roll for my answer.

1> We are not blowing up the building with Diana inside it!

2> We do that AFTER we rescue Diana, not before
>>
>>37976734
> We do that AFTER we rescue Diana, not before
Also, I second that >>37975786. 5-dot familiar would be nice.

I'm so glad I didn't miss the thread this time.
>>
Rolled 2 (1d2)

Rolling as we are tied. 1 for Not blowing up the building, 2 for After rescuing Diana. Afterwards, writing.

>>37976960
Welcome to the live thread, anon (assuming you are the one who tends to see the archive or miss when quest is going on).
>>
"Assuming there's even tank shells in the damn thing, we'll use it for AFTER rescuing Diana, not beforehand." If nothing else, having the tank there as a show of force is pretty nice to have. But you don't know what sort of armaments the Hunters have, and the only person who probably knows how to operate the damn thing is Diana herself. Plus, maybe Diana made special, magic tank shells for it, maybe doing something similar to how possessed Sarah fired off mini black holes at people? She could've done anything to the tank and the shells themselves.

"You can't be serious," Jemma says, looking at you. "Do you realize how many laws we're breaking as-is with trying to rescue Diana? If we bring a fucking tank out there to use on the Hunters, don't you think that'll just antagonize them more to go after us?!"

> We don't even know if she's still alive
> From what I've been told, these Hunters already want us dead
> We can just use it as a show of force, not actually threaten to use it
> They came after us first without provocation, we protect our own and show no restraint
> Other
>>
>>37977256
> Other
We ride the fucking tank there and force them to talk and explain why they are acting this way. Maybe they are delusional and think that we're pure evil, then we must assure them that they're wrong because mostly hunters are uneducated hacks. We should cause no collateral damage and kill no random people though.
>>
>>37977256
>> We can just use it as a show of force, not actually threaten to use it

"Fuck your MIB shit, we have a tank" works pretty well as a deterrent, I'd think.
>>
>>37977256
>> We can just use it as a show of force, not actually threaten to use it
>>
Writing.
>>
"We can just use it as a show of force, and not actually plan on using it."

"I still don't like it," Jemma says, returning to the weapons locker. "But it's worth considering I guess." Sarah hops down from the tank, following her sister. You see them both exchange whispered words but decide on not interfering with them, returning to the combat van instead as Elizabeth continues her investigation of the workbench.

It takes a bit of finangling and elbow grease, but you finally get the tires replaced with one of the matching sets Diana has lying about in her garage, as it looks like she has spare sets for every vehicle in her workplace. By this point in time Jemma has gathered what little weapons, ammo, and other armament she could salvage into the van, as Elizabeth hands out the various items she discovered to each of you, going into great detail what she believes they are capable of, but being as she didn't design them she can only guess as to their full capabilities.

By the time the four of you depart from her warehouse it's already late in the afternoon, as the sun begins to dip low upon the horizon. Jemma begins driving to the building that her police friends told her about, keeping a close eye on the roads and everything around them.

> Go in guns blazing (literally and figuratively)
> Let's engage in reconnaissance work first, see what we're up against
> Try to engage in diplomacy first, see why they are after Diana and the other Mages
> Other
>>
>>37978023
>> Let's engage in reconnaissance work first, see what we're up against

Information wins wars.
>>
>>37978023
> Let's engage in reconnaissance work first, see what we're up against
>>
The brass knuckles are similar to what you currently possess (granting a +1 die to Forces spells) but they allow you to store up to four spirits combined (two in each knuckle) compared to only two spirits (one in each knuckle).

If you want, you can use the spell Create Fetish to invite (or force) spirits into the knuckles. Inviting them in for a brief period of time is more friendly to the spirits but limits your options, forcing a spirit into the knuckles is rude, making them cry out for freedom (which can be heard by anyone else with Spiritual senses) but lets you get access to more powerful spirits.

The other item you've been given is a pair of glasses that grant you the spell Mage Sight as though you'd cast it upon yourself.

Check out the web site here for ideas of what the spells do and ideas of what else we can do with our magic: http://www.thesubnet.com/portal/wod2/mtaw/index.html
>>
>>37978023
>Let's engage in reconnaissance work first, see what we're up against
>>
>>37978250
Let's see if we can't ask a couple inquisitive bird spirits along for a ride. They'd be real handy for recon.
>>
Writing.

