Xiaotou
Spoiler (click to show/hide):
“Aww, isn’t that cute?” Alcor taunts as you erect the No Way defense (-10 SP), then…walks right through it. No seriously, he just waltzed through your barrier – getting zapped in the process, by the way – and comes out like those sparks and razor-sharp winds were nothing at all, despite the various small scratches visible on him now (3 damage). No reaction of pain, no acknowledgement of his wounds, however minor they are…he just ignored it all.
“Well well, you’re even hotter up close, baby. How’s about you and me hit up the bar and- FIVE PHANTOMS!”
Cutting his own mocking pick-up line short, Alcor vanishes from view in a puff of black mist, then reappears…with four clones of himself, arranged in a star-like formation around you. Of course, you have only enough time to process that fact, as they immediately dart in on you all at once. You can manage only to deflect the attacks to your front and left side, leaving the remaining 3 to punch at your right bicep, left shoulder, and lower back area. Once again, the power behind those strikes seems moderated, further suggesting Alcor’s just playing with you (5 damage per hit x 3 hits = 15 damage total). Once his attack finishes, he warps again, standing just outside your arm's reach...but he doesn't attack again.
“Y’know what, sweet-cheeks? I’m feeling generous today, so I’ll let you get a shot in on me.” In a seemingly suicidal choice of actions, Alcor unbuttons his shirt partway, baring his chest for you to see. “Aim wherever you like, toots. My head, my neck...hell, if you want, go straight for the killing blow! I won’t use any magic until you’re done, either; all you have to worry about are these hands of mine. Well, what’ll it be?”
{Battle Stats}
Spoiler (click to show/hide):
:Xiaotou:
Health: 50%.
SP: 95/200.
Status: Battle-fatigued, but still good enough to fight.
:Alcor:
Health: 100%
Status: Brave? Or stupid?
Irie vs Ramses (Be warned: you two have a bit of a read...)
Spoiler (click to show/hide):
As Ramses makes his move, Marco's left eye gives off another faint red glow beneath the drab cloth placed over it. Before he can so much as utter a word in response, however, Irie's already retorting on her own, and getting them both the hell outta dodge (and using up 55 SP in the process)...
...Or so Irie would've liked, as now, a group of 5 more hitmen now have them surrounded. While Irie herself wouldn't be able to tell, Ramses (should he choose to head outside) can easily note that they're not part of the Sentinels; whoever these guys are, he has no affiliation with them. Each of the five newcomers draw their weapons - all of those being crossbows - and let loose upon both Marco and Irie. This could be the end...
"Eye of Truth, Level 2."
While uttering what sounds like a magical incantation, Marco himself springs into action, back-flipping and sweeping his leather-gloved hands to literally catch every crossbow bolt out of the air. Landing with as much flair as when he took off, he crushes the wooden bolts in his palms, and unsheathes his own weapons: Blind Guardian and Nightwish. Blind Guardian is, for the most part, your typical shortsword, with its only unique feature being a cracked Glyph Sphere set in the center of its cross-guard. Nightwish is the more visually-unique weapon, having a cone-shaped blade more akin to a knight's jousting lance; what its true function is in his arsenal, only Marco himself would know. With his twin swords revealed, Marco raises up his left arm, and unveils his third weapon of choice: Graveworm, a spring-loaded wrist weapon that uses a spear-head at the end of a grappling chain. Firing that weapon at the thug on the far right, Marco stabs him in the chest with Graveworm, and uses his body as literal dead weight to knock the other 4 to the ground, retracting Graveworm immediately afterward. With the mooks mopped up, Marco turns to look back at Ramses, untying the cloth strap over his left eye...
...revealing what looks more like an iron ball with a red light in it, as opposed to an actual eye.
"I see...your name is...Ramses." Marco utters, while Ramses' skull may feel like there's something crawling around inside of it, as if a worm was slithering across the surface of his brain. "You know your target, but neither your client, nor his true aims. You're being used, as I suspected...so there is no need for you to die here. Begone, and I will spare you." While some may find his choice of words to be compassionate and/or merciful, Marco's tone of voice is cold and emotionless, as if his wish not to kill Ramses is merely calculation of the most efficient choice of action.
At this point, Irie could attempt to run for it again, or stand her ground. Similarly, Ramses can either fight this man now, who may or may not be able to read minds...or he can run off to fight another day.
NOTE: Irie's SP is now at 145/200.
Amber
Spoiler (click to show/hide):
Nodding his head "yes" to acknowledge the agreement, Jered motions for you to follow him.
"Our caravan is this way. We have some spare canteens you can use, but we must depart immediately; the Swimming Shrine waits only until dusk." Once you reach the Locksmith's caravan, you travel for about an hour or so before reaching...
Location: The Swimming Shrine.You and your fellow Guildsmen now stand in front of the legendary Swimming Shrine, which is even more impressive up-close than the rumors said. Its shape is akin to a pyramid, but closer inspection reveals a strange pattern in the stonework, as if to resemble a gigantic stone rattlesnake coiled up like a pyramid, with the entrance fashioned much like its open jaw. Surprisingly, the entryway is unblocked and has no door, allowing free entry...but just because it's easy to get in, doesn't necessarily mean getting out will be as easy...
