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Amarant: Unknown Path


tomaito89

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Re: Amarant: Unknown Path

Spend a few minutes re--stowing and reseating our gear. Then B - hopefully we can get out of here without any more fighting, since we're flat out of ammunition.
Sounds good to me. Good riddance to the necklace. More trouble than its worth.
 

Gear47demon

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Re: Amarant: Unknown Path

Going with Tassadar, DeMatt, and Tomaito89!
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

Retcon has been edited in to the previous post: look for the bolded “Retcon marker.

B x4
Refasten gear and equipment.
Find the necklace.
Seal it in the sealing wax.
Keep Sword Equipped.



You discuss the plan with Beatrice, telling her that you plan to sneak by the ghouls in the next room. She nods in agreement, her breaths a bit too ragged to respond verbally.

With Beatrice on your right, you manage to push upwards. You hold on to her tightly, battling both her weight and your disgust as her entire forms seems… slippery. Eventually, the two of you manage to stand, the artificer coughing even more than before.

“Dammit!” she curses, “I don’t… know what his shit is, but I’ll try and keep it under control…”

You hope she can manage, as any of that in the next room will have the horde descending upon the both of you… without any ammunition too.



The two of you sluggishly make your way past the dying fire and to the wooden door. You remove the barricade you put up earlier, but stop for a moment, knowing what lies on the other side of that door. You don’t want to go into that room, but know it’s the only way out, that you know of. A disgusted chill runs through you, your hand stayed by the thought of getting close to those things again. You look to Beatrice and notice she can barely keep her eyes open anymore, simply following your lead. You purse your lips and take a deep breath in through your nose before letting it out.

“Here it goes…”

You grasp the handle and pull, ready to strike if need be. The door opens with the same creak as before and you strain your neck to peer out. Nothing is there to greet you and, from the looks of it, the ghouls still remain on the lower level. You were right in your assumption that if they couldn’t find their way to Beatrice, then they couldn’t find their way to you. From the looks of it, they still seem quite active – probably still riled up from all the gunfire.

You open the door a little more and wait, making sure none of the ghouls have made it to the upper level. They’re clear. A little more… and then you open it all the way, allowing the two of you to shuffle through. The two of you are now standing on the balcony, right above the pool of water.

You carry Beatrice along slowly, the only sound you make that of your light footfalls and the subtle squelching of your companion’s arm against your back. It has started to seep into your shirt now and you can actually feel the cold secretions rub against your back. Still, you stay the course, not even daring to readjust and risk being heard.

You make it to the stairs and prod Beatrice behind the cover of the column. You point the stairs out to her and she nods without a word. The two of you start descending, one stair after another. You leave the cover of the pillar and your eyes dart between Beatrice, the stairs, and the ghouls which idly wander about. You stay vigilant and, eventually, you make it to the landing. The two of you then turn to the right in order to descend the second set. You can now see the rope you attached to the stairwell earlier, the knot still secure from the looks of it.

You take your first step down and that is when you feel Beatrice shudder, she brings arm up to her mouth, trying desperately to muffle the coughs that she knows are coming. Her eyes connect with yours for a second, as if to say “I’m sorry”. Again and again, her body tries to expel its foul contents and again and again it grows in intensity. You look over towards the ghouls who now seem more agitated than ever. Your heart is racing and your eyes wide as you observe them: A few of them have turned towards your general direction but they have yet to look right at you. Your legs are frozen to inaction and even if you did move, the nearest cover is up the next set of stairs. Beatrice continues to hack, cough, and gag.

A few of the ghouls are moving closer now to this side of the room… you’ll have to decide if you want to keep trying to sneak by or change plans.


Choices:
Decide on a course of action.

Primary Vote:

A) Continue trying to sneak past.
B) Make a run for the door to the next chamber!
C) Turn back and take cover behind the pillar and work out a plan of some kind.

X) Other


Z) Minor Action. Available

---

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: Jacqueline*

Current Inventory:

Gold: 8
-Ticket from Bayton to Respeiro. 1st Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
- Bundle of Rope with treble Hook on end. Tied to stairs in other room.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in Blood
-Compass.
-Healing Potion. Will heal all but the most brutal of wounds. One-half left
-Goblin Potion. Unknown Effect.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished. One in belt
-Wax fused cloth. Solid lump of rock-hard wax. Has medallion/necklace inside it.