>>37978472
Do you mean have them inside the knuckles, or just ask them to help you scout things out from both outside and inside the building?
>>
>>37978516
The second.
>>
"Let's engage in some reconnaissance work first, see what sort of defenses they have set up and if Diana's even there." You magically call out to the Shadow World, asking for any local avian spirits if you can borrow their skills for an hour or so to aid in the recon work. It takes a bit of persuasion (along with 1 point of Mana) but eventually you get three bird spirits to help you out. One flies above the building proper, giving you a general idea of the layout of the area and the size of the building itself. The second gives you something closer to a street-level view of the area, flying around the building itself and helping you spot locations where there are Hunters or where you could siege them from.

The last enters the building proper, being careful to not harm itself or anyone else inside the building. Some of the Hunters shoo it away rather quickly (seeing it as little more than a pidgeon looking for food and not giving it a closer look) but it does confirm that Diana is alive, but appears to be suffering from some degree of torture, as they are dunking her into the river (as the building is built next to the river, because it's a boat house) and trying to get her to talk, as several Witch Candles burn around them.

In total there are 10 Hunters, three engaging in the interrogations, another four on lookout duty, and the last three working on something on a boat that's docked outside the building. The SUV that chased you from before is also inside the building's garage.

> Come up with a plan of engagement (write-in)
> Share the information with the others, get their input
> Try diplomacy first before fighting them
> Go in guns blazing
>>
>>37978830
>Go in guns blazing
torturing our friend? Fuck those guys. Get the tank
>>
>>37978830
> Share the information with the others, get their input

We're a team, we should act like it.
>>
>>37978830
>Share the information with the others, get their input
maybe get some water spirits, give ourselves water breathing and surprise them by coming out of the river?
>>
>>37978951
That's actually a pretty good plan. I like it.
>>
>>37978951
Sounds good. Let's do this. We should probably try to disable that boat and SUV to prevent them from running.
>>
>>37978951
Good plan but takes mana. Our buddies were smart enough to bring along some nice crystallized tass yes? With Prime 2 we can use it to replenish our mana stores.
>>
>>37979193
So far the only one that doesn't have full Mana is Michael, he used 1 point to get the birds to scout for him. Most Spirit spells don't use mana, though the ones you want for >>37978951's will require you to use 4 Mana total. Outside of those, the only spells you have that'll use Mana is Spirit Blast and ones that require you to create, bind, or banish Spirits.

Also, writing.
>>
You share the information with the others, and they begin discussing ways of engaging them. You bring forth the idea of attacking from or by the sea, as you can ask for aid from some water-based spirits to temporarily let you and the others breathe underwater.

"It might work in terms of freeing Diana, but the moment they see you guys in the water they're just gonna pump you full of lead. And sure the river's a bit dirty, but not enough to mask your approach under the waves," Jemma informs you. "Though... Think you can get the spirits to make a large wave?"

"Maybe... Why?"

"Well, I suspect the only reason Diana hasn't tried getting away from them is because of all the Witch Candles near her. Extinguish them, she probably gets free or can help us stop them." She also pauses for a moment, and taps her thumbs on the steering wheel. "Hmm... Maybe I could summon up a storm, see if we can use it to mask our approach from the water?"

> Shall we split up, two attack from land, two attack by sea?
> Maybe a wind spirit might be easier, use it to blow out the candles?
> How long would the summon storm thing take?
> We could still roll up in a tank as a distraction...
> Other
>>
>>37979512
>How long would the summon storm thing take?
> Maybe a wind spirit might be easier, use it to blow out the candles?

I'm afraid the storm could take too long, They're torturing our friend as we speak.
>>
>>37979512
Actually, Mythbusters proved you're more or less safe in the water. The higher caliber arm you try to shoot into the water, the faster it looses momentum. If we could keep hidden till we pulled Diana away, we could be more or less safe.
>>
>>37979512
>Shall we split up, two attack from land, two attack by sea?
> We could still roll up in a tank as a distraction...
they won't see us in the water because the tank will distract them
>>
>>37979671
If memory serves that was one of the first myths they tested in the first season. I believe it ended up being that unless it was a slower bullet (like a 9mm round?) that once you got past 10 feet you were basically safe.

