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Post by Piomega on Apr 30, 2017 14:56:40 GMT -6
You call yourself hoarse. Eventually, May appears. When she gasps in surprise, you notice she's missing a tooth.
"What happened?!"
As she speaks, you realise your hearing has returned to normal. Realising this, you check and find you can see a little bit of grainy colour as well.
"Shade happened." Twomato says, betraying a large amount of pain in the process through whimpers. "They came through one of the two doors, and tortured me, trying to get my name and role. All I saw of them was black and grey hand."
May stands, silent for a long time, her face grave. Her already intimidating face, bronzed with tens of white scars, contorts into a fake that emanates danger. She looks away from Twomato, and her eyes widen in horror as she sees the two ribbons beside him. She runs over, and scoops them up.
"He got angry when I didn't tell him. He tore off my glove, with a lot of my skin (our suits are melded to it). He came back with those, and forced my head up so I could see them."
By narrowing your eyes, you're finally able to tell whose vitallises they are. One is reddish, so probably Twomato's, and the other is blueish... that's got to be Decider's.
"So... he went down your chest, cut the blue guy–can't remember his name–'s ribbon, then used your glove to open your door, then he cut your ribbon, and came back here."
"Yeah..."
"So... how did he get down your chest, and why aren't you dead?"
"Two said earlier that this Shade guy claims to be able to use any chest," you explain. "I heard his screams, and found him. Shade was hiding somewhere, and when I was distracted, hit me in the side of the head, and I saw a splash in the chest."
You stay in silence for quite some time.
"W-what are we going to do about me?" Twomato asks, feverishly. "Can you even heal me?"
"There's a vending machine in the centre." May points out. "But I don't actually have any money."
"Wasn't there any in your sphere?" you point out.
"No, just scraps of paper with writing, a green dart, and a cool beamsword skill.... Look, why are we spending so much time discussing? I've got basic medical training, can you go and find something to help us here?"
What do you do?
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Post by SpringForest on Apr 30, 2017 15:04:41 GMT -6
We've got money. A nice store of it, too.
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Post by SummerCrow on Apr 30, 2017 15:06:52 GMT -6
Go... check... the... vending... machine...?
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Post by Piomega on May 1, 2017 6:55:25 GMT -6
After carefully transferring Twomato to May, you go once again to the vending machine, although not as fast as you'd like, because your foot is now REALLY hurting, and you're twitching and shivering from the drug cocktail you were injected with earlier. Hallucinations of fish swim around your vision, for some reason.
After a seven minute journey that feels more live seventeen minutes, you arrive again in the room. When you arrive, you notice something you didn't before: there are three ladders cleverly hidden against the metal wall around the edge of the room with the doors. Experimentally, you quickly climb one, and find a chest with the number '13' inscribed above it. You hastily climb back down.
There are two machines that dispense things in the centre. One dispenses skills, the other dispenses items. It doesn't look like anyone's bought anything yet... except there's one skill titled 'Truth or Dare'.
There is also a machine that allows you to sell currently obtained skills for 3/4 of their value.