Weapons:
-Revolver. Single Action. Holds six Rounds. Holstered.
-Rounds: x0 (0 in Cylinder) Rotation: (Sp){E}> E,Sp,Sp,Sp
-Small skinning knife. 2 inch blade. In belt
-Short-sword. Has scabbard fastened to left hip. In right hand.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x0
-Dagger. 9 in. Blade. Scabbard fastened in front of Holster. Sheathed


Apparel:
-Belt & Holster. Holster secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops= Recoverable.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Dark Green Potion, Teal Potion, Black Potion.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath. Soaked with a bit of ghoul’s blood.
-Vest. Dark Leather. Torn open. Loose.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather. Right covered in Ghoul’s blood.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black. Heavily torn. Right leg soaked with ghoul blood.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Master : Few can best your aim with a revolver.
- Disoriented: You feel a bit weird, an unidentifiable sensation is affecting you. You think it’s the ghoul’s saliva.
- Preemptive Tactics: When ambushing an enemy, advantageous details about the environment become apparent and you are granted a bonus on the first strike.
- Lone fighter: You are experienced in fighting greater numbers by yourself and can think clearly while doing so.
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Face smudged with ghoul saliva and a bit of ghoul’s blood.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look. Coated with ghoul’s blood.
-~5’ 7” 140lbs/63Kg. 34C
-Bullet wound scar on left abdomen.
-Right leg soaked with ghoul blood.

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.
To display the status of the cylinder in the revolver, I have added a simple set of letters to let you guys know exactly what the state of it is between posts. It currently goes:

Cylinder: (Chamber aligned with barrel){Next shot once hammer is cocked}>Remaining chambers>
Sp = Spent casing. L = Loaded/Live round. E = Empty.
So, “ Rotation: (Sp){L} >L,L,E,E ” Means that you have a casing now lined up with the barrel, the next shot will be live once you pull the hammer, and then you have two more rounds before you’re empty.

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.

STATS: Beatrice*

Current Inventory:

Gold: (?)
-Dried meat (x2)
-Canteen: Holds water.
-Blanket.
-Compass
-Piece of Chalk
-Quill
-Parchment. 4 sheets.
-Corked Inkwell
-Flint & Tinder.
-Scroll
-Crowbar. Three ft. long. Steel. Curved hook on one end and a slightly angled tip on the other. Slightly Bent.

Weapons:
-Long-barreled Revolver. Single Action. Swing-out Cylinder. Holds five Rounds. In bag
-Rounds: x0 (0 in Cylinder)
-Shotgun. Break action. Two barrels. Holds 2 shells. Slung across left shoulder
-Shells: x0 (0 loaded)
-Pick. Steel. Small. Shaft is 1 foot long. In right hand

Apparel:
-Thigh Holster: Holds Long-barreled revolver.
-Blue button up shirt. Buttoned. Long sleeved. Cloth. Torn open around breasts.
-Belt 1. Supports pouch 1. Crowbar hanging from hip.
-Belt 2. Supports pouch 2. Holds: Small pick on left hip.
-Pouch 1. Contains: Canteen.
-Left thigh Belt. Holds: Three burning rods.
-Left leather spaulder.
-Leather vambraces.
-Cloth pants. down to ankle. Hole ripped open revealing groin.
-Leather chaps. Perfect for riding and adds protection around your legs. Drenched with semen.
-Sturdy Boots.
-Backpack.

Abilities/Effects:
- Recently Gangraped: Your entire body is covered with filth and secretions from your assailants and you are very weak of body and of mind.
- Incapacitated: Ghoul poison flows through your veins and you are barely able to stand, let alone fight.
- Guilty pleasure: …….
- Artificer: A member of the Artificer's Guild, a guild known for studying magic and lost technology.
- Reclaimer: Reclaimer rank: You are a hunter of the eldritch and scour lost ruins and abandoned pieces of civilization for history and technology of old.
- Revolver Training I: "Better... but there's always perfection." -Smith Mordel
- Shotgun Training II: "You're almost as good as me now, 'Trice!" -Flint
- Half-Orc: An orc half breed. Born from the coupling of an orc and a human. You, luckily, got more from your mother's side.
- Meticulous: You are one for planning and preparation, and aren't good at improvising when things don't go as planned.
- Firearm Favored: Confident with a gun in your hand, but you find yourself quite distressed when fighting without one.
- Bayton Raised: Born and raised in the pirate city you learn certain skills and rules... or guidelines, rather.
- Curious of Alchemy: You can't truly make potions, but you can most likely discern potion from poison.
- Bookworm: You not only read, you take pleasure in acquiring any new information.
- Gunsmith/Tinkerer II: Knowledge on how to fix and repair many different types of firearms and mechanical devices.