Jemma critical failed on remembering how bullets work when entering water, as she's a cop and should know this stuff.
>>
>>37979611
For reference, I'm straight up copy + pasting what Jemma can do and is suggesting using the two spells:

Change Weather ( Mage: The Awakening -- Page 172 )

Arcana: Forces 4

Practice: Patterning

Action: Instant

Duration: Prolonged (one scene)

Aspect: Covert

Cost: None

Effect: The mage alters weather patterns, bringing almost any sort of normal (non-disastrous) weather to bear on an area, given enough time and effort. (Note that a frost in late spring, while potentially very destructive to local food production, is not the same sort of thing as a tornado or typhoon, and can be created using this level of Forces.) The inertia of current weather patterns might levy dice penalties. Making threatening thunderclouds release a downpour might cause no penalty, while turning a bright summer's day into freezing rain might cause a -3 dice penalty. It takes about five minutes after casting for the storm effects to develop. Major conditions, such as hurricanes or tornadoes, require the Adverse Weather spell.

Adverse Weather ( Mage: The Awakening -- Page 174 )

Arcana: Forces 5

Practice: Making

Action: Instant

Duration: Prolonged (for storms, monsoons, tsunamis, or similar longterm phenomena; one scene) or transitory (for tornadoes or similar short-term phenomena; one turn)

Aspect: Vulgar

Cost: None

Effect: The mage creates a major weather disturbance such as a tsunami or monsoon, following the guidelines of the Change Weather spell. Creating a tornado in the American Midwest in the summer might impose a -1 dice penalty (depending upon current prevailing weather), while doing so in northern Alaska probably imposes a -5 dice penalty, regardless of the season. Long-term weather effects (storms, monsoons) take about five minutes after casting to grow into force, and dissipate as soon as the spell's Duration expires. Short-term effects arise immediately and disappear immediately when the spell expires.
>>
>>37979671
>>37979742
Yep. It was an early enough episode that there's not even a 480p video of it on youtube. A 600 grain 50cal round lost all momentum and disintegrated within 3 feet of entering water.

https://www.youtube.com/watch?v=yvSTuLIjRm8

Physics are FUN!

Also
> Maybe a wind spirit might be easier, use it to blow out the candles?
>>
"Well... We could split up, send two in from land, two from the river. And once the people on land provide a suitable distraction we free Diana... I could also ask for some wind spirits to blow out the Candles, and she'd be able to help us out then... How long would you need to summon up the storm thing?"

At that, Jemma clicks on the radio and turns it to the local news station. "Best case scenario is a storm's already on the way in, I just speed it along and have it arrive sooner. Worst case... Maybe an hour to make it be believable conditions, like blowing rain and strong gusts. It'd have to affect the entire city though, not just this block, otherwise I run the risk of getting Paradoxed."

"We could still roll up in a tank," Sarah says. Three pairs of eyes glance back at her. "What? You said you were looking for a distraction, I think a tank is a pretty big distraction."

You mull it over and wait a few minutes for the weather forecast to be said. Currently it's cool, with a storm front moving in with a warm front, but it's not supposed to arrive until almost midnight. And that's not for another 6 hours.

> Wait for the storm, have Jemma amp it up
> We can't wait that long, let's think of something else
> Other
>>
>>37980206
>We can't wait that long, let's think of something else
tank distraction+wind spirit
>>
>>37980206
>> We can't wait that long, let's think of something else
>>
>>37980206
>We can't wait that long, let's think of something else
one hour is too long the benefits it brings
>>
>>37980206
> We can't wait that long, let's think of something else
Let's do the tank thing. Otherwise they could kill Diana, call for backup etc.
>>
Going to dinner, back in a little bit.

In the meantime, feel free to suggest things or tactics you want to do/use for freeing Diana. You don't have to wait on me to suggest stuff.
>>
So what do the rest of you guys think we should do?
>>
"Yeah, we can't wait 6 hours for the storm to get here, even if you can speed up it's arrival Jemma."

"We could just... Talk to them," Elizabeth suggests. "Maybe this is all one big misunderstanding, and if we approach them as civil and polite as possible, they might see reason?"

