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File: 1367618095361.png-(153 KB, 2100x600, SILENCEHARDER.png)
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Welcome to Silencer Quest.

Last time, you got the shit hazed out of you by Artemis and learned that the situation is much more dire. Instead of hunting just one or two witches, you have been informed that there are as many as three witches currently active. Your contact, "Romeo", has agreed to show you to the local branch of Silence and give you more details.

Your Hero Points have been reset to 3.

Previous thread here: http://suptg.thisisnotatrueending.com/archive/24537073/

A warning: I will have to take a couple of breaks to tend to my dinner at points during this thread. To make up for that, and for the lack of threads in general, this will be a special extended edition.

The quest will start properly in the next post
>>
>>24609108
You are John T. Colt, Silencer Agent, and you are currently looking at more corpses than you ever wanted to. You are in the basement of the local Silencer Branch. At one time this place was packaging plant, and when Silence was finally given national recognition, they transformed the abandoned building that had been their makeshift headquarters into a legitimate base. This basement is a relic of the plant's former glory, a cold freezer where they kept various meats of all kinds preserved. It seems that some things don't change, and you look at the frostbitten flesh before you.

"Sorry we had to do it like this," Romeo begins running a hand through her red hair, "We don't get much in the way of funding, so this will have to do."

You nod, knowing the kinds of budget problems that usually crop up in any sort of agency, let alone one with such large responsibilities. You scan your eyes over the room. Permafrost clings to the brick walls, but otherwise the room is simply filled with row upon row of gurneys, each with its own victim splayed out upon it. By your reckoning, there are at least three dozen bodies here. You look at one corpse in particular. It is a fairly typical example of the dead gathered here: young man, cheap clothes, unwashed, likely lower income bracket, displaying prominent street gang colors and insignias. To put it more succinctly, he was a thug. This probably explains the sudden drop in gang-related activity that tipped off Branson.
>>
>>24609121
His injuries aren't that bad, seeing as he's more intact than many of the other cadavers in here. You remember reading in the file that each of the men was killed in one of three ways.

Suffocation.

Immolation.

Exsanguination resulting from shrapnel and debris.

That sounds like three distinct Witchcraft powers to you, which matches with the report Romeo gave you. This young man before you must have died of suffocation, but at present, you don't see any marks on his neck. You wrack your brain for a few moments before reminding yourself that you're dealing with Witchcraft. They must have some way of suffocating a man without strangling him.

You look over to your current company. Romeo, your contact agent, is busy giving instructions to the local agents, still wheeling in recovered bodies. You wonder how she can be warm in just a t-shirt and leathers, but you're not going to question how she does her business. Your partner, Artemis, is peering at a body of her own, her crimson eyes darting up and down the prone form as if they can't decide what to inspect.

That's enough standing around, it's time to make up your mind.

>Continue inspecting the bodies
>Discuss the case with either Artemis or Romeo (choose)
>Reread Romeo's report on the situation
>Something else (specify)
>>
>>24609140

Welcome back, Control.

>Discuss the case with Artemis

She seems to have something about that body, might as well ask.
>>
>>24609140
>Discuss the case with either Artemis

She's our resident witch. Lets get her input on this.
>>
>>24609140
>Discuss the case with Artemis
>>
>>24609140
>Continue inspecting the bodies
Let's give Artemis a break.
>>
>>24609140
You decide to discuss this with Artemis. Not only is she your partner, but she's also a witch. You think that maybe her own magical expertise will give you some useful information on these victims.

As you approach, Artemis stands up straight and gives you her usual deadpan stare.

"I am ready to assist you, John T. Colt."

You remember that Artemis was inspecting a nearby body fairly closely, and figure that the body is as good a place as any to begin.

"You were looking at this one pretty closely," you wave your hand over the corpse,"Did you see anything interesting?"

Artemis blinks.

"I fail to see what is interesting about murder, John T. Colt. Perhaps you should be seeing a therapist as well."

You sigh and put a hand to your forehead.

"Let me rephrase. Did you notice any new information that might be relevant to our case?"

Artemis gives you a small nod, returning her eyes to the body. You hear a whisper, and you see her mouth move just a small amount before her eyes begin to give off a soft glow.

"This man was subject to heavy use of Witchcraft. Two different witches performed their magic on him within a very short time period."

You wonder for a second how she could know that, before remembering that Artemis possesses the Analysis Witchcraft Skill. Seems hers is developed enough to distinguish witches from their magical residue.