Physical Appearance:
-Snow-white hair: Slicked back. Cut just above the neck. Stiff from ghoul’s semen.
-Sharp face, with narrow, green eyes. Remnants of semen of spit cover most of it.
- ~6' 2" 193lbs/87Kg 44DD
-Bullet wound scar on right forearm
-Large blade scar on right abdomen.
-Large blade scar on left thigh.
-Small tusks protruding from lower lips, an inch from the gum-line.
-Entire body covered in ghoul’s semen and spit.
 
Last edited:

Tassadar

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Re: Amarant: Unknown Path

C, go take cover, leave Beatrice there, and kill a few of the ghouls by stealth if you can get to them when they're alone. Clear a path, but don't get more than say half the room away from Beatrice in case she coughs loudly and you need to rush past her. How many ghouls were in this room again?
 

tomaito89

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Re: Amarant: Unknown Path

The rope is still set up to trip the ghouls if they do try to come up the stairs. As much as I hate to leave it behind, I'd rather not stay here longer than necessary. I say wait for the coughing to stop, then B - get the fuck out of Dodge.
 

Gear47demon

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Re: Amarant: Unknown Path

C Use the rope as a means to deal with any ghouls that come up the stairs if they decide to come. Wait to see if any ghouls start making their way towards the two and, if so, use the short sword to rap against the stone and draw them nearer to the rope to use it as a means of tripping up the ghouls before finishing them off. If none decide to come then A.
 

tomaito89

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Re: Amarant: Unknown Path

Anyone else going to vote? I'll be pissed if this CYOA dies because people chose to lurk instead of participate.

That being said, for those of us who are participating, we need to come to a consensus. We have the rope trap set up to slow the ghouls down. In our current condition, I believe we should prioritizing getting out as soon as possible, rather than fighting. Also, it will take too much time to double back. Remember what happened last time we waited?

I thought about changing my vote just to help move things along, but I'm afraid I have to stick with B. Thoughts?
 
OP
Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

It's okay! It's okay! - I have been a bit under the weather as of late (Bit of the flu and, apparently, some unforeseen stomach issues due to the medication). I have (slowly) started to draft the next passage, but I will put the finishing touches on it when my mind can even comprehend something larger than the passage I am writing now - rest assured, the CYOA is still ongoing. I'm simply taking this opportunity to recover and let anyone else get a word in if they so choose.

Sorry for the scare, and hopefully this will all pass in another couple of days or so.
 

Gear47demon

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Re: Amarant: Unknown Path

Oh no! You have the flu that I, and seemingly everyone else, had! I wish you a speedy recovery as I have just now finally kicked whatever flu was ailing me after close to three weeks!

As for tomaito98... --->C<--- is still my first choice then A based on the situation, but I will change if it is needed.
 

tomaito89

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Re: Amarant: Unknown Path

Oh good, its just the flu :p

In all seriousness, I wasn't trying to rush things, and I hope you get well soon. I just know that cyoas have a tendency to stop with no notice, so I was concerned. Glad to hear you're still alive, if barely.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

"Took ya long enough"
-Everyone

Results:

I apologize for the long absence, but this has allowed me a break from the writing and has let me refresh my mind a bit. Also, even though I had only just recovered a few days ago, the workload that had accumulated at my job over time took precedence; now that it is all done, we can continue.

So, with all that said, and after debating it for a bit…

Considering my absence, the fact that votes were tied – technically, given Gear’s addendum – and that Gear’s words were “If none decide to come then A”, I have decided to compensate you dear readers with the result of this current entry… as well as a “gift”, which I will be able to unveil to you guys in about… five, maybe seven or so posts down the round. It may be confusing when I say that “it is nothing that has to deal with Jacqueline directly”, but still something relevant to the story you guys might enjoy.

Until then… let us continue:



You contemplate moving back, towards the column from where you had come – Beatrice’s coughing was getting worse and the ghouls were getting more anxious as they noticed this new sound. Those in the water turned and twisted, searching for the noise, but ultimately distracted themselves with the splashing they, themselves caused, clawing at the source and further exacerbating their situation as they smacked the surface of the pool. Those on land were a little keener however, and were slowly meandering around, only half distracted by the thrashing of the others.

Your eyes were locked onto those nearest to you, observing their movements as they searched for the source of these new noises. They staggered around, unable to pinpoint your exact position in such a large room. You decided to press your luck, something in your mind telling you that you would be safe.

You press forward, urging Beatrice on as you steady the ailing artificer. Spots of red and black leave their mark on her arm, her frame hunching over as she recoils from the pain. You ignore it for now, taking step after step, now finding yourself next to the rope. You look again to the ghouls and notice one eerily close now, its head swivels from side to side and you think it blind, black puss clumped around its eyes – a fact you no longer believe to be true as your gazes connect.