> We don't even know if they'll listen to what we have to say
> They assaulted Diana without any known provocation, I think that shows all lack of reason on their parts
> What's to stop them from capturing us or killing us on sight?
> If nothing else, it can provide a decent distraction...
> Other
>>
>>37981270
>> They assaulted Diana without any known provocation, I think that shows all lack of reason on their parts
>>
>>37981266
I just posted the next scene after no replies while I was afk for dinner.
>>
>>37981270
> They assaulted Diana without any known provocation, I think that shows all lack of reason on their parts
Let's subdue them, then we'll talk. They could just shoot us, really. Disregarding nWoD damage rules, getting a bullet in the face would be dangerous IRL.
>>
>>37981270
>They assaulted Diana without any known provocation, I think that shows all lack of reason on their parts
>>
Writing.
>>
"They did attack Diana in her place of work and home without any known provocation... I think that kinda shows all lack of reason on their parts," you say to her.

"Ok then... How do we want to do this then?"

> Split into two, Jemma and you by sea, Elizabeth and Sarah on land
> Stick together, all 4 come up by sea
> Stick together, all 4 come up by air
> Split up, Jemma finds a sniper spot, Sarah sticks in the van, you and Liz attack on land
> Use the wind spirits to blow out the Candles
> Other

Note: you can mix and match the suggestions.
>>
>>37981851
>Split into two, Jemma and you by sea, Elizabeth and Sarah on land
use the tank
>>
>>37981851
> Use the wind spirits to blow out the Candles
With those lit we can't cast spells (without consequences), so this is our priority.

> Split up, Jemma finds a sniper spot, Sarah sticks in the van, you and Liz attack on land
I'm concerned about Sarah randomly disintegrating somebody, let's explicitly say that we don't want any casualties. Jemma could probably knock everyone out with candles off. Let's not forget that those people would probably cause a shitton of paradox, so we'd better rely on spirits.
>>
>>37975786
>>37976960
It should be mentioned that Familiars come only in 3 and 4 dot varieties. There are numerous [adjective] Familiars in the splats and they can always be cooked up, but the only ones that we've encountered or have been offered are of the 3 and 4 dot variety.

>>37979193
We don't have any Prime rotes and it's not a Ruling Arcanum, so refilling our stores with Tass would actually burn 1 mana every time we try.

>>37981851
The main problem of 10 hunters is that they're still sleepers, so anything Vulgar or Improbable would get eaten apart by their Disbelief whether gargoyles get involved or not.

>as they are dunking her into the river
Couldn't we ask a river spirit to rip her away and send her to us next time they give her a dunk?

If not then
> Use the wind spirits to blow out the Candles
and
>other
Have Liz stop time for her and Sarah once the candles are out, then go in and teleport Diana away. No need to let a whole Cell of hunters know our faces.
>>
>>37982474
>It should be mentioned that Familiars come only in 3 and 4 dot varieties
OH YEAH, that's right. Wasn't the 5-dot thing actually more of a retainer than a familiar?

Also, I'm changing my vote to match this post.
>>
"Ok, first main point is we need to extinguish the candles. I'll use some wind spirits for that, so that at least we can cast stuff without getting gargoyled. The moment they're extinguished, lets have Liz stop time and free Diana, then you three teleport back to the warehouse. And if things go to shit then Jemma can always distract them with conventional weapons."

"Sounds good to me... We won't have much time in the bubble... A minute a most," Liz says. "If I cast it with Diana as someone who isn't affected by it it'll only last 30 seconds or so, but she should be able to free herself pretty quickly. I assume we'll swim up the river with the water spirits and then have the spell go off?"

> Probably the best way inside, yeah
> Anything else I could be missing/forgetting?
> Other
>>
>>37982742
>Probably the best way inside, yeah
sounds good
>>
>>37982742
> Probably the best way inside, yeah
We have a gameplan, let's all stick to it.
>>
>>37982742
> Probably the best way inside, yeah
>>
>>37982591
Scraping all mentions of "Familiar" from the Merits page of the site MageQM mentioned, the canon listing of options is this:
>3 Ghost Familiar
>3 Twilight Familiar (core Familiar Merit)
>4 Embodied Familiar (core Familiar merit)
>4-5 Goetic Familiar
>5 Supernal Companion (Hubris 3)

>>37982742
I meant having Water Spirits bodily drag Dianna away from her captors and to safety without us getting involved, but this works too.

> Probably the best way inside, yeah
> Anything else I could be missing/forgetting?
Might they have something against spirits too? Just because we haven't seen it doesn't mean we should discount it.
>>
Writing.
>>
"That's the best I can come up with, but let's try to be ready for anything else that comes our way." Jemma pulls aside near the river, with yourself, Liz, and Sarah climbing out.