"Anything else?"

"Yes. This man is quite dead."

"Thank you, Artemis."

You leave the witch be for now, thinking on your new information. Romeo seems to be finished giving her orders, and that report might still have some useful information. Another thought crosses your mind as you ponder on these murders. Perhaps hitting the streets might be an answer. You haven't been a beat cop for a while now, but you still know how to comb an area and gather info.

>Continue inspecting the bodies
>Discuss the case with Romeo
>Reread Romeo's report on the situation
>Hit the streets
>Something else (specify)
>>
>>24609572

>Discuss the case with Romeo

Local expertise may help here.
>>
>>24609572
>Discuss the case with Romeo

No sense walking around blind.
>>
>Discuss the case with Romeo
Try and get any info on local gangs and such
>>
>>24609613
I already run games, thanks. This is just a neat diversion for me. If you have a different suggestion for improvement, I'd love to hear it.
>>
>>24609572
>Discuss the case with Romeo
>>
>>24609572
>Discuss the case with Romeo
>>
>>24609809

Control, I'd just ignore this guy. He's here for a flamewar, not anything constructive.
>>
>>24609572
Romeo has been on this longer than you have, so you decide to find out what more she knows. You call Romeo over and ask her if she has any more information for you at the moment. Romeo sighs, crossing her arms and tapping her foot.

"Well, it's not much but most of these victims are from the poorer end of town, right?"

You nod, having already noted their socioeconomic status.

"Well, the thing is that we found most of their bodies up in nicer neighborhoods. Gated communities, the suburbs, fancy hotels and apartments. These guys had no business being around there. See where I'm going with this?"

"Do you think the bodies were moved?"

She shakes her head.

"There's no evidence to suggest that they were moved. My guess is that they were abducted and killed elsewhere. How or why? I haven't got a clue."

You ask Romeo to point out where the "nicer" areas of the city might be, and she marks them on your map in the file. You suppose that will have to do for now. There's still daylight, so it might be a good time to head out and gather information, or you could see if you can make anything more of these bodies.


>Continue inspecting the bodies
>Reread Romeo's report.
>Hit the Streets
>Something else (specify)
>>
>>24609995
>Continue inspecting the bodies

One last once over before we hit the streets seems to be in order.
>>
>Hit the Streets
>>
>>24609995
>Hit the Streets
>>
>>24609995
Hit the road.
>>
>>24609995
You feel that you've spent enough time in this freezer. You call your partner over and prepare to get to the streets. The places that Romeo marked on your map aren't too far from each other, so you decide to handle this investigation on foot.

After about twenty minutes, you feel like you've gotten close enough to begin your search. You know that you can get some info out of the locals if you need to, but any new physical evidence is going to be hard to spot. At the same time, you remember that Artemis' Analyze and Suggestion skills might be useful, however, you might not get the information you're really looking for by relying on Witchcraft.

[ Lead Investigator ] Sometimes, you will be forced to choose who will lead a particular part of the investigation. The leader's skills will change the kind and amount of information you collect, which will give you different options on how to progress.

>Lead the investigation yourself, using your police skills
>Let Artemis lead with her Witchcraft.
>>
I think I may have worked this out. Let Artemis lead with her witchcraft, stay slightly back. When she gives her first order, strangle her.
>>
>>24610365
>Lead the investigation yourself, using your police skills

Should not rely too much on the supernatural, that's a good way to end up dead.
>>
>>24610365
>Lead the investigation yourself, using your police skills
>>
>>24610365
Lead that shit. We are supercop
>>
>>24610365
>Lead the investigation yourself, using your police skills

Artemis is only here to supplement our abilities, not replace them.
>>
>Let Artemis lead with her Witchcraft.
>>
>>24610365
>Lead the investigation yourself, using your police skills
We are not lazy, now are we
>>
>>24610365
"Alright, Artemis, you just follow my lead. We're doing this the old-fashioned way."

"Is Witchcraft not older than modern investigation procedure?"

"Just don't do anything until I tell you to."

Having straightened that mess out, you begin your investigation. Looking at the map, it's almost too much to choose where to begin, but with most of the bodies being found by a certain high end apartment, your gut tells you to start there.

It's slow going at first, knocking on every door and asking if they have seen anything unusual. Most shut the door immediately when they see your badge, but you don't let that stop you. Eventually you come across a slightly older gentleman, who points you in the direction of the dumpsters out back. He claims that after the body was found in the parking lot, he saw someone rummaging around those dumpsters just a few days ago.