A low bellow from the throat of the fiend and it seems as though it had conveyed the very spot you stood to its compatriots. Your feet do not stay and your arms do not give as you rush forward, carrying Beatrice along. A torrent of pale flesh seems to cascade up the small set of stairs, racing up, towards the two of you. Your pace is heavily strained, the half-orc beside you weighing you down as you start to ascend the next set of stairs. More groans and grunts echo out and a quick glance reveals that they are almost immediately upon you. You are almost ready to turn and fight, but are overwhelmed by relief as you take in the scene.

Caught up in their crazed lust, the ghouls rush up the stairs at the two of you, their lack of dexterity not enough to keep them from climbing the few steps in between you and them. Those that aren’t in the pool crowd together, those at the stairs slowed as they try to ascend. For a moment you think they may simply close the distance and you’d have to drop Beatrice and fend them off. Although, as they clump together, you are met with the – even somewhat entertaining – sight of the ghouls being clotheslined at the waist, their formed turning end over end as they land on their backs on the other side and left disoriented. Others try to step over the taught cord, but end of falling backwards, either breaking something in the process or sending those behind them sprawling. You waste little time in observing the fiasco and continue to climb.

You drive Beatrice up and up, pain visible on her face as the exertion takes its toll on her ailing body. Step by step, you strive towards the door to the next room. Footfalls and ghastly cries fill the chamber – a chorus of berserk lust. Surely they have made their way over the rope, but you do not dare look back to confirm this. Their very presence can be felt in the stairs you climb and they feel so close now you almost expect to be grabbed at any moment. Forward you go the task tense and race traumatizing as you dare not think about what might have happened had you not set up that rope. The artificer next to you keeps up, rushing up and through the pain. She almost falters, her arm weighing down on your back feeling almost like that of a ghoul’s hand.