(BGM:
http://www.youtube.com/watch?v=m_YE7A-k4wU)
Inside the Shrine, you're greeted by a wide entry hall, with massive spear-holding statues on either side. The way ahead, however, is blocked by a large stone door, tightly sealed shut. In front of it is a stone slab with ancient text scribbled all over it. Jered motions for his number-one scholar, Lixus, to read the text. Lixus is a young man with long, blonde hair, and a face that, on occasion, has had him mistaken for a girl. However, his ability to translate the ancient written language of ruins such as these has made him an invaluable asset to the Past's Locksmiths, for obvious reasons.
"Ye who desire entry...seek out the Guardian of the Half Moon...and gain wisdom from his armament." "Any idea what that means?" Jered asks.
"Not for certain...but I have a hunch one of these sentinel-like statues is the 'Guardian of the Half Moon' it speaks of." "Alright then, let's start looking around. Amber, could you and your buddies help us out?" Jo
Spoiler (click to show/hide):
After swapping, your new hand is as follows:
3 of Diamonds;
6 of Diamonds;
Queen of Clubs;
5 of Hears; and
King of Spades.
Once again, your hand is a "junk" hand, worth nothing in terms of present score. It also has no duplicate numbers, so anything like a Three of a Kind or Full House on the next swap is a long shot. However, you have a chance for a Straight if you keep either the 3, 5, and 6, or the Queen and King. You could also hang onto the 3 and 6 of Diamonds and aim for a Flush. In the end, though, it comes down to whether your final hand can beat your opponents. Speaking of which...
By now, Alex has finished his first mug of ale, and gotten halfway through his refill. Greg, on the other hand, has only half-finished his first one, obviously playing it safe with his intoxication. Having drank so much alcohol in such a short time, Alex suddenly lets out a hiccup, and says something heavily slurred, though you could've sworn he mentioned "Dwarves" and "hairy little women" somewhere in there. Whatever he said, it hopefully wasn't too important, as he subsequently falls out of his seat, passed out cold from his drunkenness.
"Ugh, not again..." Greg mutters. "I keep telling him to watch it, but does he listen? Nope. *sigh*...well, let's just say he forfeits by default, so now it's just you and me." Greg swaps two of his cards for replacements from the deck, then adds: "So...how about we have one more round of swapping or passing, then lay 'em on the table? Or would you rather call the hands now?"
Jace and Leona
Spoiler (click to show/hide):
The very moment the curtains open up, Locke, Reggie, and Bill let loose with their attacks of choice. Locke unleashes an electric scatter-shot to stun the three bandits up front, allowing Bill to smack each of them with little pebbles he carries with him, all strengthened by his Earth magic. Reggie follows that up with his Water-empowered crossbow, nailing an additional bandit in the face with a bolt of pure ice. All of this clears the way for Jace and Leona to jump out, where 4 more bandits await them.
The two bandits near the middle wield axes in their right hands, while the two outward bandits pull out crudely-fashioned swords. None of these weapons have any P-Tech enhancements, giving an immediate advantage to the entire anti-bandit squad, though Reggie, Locke, and Bill are tied up with other enemies on the fringes of the combat zone. This leaves Jace and Leona to deal with the nearest 4 bandits as they see fit. Show 'em who's boss.
Nyx
Spoiler (click to show/hide):
(Well, if you're bringing Nyx into an RP chock-full of my own characters, I might as well have Victor in as well, eh?

)
"A pleasure to meet you, Nyx." Victor replies.
"You know, I've always wanted to visit the Pramizian continent at least once, to see their culture for myself. While I know more of it than most 'outsiders,' much of it was learned through eyewitness accounts, and books they wrote. I have yet to look upon it with my own two eyes." He might be making small talk right now, but Victor's expressions through both words and body language imply a deep interest in Pramiz's culture, as if he had dreamed of going there ever since he was a child. That would explain why your dress and sword caught his attention so quickly.
Out of the corner of your eye, you can spot some random muscle-head at a nearby table looking over, most likely ogling you. He has yet to stand up or make any advances, but there's no guarantee he won't stay like that...
Eircee Tearlon (Taria)
Spoiler (click to show/hide):
Your presence in Erimos is for different reasons than most travelers, as you're currently looking into reports on a malfunctioning P-Tech Wellspring. These water-producing gadgets are what sustain the many towns and outposts dotting Geodia's vast desert, meaning that if one goes out, the resulting drought could have disastrous consequences for the entire town. Being an expert in Water-related P-Tech, you have been called in by request, which implies the problem is something that a run-of-the-mill technician can't fix alone. That suspicion was confirmed when you heard the details from the Wellspring's usual maintenance man:
"It's odd, really. The device itself shows no signs of damage or disrepair, and its processes for converting Prana into water all work just fine. The issue lies in how it fails to take in any Prana in the first place."
Considering that the Glyph Sphere for a P-Tech Wellspring is designed specifically to take in Prana automatically, without any configuration or go-ahead commands in the mix. Normally, this would be due to the sphere being damaged, but as stated earlier, it's in perfect condition aside from the whole "doesn't absorb Prana" thing. With the device in front of you, and your Sphere Analysis Interface (SAI) projected in front of you via the special ring that technicians like yourself use, you have all the tools needed to start figuring this out. How do you begin?