It sounds like a good enough lead to you, and you begin to inspect the garbage dumpsters. Naturally, they smell, but you pinch your nose and take a closer look.

It's a plain dumpster, its green paint having flecked away to reveal rust over the years. It seems that even the nicer end of town isn't that careful with their trash. The usual spoiled foods, papers, and cans litter the inner area of the dumpster, but something catches your eye.

A small etching on the base of the dumpster. Normally, you wouldn't pay attention to such a thing, but the faintly silver glimmer to it lets you know that this is not something to be ignored. You push the trash out of the way and take a closer peek.

It's a Ward, that's for sure. However, the design seems different from the one you originally spotted in the photo from Branson.

You call Artemis over to inspect your findings...
>>
File: 1367623465706.png-(47 KB, 800x600, DrSam.png)
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>>24610673
AAAaaaand it's time to brown the meat or my food will never be done. Time for a short break, sorry. Here's an Eye catch with Dr. Sam

Sorry again.
>>
Rolled 73

>>24610737

Be more explicit.
>>
File: 1367624166132.png-(55 KB, 800x600, Branson.png)
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>>24610702
Back. Here's Chief Branson. Will continue in next post
>>
>>24610702

This looks just like my roomate. I find this incredibly amusing.
>>
>>24610673
Artemis hikes herself up onto the side of the dumpster so she can see inside. After a few moments and the usual show of magic, Artemis hops off the garbage and dusts off her skirt.

"As you suspected, that is a Ward. I cannot be certain without more examples, but I believe that this Ward was made by one of the Witches who committed the murders."

Thanks Artemis, that was obvious.

"Additionally, I have ascertained the Ward's type. I believe this to be a Sensing Ward."

"Meaning...?"

"This Ward will alert the Witch whenever an individual fitting a certain profile enters into its area."

So it works like a proximity alarm. She could have said that to begin with.

"Would you like me to dispel the Ward? It will alert the Witch responsible, but they will no longer be able to remotely sense this area."

Seems you have to make another decision.

>Dispel the Ward and leave
>Dispel the Ward and see if the witch shows up
>Leave the Ward alone
>Something else (specify)
>>
>>24611027

>Dispel the Ward and see if the witch shows up


I get the feeling this is a trap both ways, but why not?
>>
>>24611027
>Dispel the Ward and see if the witch shows up
Ambush!
>>
>>24611027
Dispel the ward and see if the witch shows up, but we should prepare ourselves to ambush her, rather than just standing around twiddling our thumbs while we wait.
>>
>>24611027
Leave the ward alone
>>
>>24611027
>Something else (specify)

"Do you have any idea what type of person this ward is looking for?"
>>
>>24611114
(I'll go ahead and do this before doing the final tally, since it won't take much time.)

"Do you have any idea what type of person this ward is looking for?"

Artemis tilts her head back and forth, as if she is attempting to get something out of her ears.

"A man. Young. Angry."

After a moment, she takes a deep breath slowly exhales.

"I'm sorry, that's all I can decipher."
>>
>>24611168
So gang members.
>>
>>24611200

Or anyone living in an urban area, honestly.
>>
>>24611168
I wonder if we could get through without tripping it. How old is John?

If we can bypass it, it might be worth leaving it as is.
>>
>>24611249
Colt is 25.
>>
>>24611279
and are we... angry?
>>
>>24611305
Colt hasn't completely descended into misanthropy yet. That kind of thing is up to you guys.
>>
>>24611334
Well then, in that case I change my vote to leave the ward. If it isn't set for us, we can presumably walk straight through it without any trouble.
>>
>>24611346
We have ourselves something of a tie, then.

2 for dispelling
2 for leaving it alone
1 other

Unless you were the other to begin with.
>>
>>24611388
I was the other, not him.

I think we should leave it alone for now, I want some more investigation time in before we throw up the magical equivalent of a flare.
>>
>>24611388
I was one of the ones saying to dispel it, yeah.
>>
>>24611432
Alright, so that's one more for leaving it? That tips the balance in favor of leaving the Ward alone, so I'll go ahead with that.
>>
>>24611027
You decide to leave the Ward be for now. You don't want to let the Witch know that you're onto her and that you have magical back up as well. You tell Artemis to stand down, but mark the Ward down on your map in case you wish to return here.

Armed with the information that there are more Wards around than what you had originally suspected, you think about how you should resume your investigation as well as the areas available to you.