You imagine their fingers wrapping around your arms and legs, the clothes you wear ripped from your body. Images of your form lying on the floor enter your mind, images of you on your knees, dark, red hair clumped into a pale fist and pulled taught, and your hips met with a powerful, carnal force. These intrusive thoughts are not completely unwelcome, as they spur you on even more, your mind and body both running from what may cause these scenes. The thoughts continue to plague your mind, even as you dive into the dark frame of the doorway, depositing Beatrice onto the floor and grasping the handle to the door before pulling it closed with all your strength.


~~~

You’re not sure how long it has been now; the passage of time isn’t at all clear when plunged into the dark. However long it has been, the ghouls seem to have tired, most of their constant pounding and groans of frustration fading from the other side of the door. You reach for the burning rod on your belt, and strike it against the floor. The object slowly comes to life and you see the same familiar pillars from before. Nothing has changed, save the half-orc who now lies against the wall. Beatrice’s coughing seems to have gotten better for the moment, only flaring up every once in a while, the noise prompting a series of soft groans on the other side of the door. You kneel down next to her, asking her if she’s feeling better.

“I’m… I am better, but I still feel weak: It almost feels as though I’m going to pass out.” Her breaths are uneven and she seems to still be afflicted by whatever that stuff was.

“I don’t know why, but I felt fine right after having awoken earlier, but now… now I feel as though…” She doesn’t finish, instead entering another coughing fit.

“I’ll not stay here and rest like some lame dog – I’d never forgive myself. No, I owe you more than that after what you’ve done. Give me a few minutes here and I’ll be good to go… we’ll make it to town before nightfall. I promise.”

She then breaks her gaze with you and simply stares off into space, letting her eyelids fall half closed. You don’t respond, simply letting her rest for now. You may just do the same before the two of you venture any further - At least you know it’s safe in here, both doors closed and completely solid.

You stand back up, thinking back to the previous room. You regret having to lose the rope, but know that without it, those thoughts from earlier just may have been a reality. With your pace slowed by your ailing comrade, the ghouls may have actually caught up to you. If they had, you wonder… if they had overwhelmed you, would you have left her behind? Fortunately, that is not a choice you had to make.

Your course now seems already determined for you; the only question now just a matter of how long to rest. You feel too anxious to sit, but force yourself to relax and take up a spot against the wall. At least a few minutes… you think to yourself, take a well-deserved break and digest some thoughts before proceeding onward again. You rest against the wall next to Beatrice, the light from your belt sending out a faint, white glow, and try to simply cool down…



Choices:
Decide on a course of action.

Primary Vote:

Rest, for now, taking care of anything you may need, and then proceed onward.

The next entry will be up either Tuesday or Wednesday... or by this point it's looking more like Thursday afternoon

X) Other


Z) Minor Action. Available

---

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: Jacqueline*

Current Inventory:

Gold: 8
-Ticket from Bayton to Respeiro. 1st Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
- Bundle of Rope with treble Hook on end. Tied to stairs in other room.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in Blood
-Compass.
-Healing Potion. Will heal all but the most brutal of wounds. One-half left
-Goblin Potion. Unknown Effect.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished. One in belt
-Wax fused cloth. Solid lump of rock-hard wax. Has medallion/necklace inside it.


Weapons:
-Revolver. Single Action. Holds six Rounds. Holstered.
-Rounds: x0 (0 in Cylinder) Rotation: (Sp){E}> E,Sp,Sp,Sp
-Small skinning knife. 2 inch blade. In belt
-Short-sword. Has scabbard fastened to left hip. In right hand.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x0
-Dagger. 9 in. Blade. Scabbard fastened in front of Holster. Sheathed


Apparel:
-Belt & Holster. Holster secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops= Recoverable.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Dark Green Potion, Teal Potion, Black Potion.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath. Soaked with a bit of ghoul’s blood.
-Vest. Dark Leather. Torn open. Loose.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather. Right covered in Ghoul’s blood.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black. Heavily torn. Right leg soaked with ghoul blood.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Master : Few can best your aim with a revolver.
- Disoriented: You feel a bit weird, an unidentifiable sensation is affecting you. You think it’s the ghoul’s saliva.
- Preemptive Tactics: When ambushing an enemy, advantageous details about the environment become apparent and you are granted a bonus on the first strike.
- Lone fighter: You are experienced in fighting greater numbers by yourself and can think clearly while doing so.
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Face smudged with ghoul saliva and a bit of ghoul’s blood.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look. Coated with ghoul’s blood.
-~5’ 7” 140lbs/63Kg. 34C
-Bullet wound scar on left abdomen.
-Right leg soaked with ghoul blood.

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.