"Be careful out there," Jemma says, as you close the doors behind you. She pulls away, as you and Sarah call out for whatever water spirits are in the area for their aid. After promising them 1 Mana from you and 2 from Sarah, they allow you to enter the river and be able to breathe under it, at least for the next little bit. It does little to help fight off the bitter cold, as you shiver under the water. Soon you three are near the building, and Sarah calls forth some wind spirits to blow out the candles. Several moments pass before you see the twinkling lights above extingush as the others inside begin to scream and shout at each other. In that moment Liz casts her Time Stop spell, and everything else around you stops moving.

"About damn time," Diana says as you three surface around her. "This is some pretty damn cold water!" Her hands glow blue, and the metal chains around her wrists give off a black sheen and break apart instantly once she flexes her wrists.

"Quiet you, I'm concentrating," Sarah says, and you feel the familiar sensation of things beginning to distort around you, and moments later you four are transported to outside Diana's warehouse, with a slight plop of water around you as the river water transported with you falls to the ground.

"Well, thanks for that," Diana says, rubbing her wrists. "Not really sure what I did to piss them off, but they certainly were pretty insistant on asking me whatever I knew about Tsukuyomi."

> Do you think they were hunting her and you got caught in the crossfire?
> Do you think she brainwashed them?
> You're welcome
> Other
>>
>>37983984
> Do you think they were hunting her and you got caught in the crossfire?
Maybe we should cooperate.
>>
>>37983984
>Do you think they were hunting her and you got caught in the crossfire?
>>
>>37983984
> Do you think they were hunting her and you got caught in the crossfire?
>other
More allies against her, however temporary, would be beneficial. Afterwards we can extract reparations, and their memories.
>>
Writing.
>>
>>37984118
Double edged sword there. They'll make us paradox just as hard as they will her, but we could always subtly back them up with some spirit-based aid.

Seriously those dudes badmouthing it in an earlier thread just don't understand it's utility.
>>
"Hmm... You think they were hunting her and you just got caught in the crossfire?"

"It's certainly possible..." She walks inside and moans a bit, seeing the mess made inside. "Aww, they even tried moving Betsy," she cries out, hurrying over to the tank that Sarah tried starting out. You three look at each other and give the, 'I am not saying anything' look, and go about trying to help her acertain stuff.

"We should probably call Jacklynn," Sarah says aloud, as she grabs a broom that Diana handed her.

"Oh, right. Uh... You have a phone somewhere," Elizabeth asks Diana. The powersmith grabs a cell phone from off her workbench and tosses it over to your wife, and she quickly punches in the number. You try to help pick things up as best you can, and see the Witch Candle still lying on the floor.

> Pick it up with your bare hands
> Find something to pick it up with (tongs, gloves, etc.)
> Leave it lying there
> Other
>>
Sorry for the long wait, real life came up and got in the way.
>>
>>37985333
> Other
"There's that gargoyle-summoning candle. Is it safe?" Diana should know how they work, I think. And we don't want another round with gargoyles.
>>
>>37985333
> Find something to pick it up with (tongs, gloves, etc.)
FIRE BAD
>>
>>37985333
>>37985397
Seconded
>>
>>37985398
It's still extinguished and busted up, but the last time you touched it it felt like you were touching a white-hot metal.
>>
>>37985516
I know, I was just trying to make a reference somewhere.
>>
Writing. This'll be the last one for tonight.
>>
>>37986132
Damn, too late again
>>
You hurry over and grab one of the tongs Diana has near her forge, and use them to pick up the extinguished and damaged Witch Candle and carry it over to the powersmith. "So, think you can figure out how to tweak this so it only affects Tsukuyomi?"

She picks it up with her hands and inspects it. "Possibly... Dunno, never worked on a Witch Candle before, especially when it's been turned into a Lantern." Setting it aside, she looks around the workshop as you guys help pick it up. "Guess I gotta get a better security system set up, huh?"

Elizabeth walks over, a grim look on her face. "So they're chasing Jemma, and she is bringing them back here."

> Quest End

5 exp. gained.

Next quest will probably be Thursday or Friday, same time as when this one started. Feel free to ask me anything else.
>>
>>37986494
Thanks for running.
>>
>>37986569
You're welcome.

>>37986202
What timezone are you in, or is it just real life doesn't let you browse /tg/ until late at night?
>>
Quest is archived.
>>
>>37986494
Thanks for running!



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