>Investigate the suburbs
>Investigate Gorton Hotel
>Switch lead investigators (then choose a destination)
>Something else (specify
>>
>>24611541

Suburbs first. The hotel is harder to stay unnoticed in.
>>
>>24611541
>Investigate the suburbs
>>
>>24611541
Suburbs.
>>
>>24611541

>Investigate the suburbs
>>
>>24609108

>scrolling through minding my own buisness
>see OP pic
WE WALK THE STREETS AT NIGHT
WE GO WHERE EAGLES DARE
I AINT NO GODDAMN SON OF A BITCH
YOU BETTER THINK ABOUT IT BABY
>>
>>24611541
You decide to investigate the suburbs next. It might be a little easier for you to investigate given the lower level of activity going on as well as the smaller area.

It takes a short hike, and you have to take several stops for your partner to catch her breath, but you make it to the gated community you were looking for.

"Bronze Oaks". What a generic name. It fits the community though, with its immaculate lawns and cookie cutter houses, you know that there is a strong and powerful HOA here. The community is a cul-de-sac, and children run through the streets, oblivious to your arrival.

After about a half hour of knocking on doors and getting shut down, you decide that this approach isn't getting you anywhere and you stop to rethink it. Sitting down on the curb, you look at the neighborhood kids, crawling over fences, tumbling through lawns, poking their heads through the bushes...

It suddenly hits you. You still have another lead in this area. Those children have probably crawled all over this place and seen every nook and cranny. If you could just get them to help you, you might be able to figure out if what you're looking for is even here.

You come across a trio of kids, who are still too consumed in their activities to notice you.

How should you approach this situation?

>Act Official (Chance, DC 20)
>Act Cool (Chance, DC 22)
>Be Aggressive (Chance, DC 20)
>Use Artemis.
>Something else (specify)
>>
>>24611907
>Act Cool (Chance, DC 22)

No need to tip anyone off.
>>
>>24611997
>25 year old ex-cop in a suit acting cool.

We are going to look like the world's worse undercover cop.
>>
>>24611907
>Use Artemis
Just because a pretty older lady can get kids to do anything.
>>
>>24612094
Hey Kids, wanna /ss/?
>>
>>24611907
>Act Official
These are just kids. They're not witch informants or anything
>>
Looks like there's a hold up. Who we got voting for what again?
>>
>>24612270
I'll just change my vote to Act Cool
>>
>>24611907
I think Act Cool has a majority now. Anyway, first roll of 1d20+11 decides your fate.
>>
Rolled 18 + 11

>>24612485

Rejoice, dice.
>>
>>24612526
Now that's solid. You got an extra degree of success, so this is especially effective.
>>
>>24612485
You decide to take this easy and get in touch with your inner child. You crouch down low to the trio, all young kids about middle school age, and call their attention to you.

"Hey there!"

The boys look at you tentatively, but don't back off.

"Listen, I need to find something and I heard you boys were the guys I needed to see for finding just about anything."

One of the boys, clearly the leader, steps forward and thumps his chest.

"You bet! What do you need, pal, we gotcha!"

You describe a Ward to them, and ask them where you might find something similar to it around here. The boys look to each other and nod, beckoning you to follow them back behind the furthest house in the cul-de-sac. You're not exactly happy about having to traipse through the bushes in your suit, but with the boys leading the way, the trip is short and easy.

At the base of a stump is another Ward. Again, this one has a different design. You call Artemis over to get a reading on it.

"This one," she begins," This one isn't made as well. I will be able to decipher almost all of its profile criteria."

You nod to Artemis, letting her know to begin.

"Young. Female. Blood on her hands. Hears the whispers..."

Artemis stops, retreating from the Ward.

"This Ward was created by a different Witch. I regret to inform you that it's search criteria is for witches. I believe I have been detected. Do you wish to Dispel it and escape...?"

>Dispel the ward and escape
>Dispel the ward and attempt to ambush the Witch
>Leave the ward alone and try to escape
>Something else (specify)
>>
>>24612826
>Dispel the ward and attempt to ambush the Witch

If it was a trap, I doubt we can escape anyway. Hopefully they are not expecting anyone competent.
>>
>>24612826
>>Dispel the ward and attempt to ambush the Witch
tex in for back up.
>>
>>24612826
Are the kids still with us or did they show us the ward and leave?
>>
>>24612982
The kids haven't left yet. They got a little excited and wanted to see what you were doing. It would be easy to send them away.
>>
>>24613009
Then lets do that before anything else.
>>
>>24613066

I do want to set an ambush, but those kids should not be put at risk. Have Artemis scare them off or something.
>>
>>24613009
Send them off, dispel and ambush.
>>
>>24613088
>>24613084
>>24613066
Will do
>>
>>24612826
Sensing the impending danger, you belt out a warning to the boys and tell them to run to their homes and stay there.