To display the status of the cylinder in the revolver, I have added a simple set of letters to let you guys know exactly what the state of it is between posts. It currently goes:

Cylinder: (Chamber aligned with barrel){Next shot once hammer is cocked}>Remaining chambers>
Sp = Spent casing. L = Loaded/Live round. E = Empty.
So, “ Rotation: (Sp){L} >L,L,E,E ” Means that you have a casing now lined up with the barrel, the next shot will be live once you pull the hammer, and then you have two more rounds before you’re empty.

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.

STATS: Beatrice*

Current Inventory:

Gold: (?)
-Dried meat (x2)
-Canteen: Holds water.
-Blanket.
-Compass
-Piece of Chalk
-Quill
-Parchment. 4 sheets.
-Corked Inkwell
-Flint & Tinder.
-Scroll
-Crowbar. Three ft. long. Steel. Curved hook on one end and a slightly angled tip on the other. Slightly Bent.

Weapons:
-Long-barreled Revolver. Single Action. Swing-out Cylinder. Holds five Rounds. In bag
-Rounds: x0 (0 in Cylinder)
-Shotgun. Break action. Two barrels. Holds 2 shells. Slung across left shoulder
-Shells: x0 (0 loaded)
-Pick. Steel. Small. Shaft is 1 foot long. In right hand

Apparel:
-Thigh Holster: Holds Long-barreled revolver.
-Blue button up shirt. Buttoned. Long sleeved. Cloth. Torn open around breasts.
-Belt 1. Supports pouch 1. Crowbar hanging from hip.
-Belt 2. Supports pouch 2. Holds: Small pick on left hip.
-Pouch 1. Contains: Canteen.
-Left thigh Belt. Holds: Three burning rods.
-Left leather spaulder.
-Leather vambraces.
-Cloth pants. down to ankle. Hole ripped open revealing groin.
-Leather chaps. Perfect for riding and adds protection around your legs. Drenched with semen.
-Sturdy Boots.
-Backpack.

Abilities/Effects:
- Recently Gangraped: Your entire body is covered with filth and secretions from your assailants and you are very weak of body and of mind.
- Incapacitated: Ghoul poison flows through your veins and you are barely able to stand, let alone fight.
- Guilty pleasure: …….
- Artificer: A member of the Artificer's Guild, a guild known for studying magic and lost technology.
- Reclaimer: Reclaimer rank: You are a hunter of the eldritch and scour lost ruins and abandoned pieces of civilization for history and technology of old.
- Revolver Training I: "Better... but there's always perfection." -Smith Mordel
- Shotgun Training II: "You're almost as good as me now, 'Trice!" -Flint
- Half-Orc: An orc half breed. Born from the coupling of an orc and a human. You, luckily, got more from your mother's side.
- Meticulous: You are one for planning and preparation, and aren't good at improvising when things don't go as planned.
- Firearm Favored: Confident with a gun in your hand, but you find yourself quite distressed when fighting without one.
- Bayton Raised: Born and raised in the pirate city you learn certain skills and rules... or guidelines, rather.
- Curious of Alchemy: You can't truly make potions, but you can most likely discern potion from poison.
- Bookworm: You not only read, you take pleasure in acquiring any new information.
- Gunsmith/Tinkerer II: Knowledge on how to fix and repair many different types of firearms and mechanical devices.


Physical Appearance:
-Snow-white hair: Slicked back. Cut just above the neck. Stiff from ghoul’s semen.
-Sharp face, with narrow, green eyes. Remnants of semen of spit cover most of it.
- ~6' 2" 193lbs/87Kg 44DD
-Bullet wound scar on right forearm
-Large blade scar on right abdomen.
-Large blade scar on left thigh.
-Small tusks protruding from lower lips, an inch from the gum-line.
-Entire body covered in ghoul’s semen and spit.
 
Last edited:

tomaito89

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Re: Amarant: Unknown Path

Agreed. And maybe give Beatrice the rest of that health potion before we start moving. I think it may have helped.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Results:

“Give Beatrice the rest of that health potion before we start moving.”

Whoo - page 30!



You have now been resting for a good while; you want nothing more than to simply fall asleep and lay there for hours, but know you need to get to the city – besides, the idea of sleeping in such a place is quite unnerving. Your body protests as you stand, mental fatigue prodding your mind. Beatrice’s coughing has subsided a bit, but you can still see she is quite weak.

As you recovered, your mind had time to process past events: You wondered why Beatrice seemed in such good health, yet deteriorated so quickly. You concluded that the potion must have had some effect on her; The poison, toxin, whatever it is that plagues her, seems to have been neutralized, but only temporarily – hopefully, the rest of it can provide her enough relief to get to the city, or perhaps, now that she has recovered a bit more, quell the substance entirely.

You open your pouch and retrieve the potion, handing it to the artificer. At first she doesn’t respond, her mind muddled and still in a state of apathy. You get her attention and hand her the container, telling her it’ll help. With barely a grunt, she takes the concoction and downs the contents, and stowing the empty vial.

“Thank you…”, she responds after a content sigh, “I’m feeling better, but hopefully this can alleviate the symptoms enough to get on my feet and on our way.”

“Hopefully…” You say, nodding with a smile and offering your hand to help Beatrice up.

At first, she takes on an expression that betrays her unwillingness to admit she may require aid to stand, but she eventually grabs on. A subtle film seems to cover her skin, a fact you mostly try to ignore as you readjust and pull. You find yourself toppling over, just barely shifting in time to remain upright and feel the tension in your biceps. The massive half-orc stands tall, but continues to tip forward. You grasp her with both hands to steady her, the strain on your arms growing even more intense. Eventually, she finds her feet, managing to stay her descent.