(SS = Starting Skill, SS/S/A/B/C/D/E = Rank)
You have 956CP
Skills
Utility Passive:
Slogan -> 1000CP 'Passive, allows the user to take no damage from highly addictive substances.' (SS-1, S)
Gill Skill -> 1000CP 'Passive, allows the user to take no damage from water.' (SS0, S)
Antiheroism -> 250CP 'Passive, allows the user to take no damage from toxic waste.' (SS1, B)
Tonic tonic -> 250CP 'Passive, allows the user to take no damage from disinfectant.' (SS2, B)
Venom Gone -> 250CP 'Passive, allows the user to take no damage from venom.' (SS3, B)
Touch Base -> 250CP 'Passive, allows the user to take no damage from water.' (SS4, B)
Stimulator -> 250CP 'Passive, allows the user to take no damage from depressants.' (SS5, B)
Hot Topic -> 250CP 'Passive, allows the user to take no damage from hot liquid.' (SS6, B)
Acidtouch -> 250CP 'Passive, allows the user to take no damage from water.' (SS7, B)
Antifreeze -> 250CP 'Passive, allows the user to take no damage from cold liquid.' (SS8, B)
Poison Precison -> 250CP 'Passive, allows the user to take no damage from poison.' (SS9, B)
Clean Getaway -> 250CP 'Passive, allows the user to take no damage from bacteria.' (SS10, B)
Depressor-> 250CP 'Passive, allows the user to take no damage from stimulants.' (SS11, B)
Katastolí-> 250CP 'Passive, allows the user to take no damage from Catharsis 9.' (SS12, B)
Bloodbath -> 1000CP 'Passive, allows the user to take no damage from blood.' (SS13, S)
Truth or Dare -> 500CP 'Passive, prevents the user from outright lying, while simultaneously allowing them to detect untruth and the extent of the untruth.'(A) SOLD OUT
Vital Sign -> 500CP 'Passive, allows the user to use any vitallis as if it were their own.' (A)
Reached an Empath -> 500CP 'Passive, allows the user to see emotions of those around them.' (A)
Medical Bill -> 500CP 'Passive, when the user is below 65% health, automatically drains CP from their account until they are at 90% health (20CP = 1 health point)' (A)
Insomnia -> 2000CP 'Passive, user is not compelled to sleep during night phases.' (S)
Nocturnal -> 1000CP 'Passive, user is awake all through night, sleeping all but equivalent of own phase during the day.' (S)
Night Vision -> 250CP 'Passive, user can see in the dark.' (B)
Role the Dice -> 500CP 'Passive, user has all current role abilities and objectives of every role added to their menu.' (A)
Deepsight -> 100CP 'Passive, user can see into liquid clearly.' (C)
Junk Passive: (Bad effects in return for CP)
Vow of Silence -> -1000CP 'Passive, user is unable to talk. (Negative price is only paid upon using.)' (E)
Sleeping Duty -> -1000CP 'Passive, user is unable to wake during night phases. (Negative price is only paid upon using.)' (E)
Block and Role -> -1000CP 'Passive, user is unable to use role powers. (Negative price is only paid upon using.)' (E)
Active:
Claws and Ordinances -> 250CP 'Active, provides sharp retractable claws from hands and feet that can also stick to metal, allowing the user to scale walls.' (B)
Heal, boy! -> 250CP 'Active, gives user the ability to fully heal someone upon saying their true name. (2 day cooldown.)' (B)
Double buff -> 500CP 'Active, gives user the ability to provide strength, physical speed, regeneration, reaction time, or thinking ability to someone twice per day.' (A)
Take a Dance -> 250CP 'Active, gives user the ability to force someone to dance by pointing at them. (30 second cooldown.)' (B)
Regen Street -> 500CP 'Restores 50% of health by saying the word "Street". (Usable 10 times.)' (A)
Skill Swap -> 500CP 'Swaps all skills with someone else. (When there is a difference in skill slots, bonus skillslots do not swap skills.) (A)
Active+Passive
Juggernaut ->2000CP 'Amplifies screams. While screaming, dramatically boosts strength, speed, reaction time, and induces fear into all who hear it.' (S)
Ninja ->2000CP 'When still, camouflage activates. Extreme precision while throwing or cutting, extreme speed while running. When the user makes a dramatic hand gesture to the floor, smoke is emitted.' (S)
Siren -> 2000CP 'The user can survive in any kind of liquid, and has boosted strength and speed underwater. While singing, everyone who can hear will be compelled to go towards the user.' (S)
Items
Divider and Conqueror -> 2500CP '12 buttons, with numbers 1-12, with buttons labeled 'Strength', 'Speed', 'Accuracy', 'Luck', 'Sluggishness', 'Regeneration', 'Stealth', 'Confusion', 'Blindness', 'Intelligent', 'Ignorant', and 'Fast reactions'. When a numbered button is pressed, all CORE 12 contestants whose number is divisible by the button pressed are buffed/debuffed with the currently selected effect.
Grande mine -> 750CP 'A very thin grey circle about the size of a penny. Stepping on it transfers CP to the target at a rate of 10CP/second. The target can be changed by rotating the disc on the underside, whereupon it will change colour to reflect its current target.
3-shot Magnum -> 400CP 'A .44 magnum, with 3 bullets.'