"Aw, man. Come on! Let us in on it!"

The other boys agree with their leader, picking up and brandishing sticks.

"I'm serious, boys, you gotta get out of here!"

However much you plead, it seems that they won't relent. Frustrated, you give Artemis the signal and she steps in front of the boys. Her eyes shine red, and you hear a faint whisper of power come from her mouth.

"You boys will go to your homes. You will lock your doors. You will remain there until morning."

The formerly rambunctious children drop their sticks and nod, marching in single file back to the cul-de-sac. Artemis sits on the stump, apparently out of breath from her effort.

You don't have time to waste thinking about that now, you have to get ready...
>>
>>24613201
You decide to dispel the Ward, but before you do, you prepare yourself for an ambush. Should the Witch investigate the broken Ward, you want to be ready to take her out as soon as possible. You look around for a few areas where you can take cover, and settle on taking position behind a large oak tree. You motion for Artemis to ready herself as well, and she reaches up and adjusts the band on her modulator for a more snug fit.

"Alright, go ahead, dispel it."

"Understood."

Artemis kneels next to the stump and focuses on it. After that, nothing happens for a solid minute, Artemis simply looking intensly at the stump. And then, you hear it.

"___!"

It's just a single syllable, but the sound is completely alien to your ears. You try to wrap your brain around it, but even moments later you cannot recall anything more than the strangeness of it. A magic word, the mark of true Witchcraft. You've heard it before, but it seems you'll never get used to it.

Seconds after the word rings out, you hear a sound of broken glass, and see silver flecks rising from the stump. Remnants of the Ward, you imagine. Artemis gets back up on her feet and rejoins you.

The Witch almost certainly knows there is someone meddling with her Wards now. So you wait.

And wait

And wait

And eventually, your legs begin to go numb and you just park yourself on the ground and lean up against the tree. Is this Witch even coming...?
>>
>>24613290
It seems your patience finally pays off, though, as you see a figure advance through the trees. They're wearing loose-fitting clothes--a hooded jacket and loose pants, but there's only one reason like that would be out here. This much be your Witch.

"Where are you? Where? You were here. I heard you. You. Here..."

If you weren't sure before, you are now. The witch's voice calls out over the bush, and you can see her twitch her head back and forth at every sound, not unlike a bird.

You check your magazine one last time before you commit to action. The blue haze of your Etherlite rounds comforts you, but it's time to finally do some real witch hunting.

There's sparse cover to the left and right of you, if you wanted to use it and this tree seems to be obscuring you for now. Otherwise, this area drops off into a lightly wooded area.

What do you do?

>Attack immediately (Chance)
>Go for the cover and attempt to flank (Chance)
>Retreat to the wooded area
>Give Artemis an Order.
>>
>>24613503
>Go for the cover and attempt to flank (Chance)
>>
>>24613503
Get Artemis to distract her while we go for the cover and attempt to flank
>>
>>24613503
go for cover
>>
>>24613520
>>24613558
>>24613559
First roll of 1d20+12 to have Colt bolt for the flank.
>>
>>24613667

Letting someone else have this one, enjoy.
>>
Rolled 2 + 12

>>24613667
>>
>>24613686
well i sure fucked that one...
>>
>>24613686
Uh oh. You can choose to take this roll, if you want to conserve Hero Points, or you can spend a Hero Point and reroll with a minimum result of 10 before modifiers.
>>
>>24613721

I suggest we use it. We have barely touched the things up to now.
>>
>>24613721
yes reroll please
>>
Hero Point used! Go ahead and make your reroll. First roll counts. Remember, if you roll less than 10, the roll still counts as 10.
>>
Rolled 10 + 12

>>24613774
>>
Rolled 7 + 12

>>24613774
GET IN POSITION AND WAIT FOR MY GO
>>
>>24613786
Pass.
>>
>>24613503
You know that a head on attack won't do you any good in this situation. You signal Artemis to create a distraction, and you leap from behind the tree. As soon as you leave your cover, Artemis swings around the other side and whips her arm out. A streak of silver light sweeps past the enemy Witch, who ducks at the last moment. A nearby bush is cleaved in two by Artemis' "feint".