“Heh… I guess the potion needs a bit of time to work.”

You don’t find it as comical, struggling to keep your compatriot upright, your arms almost bound around her entire torso.

“Can you walk or do you still need my help?” you ask her.

You can tell by the look she gives you that she still doesn’t want to admit that she needs help, but you can feel the way her body leans on yours for support and you know that she knows it.

“Just… until we get out of here, or until the potion kicks in; once we’re up those stairs I can manage – I’ll have to if we’re to make it before nightfall.”

You nod and then shift so that the two of you are in the same setup as before, with her arm over your shoulders. Hopefully, the potion will kick in sooner rather than later… and the effect will last a little longer now that she has expelled some of the vile contents.

Her first steps are a bit rough, but the two of you eventually set on a rhythm towards the exit, weapons still in hand. The light from your belt cuts through the dark, making shadows dance in the alcoves between the columns. For a moment, you thought another attacker had hidden themselves to ambush you, but realize it is just the skeleton you found earlier, a bent and broken flute lying among the bones – poor bard, apparently the ghouls weren’t so kind to her.

The two of you reach the set of black doors, the sheen seemingly absorbing any light that hits it. You can’t help but let out a nervous chuckle, the exit so close now. You put your hand against the left door and push. The door does not budge at first, but you apply even more force and, slowly, you can start to hear the grind of stone as it gives. As it parts, you look out, down the hall to the right, doing your best to see through the darkness further down the hall. You can’t see a thing – whether that is fortunate or not, you don’t know.

The two of you are too wide to walk straight through and so you slowly pivot around, allowing you two to slide through. Beatrice is slow to respond, her head actually barely upright as she simply follows your lead. You go first, finding it easier to pull her behind you. Slowly, you shuffle your feet, all the while straining your neck to look passed the door. Sword at the ready, you squint, the light on your belt indirectly lighting up the hall, not quite providing the illumination you need. Beatrice clears the door, allowing you to finally turn the light towards the passage.

The light goes forth, brightening up the corridor. The stairs up and out of here can be seen on your left, its presence a welcome sight. All becomes clear now: The pattern on the ceiling, the rocks that make up the walls and the imperfections within, and the clear distinction between the shadows playing across them and the trio of long, black tendrils that are now whipping around, towards you and Beatrice, with great speed. You barely have a moment to react, your reflexes causing you to…


Choices:
Decide on a course of action.

Primary Vote:

A) Try to dodge out of the way… (Direction? Ducking or jumping is also an option.)
-1 while tossing Beatrice in a different direction.
-2 leaping along with Beatrice.
B) Stand your ground and attempt to defend yourself with your sword.
C) Attempt to run past the tendrils, up the stairs, and out of the catacombs with Beatrice, leaving your foe behind.
D) Leave Beatrice behind and lunge towards the tendrils, taking the fight straight to your foe.

X) Other

Secondary Vote:

If successful, state a follow up strategy.


Z) Minor Action. Unavailable

---

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: Jacqueline*

Current Inventory:

Gold: 8
-Ticket from Bayton to Respeiro. 1st Class.
-Red Discrete Crystal x3
-White Discrete Crystal x2
-Note from “J”
- Bundle of Rope with treble Hook on end. Tied to stairs in other room.
-Lock-pick.
-Metallic Brooch (Type:?)
-Leather Dress-Boots.
-Leather dress Gloves. Brown. Covered in Blood
-Compass.
-Goblin Potion. Unknown Effect.
-Dark Green Potion. Highly negative effect.
-Teal Potion. "Isn't Harmful".
-Black Potion. Unknown effect
-Small container of water. Professionally Made.
-Three burning rods. Can be lit on fire to produce light. One has been extinguished. One in belt
-Wax fused cloth. Solid lump of rock-hard wax. Has medallion/necklace inside it.


Weapons:
-Revolver. Single Action. Holds six Rounds. Holstered.
-Rounds: x0 (0 in Cylinder) Rotation: (Sp){E}> E,Sp,Sp,Sp
-Small skinning knife. 2 inch blade. In belt
-Short-sword. Has scabbard fastened to left hip. In right hand.
-Rifle. Bolt Action. Holds one round. Slung across left shoulder.
-Rounds: x0
-Dagger. 9 in. Blade. Scabbard fastened in front of Holster. Sheathed


Apparel:
-Belt & Holster. Holster secured on right hip. Knife between buckle folds.
-Small Belt-Pouch 1: Contains - Shards of Metal. Can be used as caltrops= Recoverable.
-Small Belt-Pouch 2: Contains - Healing Potion, Goblin Potion, Dark Green Potion, Teal Potion, Black Potion.
-Skirt. Ends just above the knees. Black.
-Shirt. Buttoned. Large tear above left breast, slightly revealing bra beneath. Soaked with a bit of ghoul’s blood.
-Vest. Dark Leather. Torn open. Loose.
-Leather Vambraces. Covers the forearms.
-Sturdy Leather Gloves.
-Sturdy Boots. Brown Leather. Right covered in Ghoul’s blood.
-Bra. Black. Silk.
-Underwear. Black. Silk.
-Stockings. Transparent. Black. Heavily torn. Right leg soaked with ghoul blood.


Abilities/Effects:
- Recovering Amnesiac: You have lost your memory but are becoming more knowledgeable about the world.