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Post by Piomega on May 1, 2017 6:56:26 GMT -6
What do you get?
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Post by SpringForest on May 1, 2017 7:17:48 GMT -6
Heal Boy. Get that one.
After that, either the dancing one, the healing street one, or saving our moneys.
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Post by SummerCrow on May 1, 2017 8:05:54 GMT -6
Heal boy, sure.
But Justice. Maaaaaagnuuuuum. If we get it, it'll be sold out and no one else can get it. Plus we'd have a magnum.
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Post by SpringForest on May 1, 2017 8:16:23 GMT -6
K, save da muns.
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Post by SummerCrow on May 1, 2017 8:47:03 GMT -6
Fiiiiiiine.
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Post by SpringForest on May 1, 2017 10:24:00 GMT -6
So we're getting heals and saving muns. That works.
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Post by Piomega on May 1, 2017 11:08:08 GMT -6
You consider getting the magnum, however after bickering for a good long while, the voices in your head reach a consensus to just get the 'Heal, boy' skill. Because, you want to save your muns.
You press your gloved fingerprint against the fingerprint scanner, and select it.
Your balance rapidly decreases to '706CP', and the skill falls to the bottom. Grabbing it, you pause.
Do you use it yourself, or give it to someone else?
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Post by SummerCrow on May 1, 2017 11:09:28 GMT -6
Ourself back to Twomato fast go
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Post by SpringForest on May 1, 2017 12:15:03 GMT -6
Ourself back to Twomato fast go
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Post by Piomega on May 2, 2017 11:45:24 GMT -6
You press your fingertip to the skill, filling your second skillslot. You now have 1 skillslot left.
Your menu updates.
Skills: Acidtouch -> Passive, allows the user to take no damage from acid. (B) Heal, boy! -> Active, gives user the ability to fully heal someone upon saying their true name. (2 day cooldown.) (B)
You run back to Twomato's challenge room.
When you arrive... TWOMATO IS DEAD!
(Just kidding.)
May is in a fairly uncomfortable-looking position, kneeling above Twomato, who's now facing the ceiling, and looks to be unconscious. She looks at you expectantly.
"I've got a skill to heal him." you tell her.
"Great! Can you please use it?"
You realise you need to actually say his name to heal him. How exactly do you go about this?
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Post by SummerCrow on May 2, 2017 21:55:10 GMT -6
Fffffffffffff shake him and yell. Tell May we need to know his name to heal him, so she should join in with the shaking and yelling.
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Post by SpringForest on May 3, 2017 7:43:43 GMT -6
If he passed out from blood loss, will he wake up? Have we seen his name other places before? Would we recognize his face if we took his helmet off?
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Post by SummerCrow on May 3, 2017 8:06:09 GMT -6
Oh, yeah... Take his helmet off while explaining. Then shake him and yell.
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Post by Piomega on May 3, 2017 14:30:26 GMT -6
You reach down, and grab Twomato's still gloved hand, pressing the forefinger to the place on his helmet. His faceplate retracts, and his helmet folds back into his suit. You gaze into his features, and no name prompts itself. You have of course seen him before when everyone took off his helmets, and you haven't had an recollection that's involved him, to your knowledge.
You shake him repeatedly. "Twomato! I need your name to heal you! Your full name!"
"Tatenda... Katlego..." he blurts out, as you thrash him around, as his eyelids struggle to keep up, you see his white eyes beneath, irises occasionaly dipping below.
You say his name with gusto, and he begins shuddering. After a minute, he gets to his feet, and stretches.
May smiles a dry smile. As you look at her, you realise she heard his full name.
"Well," she says, after a while. "Since we know your name, you might as well tell us your role, too."
What do you do?
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Post by SpringForest on May 3, 2017 15:09:07 GMT -6
Why do you want to know that? It's not a part of keeping him safe. Unless you have an ulterior motive.
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Post by SummerCrow on May 3, 2017 15:12:41 GMT -6
Ask if she's the secret murderer. Ask if she prefers beef or chicken. Tell her she's a good girl. Wait, no, that last one makes a bit of sense in the crazy sort of way. Reminding her about being decent before she starts down any bad roads. But don't do it anyway.
Just do what Just said.
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