You remind yourself to lecture Artemis later on non-lethal maneuvers, but roll into position behind a bundle of thin trees. You lean out and point your pistol at the Witch and...

>Order her to stand down (Chance)
>Open Fire (Chance)
>Get closer
>Order another round of magic from Artemis
>>
>>24613910
>Open Fire (Chance)

No hesitation in this line of work.
>>
>>24613910
>Open Fire (Chance)
>>
>>24613910
>Order her to stand down (Chance)
She might just be a scared kid, and she hasn't started anything yet. We should give her a chance to stand down. Judicious use of force and all that.
>>
>>24613910
>Get Closer
I want to hit her with my knife.
>>
>>24614033
Let the psych types figure that out. She might even be a choked candidate. Shoot first and bring her in.
>>
>>24613910
Looks like we're pissing lead. First roll of 1d20+16 counts
>>
>>24614064
>She might even be a choked candidate.
All the more reason to give her a chance to stand down. She needs HELP. Silence can give her that help.
We're technically a form of law enforcement, so we should avoid gunning someone down who isn't a threat.
>>
Rolled 16 + 16

>>24614098
Etherlite's not lethal, so it should be okay. We can talk to her after we've subdued and restrained the crazy witch.
>>
>>24614206
That's two extra degrees of success. Doubletapping like a boss.
>>
>>24614206
>Etherlite's not lethal
Neither are tasers (except in cases of people with certain heart conditions), but you still don't tase someone for being suspicious if you can bring 'em in without using force.
>>
>>24614261

We shoot witches man, its our job. We'll die quickly if we ask questions first every time.
>>
>>24614297
>every time.
Nice straw.
THIS time, there's no immediate threat. Ideal here would be to keep barrel trained on her while we talk, and we drop her ass if she tries anything.
>>
>>24614358

Bah, the thing is though, Witches are always an immediate thread, especially when we don't know their abilities. I wasn't trying to put words in your mouth there, my bad.
>>
>>24614261
Would you tell someone to stand down who was holding a light machinegun if you could get the drop on them with a taser?

Because Witch powers are no less deadly than that, from what we've seen.
>>
>>24614261
Perhaps the consensus will be more merciful in the future.

>>24613910
You squeeze the trigger twice in short succession. The blue blaze of etherlite roars from your pistol, with each shot producing a howl of pain from the Witch, who stumbles forward and hits the ground with a dull thud. You rise from your position, keeping both a line of sight and your weapon trained on the Witch's form.

The Witch, panting heavily and unable to rise from the ground, begins crawling toward Artemis. Clawing her way over inch by inch, the Witch mumbles incoherently under her breath. Eventually, you decide to begin the rest of the procedure, since the Witch seems somewhat lucid.

"We're from Silence. We will offer you safe room and board, as well as psychiatric and medical treatment, if you submit peacefully to this arrest. Will you come peacefully?"

You keep your weapon trained on the witch, but she keeps crawling toward Artemis, who watches the witch without a hint of emotion. Eventually, your prone foe seems to gather enough strength, and begins to speak. What you hoped was a declaration of surrender was just more Witchcraft. You put pressure on the trigger, hoping you can make it in time.

"___--AGH!!"

...But it appears that was not needed. As soon as you heard the alien words spew from the witch's mouth, another flash of silver pinned the fallen witch to the ground. A silvery blade protrudes from the witch's hand, having pierced it through the palm.

Artemis doesn't speak, but her magic gathers around her as dozens of blades hover behind her, all pointed at the Witch. You call out to her, but Artemis doesn't respond....

>Use the Choker
>Tell Artemis to stand down normally
>Shield the witch with your body
>Something else.
>>
>>24614516
>Shield the witch with your body
Time to do something idiotically heroic.
>>
>>24614477
And there's a ridiculous number of corpses at local HQ from three witches. Even if she isn't one of them, getting her the help she needs without pointless risk is the best option.
>>
>>24614516
>Tell Artemis to stand down normally

Using the choker will likely cause damage to our effectiveness as a team, blocking the shots will likely cause damage to our corporeal form. This is the best option.
>>
>>24614516
>>Tell Artemis to stand down normally
>>
>>24614516
>Tell Artemis to stand down normally.
We don't really know how reliable she is yet, if she goes and murders this witch and ignores our orders, we'll know to use the choker first in future.