- Revolver Master : Few can best your aim with a revolver.
- Disoriented: You feel a bit weird, an unidentifiable sensation is affecting you. You think it’s the ghoul’s saliva.
- Preemptive Tactics: When ambushing an enemy, advantageous details about the environment become apparent and you are granted a bonus on the first strike.
- Lone fighter: You are experienced in fighting greater numbers by yourself and can think clearly while doing so.
- Ghoul Anatomy I: "The head is key: destroying it is the only effective way to stop them." -Beatrice

Physical Appearance:
-Face smudged with ghoul saliva and a bit of ghoul’s blood.
-Red/Auburn Hair: Little longer than “Shoulder Length”. Messy, dirtied. Bedraggled look. Coated with ghoul’s blood.
-~5’ 7” 140lbs/63Kg. 34C
-Bullet wound scar on left abdomen.
-Right leg soaked with dried ghoul blood.

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.
To display the status of the cylinder in the revolver, I have added a simple set of letters to let you guys know exactly what the state of it is between posts. It currently goes:

Cylinder: (Chamber aligned with barrel){Next shot once hammer is cocked}>Remaining chambers>
Sp = Spent casing. L = Loaded/Live round. E = Empty.
So, “ Rotation: (Sp){L} >L,L,E,E ” Means that you have a casing now lined up with the barrel, the next shot will be live once you pull the hammer, and then you have two more rounds before you’re empty.

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.

STATS: Beatrice*

Current Inventory:

Gold: (?)
-Dried meat (x2)
-Canteen: Holds water.
-Blanket.
-Compass
-Piece of Chalk
-Quill
-Parchment. 4 sheets.
-Corked Inkwell
-Flint & Tinder.
-Scroll
-Empty Healing Potion.
-Crowbar. Three ft. long. Steel. Curved hook on one end and a slightly angled tip on the other. Slightly Bent.

Weapons:
-Long-barreled Revolver. Single Action. Swing-out Cylinder. Holds five Rounds. In bag
-Rounds: x0 (0 in Cylinder)
-Shotgun. Break action. Two barrels. Holds 2 shells. Slung across left shoulder
-Shells: x0 (0 loaded)
-Pick. Steel. Small. Shaft is 1 foot long. In right hand

Apparel:
-Thigh Holster: Holds Long-barreled revolver.
-Blue button up shirt. Buttoned. Long sleeved. Cloth. Torn open around breasts.
-Belt 1. Supports pouch 1. Crowbar hanging from hip.
-Belt 2. Supports pouch 2. Holds: Small pick on left hip.
-Pouch 1. Contains: Canteen.
-Left thigh Belt. Holds: Three burning rods.
-Left leather spaulder.
-Leather vambraces.
-Cloth pants. down to ankle. Hole ripped open revealing groin.
-Leather chaps. Perfect for riding and adds protection around your legs. Drenched with semen.
-Sturdy Boots.
-Backpack.

Abilities/Effects:
- Recently Gangraped: Your entire body is covered with filth and secretions from your assailants and you are very weak of body and of mind.
- Incapacitated: Ghoul poison flows through your veins and you are barely able to stand, let alone fight.
- Guilty pleasure: …….
- Artificer: A member of the Artificer's Guild, a guild known for studying magic and lost technology.
- Reclaimer: Reclaimer rank: You are a hunter of the eldritch and scour lost ruins and abandoned pieces of civilization for history and technology of old.
- Revolver Training I: "Better... but there's always perfection." -Smith Mordel
- Shotgun Training II: "You're almost as good as me now, 'Trice!" -Flint
- Half-Orc: An orc half breed. Born from the coupling of an orc and a human. You, luckily, got more from your mother's side.
- Meticulous: You are one for planning and preparation, and aren't good at improvising when things don't go as planned.
- Firearm Favored: Confident with a gun in your hand, but you find yourself quite distressed when fighting without one.
- Bayton Raised: Born and raised in the pirate city you learn certain skills and rules... or guidelines, rather.
- Curious of Alchemy: You can't truly make potions, but you can most likely discern potion from poison.
- Bookworm: You not only read, you take pleasure in acquiring any new information.
- Gunsmith/Tinkerer II: Knowledge on how to fix and repair many different types of firearms and mechanical devices.


Physical Appearance:
-Snow-white hair: Slicked back. Cut just above the neck. Stiff from ghoul’s semen.
-Sharp face, with narrow, green eyes. Remnants of semen of spit cover most of it.
- ~6' 2" 193lbs/87Kg 44DD
-Bullet wound scar on right forearm
-Large blade scar on right abdomen.
-Large blade scar on left thigh.
-Small tusks protruding from lower lips, an inch from the gum-line.
-Entire body covered in ghoul’s semen and spit.
 
Last edited:

Tassadar

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Re: Amarant: Unknown Path

Edit: C. Try to ward the tendrils off with the sword and make a run for it.
 

DeMatt

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Re: Amarant: Unknown Path

Minor note: Cevrik777, you didn't take away the healing potion from Jaqueline's inventory.

...I'm so terribly tempted to vote for smashing one of our red crystals, just to see what hopefully-erotic fate the tendrils have in store for our heroine. Since she hasn't yet gotten laid at all. :D

I'm gonna vote B - somehow I doubt Beatrice is capable of a run just yet.
 

tomaito89

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Messages
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Re: Amarant: Unknown Path

Gonna have to go with Tass on this one, I vote C.
 
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Cevrik777

Cevrik777

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Re: Amarant: Unknown Path

Alright, looks like it's going to be C. I'll try and have it all typed out and submitted within the next day or two.
 
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