Kind of sucks for this witch we're using as a test run though.
>>
>>24614595

Yeah, it sucks, think of the paperwork.
>>
>>24614516
>Tell Artemis to stand down normally
>>
>>24614516
You glance down to your hand, and the magical chain once more takes form and, once again, you dismiss it. You call out to Artemis again, trying to grab her attention, but she simply sends another blade into the Witch's arm. She can't take much more of this, and your partner doesn't show any signs of stopping.

Artemis had seemed so stable before now, why was she doing this? You look at her face, but it is still a blank mask. You can't see any form of feeling or expression, good or ill, on her face. Her stance is perfectly still. Only the hovering blades behind her have any movement, spinning in place.

You can't let her kill that witch, but you're not sure how you're going to even get her to pay attention to you, let alone talk her down. You look to the gun in your hand and think....

In an instant, you snap your pistol back up and shoot one of Artemis' blades out from its orbit. Your partner's eyes snap from their prey to you, and several blades scream toward you. You pull away at the last second, feeling a gash as the blade traces itself along your cheek and call out to your partner one more time.

This time, however, Artemis seems to listen to you. The blades dissolve into motes of light, and Artemis looks down at the ground.

"I apologize. I lost control. It has been some time since I encountered a Witch."

Her apology over, she looks back up to you.

"However, in the future, I insist that you use the Choker instead of these reckless antics. Many agents use it as part of a daily routine, and I expect no less from you."

Her piece said, Artemis stands aside and allows you to tend to the Witch's wounds.
>>
>>24614814
"But, doesn't it hurt when I use the Choker?"
>>
>>24614848
"You keep asking me to use it, but doesn't it hurt when I use the Choker?"

"Yes, very much so. However, it is your duty to use the Choker, as is my duty to be Choked. You are quite inexperienced, but have been given a tremendous responsibility. I expect you to live up to that."

You're not sure what to say to something like that, so you don't say anything and turn your attention to treating the fallen witch.
>>
>>24614918
Well, you were never going to be a doctor, but you patch up the witch and get her properly restrained while you wait for the pickup. You would have questioned the witch, but the one-two punch of Etherlite and magical weapons seems to have put her out of a talking mood, and she keeps gibbering apologies and curses alternately. It'll be at least a few weeks before she's stable, if the witch will ever stabilize.

With one witch captured, you feel like you've made some significant progress, and decide to call it a day as soon as the containment unit arrives. Once you're "off the clock", you think about what you'll do...

>Go back to the Hotel and rest, it was a long day.
>Go find a diner and grab some dinner. Maybe a steak
>Go back to HQ and read the files. You're never really off the clock.
>Something else (specify)
>>
>>24615005
>Go find a diner and grab some dinner. Maybe a steak
>>
>>24615005
>Go find a diner and grab some dinner. Maybe a steak

Always have time for steak.
>>
File: 1367637080260.gif-(92 KB, 145x121, Steak.gif)
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>>24615005
>Steaktime
>>
>>24615005
>Go find a diner and grab some dinner. Maybe a steak

We could use some actual good food.
>>
>>24615005
>Go find a diner and grab some dinner. Maybe a steak

Never pass up a chance for steak.
>>
>>24615005
You decide that all this activity has made you hungry, and the thing for a hungry man is a steak. You ask the containment unit to drop you off someplace where you can get a good (cheap) steak, saying you'll take a cab back to your hotel.

The unit takes you to a small diner at the edge of town. Its rustic wood design and the smell of fat burning in the air reminds you of home, and you just know you're going to like this place. You give a word of thanks to the containment unit and hop out of the van, but you feel a tug on the back of your suit jacket as you hit the ground.

You look back and Artemis is still holding onto the fabric, looking you dead on. After what happened earlier, combined with her general creepiness, you work hard to keep from breaking out in a cold sweat.

"Shall I accompany you inside, or shall I remain on guard with the containment unit?"

Well, it's your call. Artemis did just attack you, but you don't think she's eaten anything since that cake...

>Go in without her
>Take her anyway
>Let her decide
>Something else
>>
>>24615228
>Let her decide

If she's hungry she can come.
>>
>>24615228
>Take her anyway

All the more reason to keep her close, if you ask me.
>>
>>24615228
>Take her anyway
We can't let the occasional laceration ruin our partnership, after all.
>>
>>24615228
>Go in without her
No attention for you when you attack us.
>>
>>24615228
>Take her anyway

She's hungry, and what's a little stabbing between partners?
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>>24615228
>Let her decide
Would you like to eat?
>I will if I am ordered to.
>>
>>24615228
You decide that it might be safer for everyone involved if she came with you.

"Alright, come with me. Let's get you fed."

Artemis releases your suit and nods, hopping out after you.

The diner is low-class, cheap, and you can smell that the beer is watered down and warm. In other words, it's just like home. You grab a seat and look at the menu, so hungry that you pay no mind to the occasional swear and crashing of plates from the kitchen. Your eyes scan down the list to the T-Bone and you make your decision instantly.

You flag over the server and tell him your order. Steak with a baked potato and some nice, cool, iced tea with all the sugar they can bring you. Placing your menu down, you look up and see Artemis once more staring blankly at a menu.

"Do you think you can pick for yourself this time, or should I pick something out for you?"

"...Steak. Rare. Water to drink."

Well, that's that. After the server leaves, the table grows heavy with awkward silence. You still can't believe Artemis snapped like that, but can you really bring something like that up? Maybe it would be best to stay quiet or maybe talk business...

>Talk about the case
>Don't say anything
>Talk about the attack
>Something else.
>>
>>24615580
>Talk about the attack

Be gentle about it, but we ought to know the situations in which we won't be able to count on her doing what she's told.
>>
>>24615580
>Talk about the attack

Knowing why she freaked out would be good.
>>
>>24615580
>Don't say anything
talking about the attack or the case doesn't seem like a good idea to me.
>>
>>24615580
Oh shit.
It's the FUCKING HEADBAND GUYS!
That fucker Sam designed a piece of equipment with the SOLE purpose of making a Witch fucking TSUNDERE. That FUCKING WEEABOO ASSHOLE!
>>
>>24615580

>Talk about the attack

Vaguely. We do need to address it, however.
>>
>>24615628
Forgot to add "while in public" in there
>>
>>24615649

Wait, you didn't get that from the initial description?
>>
>>24615649
ha ha
ha ha ha ha
HA HA HA HA HA HA HA

Thank you for finally bringing it up
>>
>>24615692
Just promise we'll never encounter a Witch equivalent of the Puma Twins. I don't think /tg/ could resist their... charms.
http://www.youtube.com/watch?v=mElOqUQvchY
>>
>>24615692

I love how everyone walked right the fuck into that, you played your audience like a damned fiddle, man.
>>
>>24615580
There's no pussyfooting around this, you have got to talk about that attack. That's unacceptable behavior and you can't have that happening again if you can help it.

"Artemis, about earlier..."

"I am deeply ashamed, but will discuss it further if you wish.," Artemis refuses to make eye contact with you, resting her eyes instead somewhere around your chin area. Your guess is that this is the extent of her ability to feel shame.

"What made you snap like that? Your report said you were stable, and this was completely out of line with everything I've read about you."

Artemis doesn't say anything. The silence is palpable.

"I am at a loss. I was overcome with...frustration, I believe. Yes, frustration. But I do not know why I experienced such a thing."

Your eyes rest on the modulator on her head, and you wonder if this is the stress buildup and release that Dr. Sam was talking about.

"Maybe, uh, you should try taking that headband off for a while. You might not be getting enough circulation..."

"That makes no sense. Frustration should not have any influence on-"

"Just do it."

"Yes, sir."

You swear you hear her click her tongue, but she dutifully removes the modulator. You make a note to give Sam sock in the arm the next time you see him.
>>
Alright, that's about six hours of questing, which is the limit for my stamina. We're going to call it a wrap there.

As usual, comments, questions, suggestions, trivia, all that other good stuff..

Now's the time
>>
>>24615912

Good job as always. Loved how you brought in the ears.

Uh, only thing I could ask of you is either a more concrete schedule or a Twitter or some sort of offsite notification. Good to know when you're running. Besides that, I'll see you next time.
>>
>>24615961
Trying. As soon as my life has a more concrete schedule, this will.
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>>24615986

I understand, believe me. There's a reason my quest only runs on Saturdays.
>>
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>>24616005
Yeah. I can see why. I drew another picture for today, but I ended up not liking it, so here, have some unused material as compensation for my weird schedule.
>>
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>>24616107
And here's Romeo.

I'll probably redo both of these later when I suck less. Which might be never
>>
Archive's up.
>>
>>24610702
Is that a Yotsuba t-shirt?



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