*comment AAAA *comment if any of the bandits escape, mc honor reputation goes down if he broke a promise *page_break *temp wasnt_noticed true *temp used_aura_perception false *set fight_scene "sect_mission_gang" *set fight_req 0 *set fight_difficulty 0 *set difficulty_multiplier 1 *temp alone true *temp tang_ruo_help false *temp bandit_return "outcome_1" *temp no_help false *temp finger_finish false *temp disciples_help false *temp triple_bracelet false *temp bandits_clothes false *temp raven_injured false *temp chase_type "" *temp took_disciples false *temp has_information false *temp mission_success false *temp raven_poisoned 0 *temp mission_score 0 *temp know_about_art true *temp tang_ruo false *gosub_scene cslib_string find mission_history "gangmission_tookprince|" *if cslib_ret > 0 *set tang_ruo true *gosub_scene cslib_string find mission_history "gangmission_tookdisciples|" *if cslib_ret > 0 *set took_disciples true *if (equipment_5 > 0) Do you want to use [i]Mask of Facelessness[/i] during this mission? *choice #Yes. *set mask_enabled true #No. *set mask_enabled false *gosub_scene subroutines set_enemy_stats 9 9 9 9 9 9 "early" "Feather Assault" You spot the wooden huts, buildings that look small, uncomfortable and highly flammable. It's not the first time you've seen such a sight — one of poverty and hopeless decadence — yet, you can't quite get used to the idea of people calling these carbuncles homes. You never will, perhaps, having grown up in a literal [i]palace[/i] where each floor could dwarf this entire settlement. When you arrive at the village's edges, you dismount from your horse, your shoes almost sinking in the layers of wet soil. The dirt splashes from your descend, staining your freshly cleaned robe with darkishly-brown mud. *if (tang_ruo) You hear a snicker at your side, followed by a swish. When you turn around, Tang Ruo stands on his flying sword, hovering a couple inches above the ground. He swipes off the dust from his clothes, with an almost provocative to you gesture, before clasping his hands behind his back. The Prince keeps quiet, but his derisive gaze observes your struggle against the natural filth with a mocking delight. *choice #"Not everyone owns a flying sword." "I know." — he replies — "Poor people like you are quite pitiful." "I'm not poor!" — you exclaim. "Uh-huh." — Tang nods affirmatively, yet the sword [i]humming[/i] underneath his feet tells a completely different answer — "Of course you aren't." You sigh. Was it really a good idea to bring this guy along? #"If you say a word, I'll knock you off your sword to enjoy the taste of dirt." Tang Ruo chuckles, before staring right back at you. "Word." *label prick_along You clench your fists in anger. Should you have brought this prick along? You are perfectly capable of completing this mission alone! [i]Deep breaths[/i]. It's too late to turn around now — and you doubt the Prince will leave if even if you ask him nicely. You'll just have to suffer through his insufferable presence. #"Say, can your sword fit two?" *gosub_scene subroutines stat_check "chr" 12 *if (stat_check) Tang Ruo looks you over, before he sighs and gestures to his sword. "Jump on." — he says. You hop onto the blade, your body narrowly fitting on its edge, and weave your arms around the Prince's waist. *else Tang Ruo looks you over, before he smirks. "No." — he replies. *goto prick_along #"Hey, that's unfair. Come down and walk with me." "Fairness is an imaginary concept thought of to placate the weak." — he says — "I figured you, as a ${YM} of a large clan, would know it." You roll your eyes at his excuse, noting that he had absolutely no plans of joining you in your mire-filled journey. #Remain silent. *goto after_TR_dialogue *label after_TR_dialogue As you travel forward, the village retains its eerie silence. There are no sentries to meet you, no farmers carrying their harvests and no kids running around, playing children's games. It doesn't take you long to realize why: instead of people, the village is riddled with corpses. Both male and female, young and old, the lifeless bodies are present in dozens. Most of them are gathered on a pile, in the village's center, stacked on top of each other in a chaotic, careless fashion. These corpses all look the same: their skin is wrinkled, their hands and feet are sloughed with a disgusting layer of flesh; abrasions cover most of the bodies, with dried blood both their own and the corpses nearby; they are covered in mud, their expression sunken, some of their body parts are missing. The dead not in the pile are in a better condition: mostly just marred with wounds from swords and axes. There is a revolting smell, the smell of [i]death[/i] tainting the air. *if (tang_ruo) You glance towards Tang Ruo, yet he appears unbothered by the corpses, save for a slight aversion in his countenance. *choice #Whoever did this needs to be brought to justice. There is no reason, no explanation that could rationalize a slaughter of such scale: eradication of a whole village for likely nothing more than the bandits cruel pleasure, if any Martial Artists took part in it, they bring shame to the whole society. You need to find the ones responsible and punish them with the strictest severity. #These poor commoners... How can anyone be so needlessly cruel? What kind of a murderous impulse could drive humans for the senseless slaughter of their brethren, on such a scale nonetheless? Dozens of lives lost, gone forever, never to enjoy the sunlight again. You need to find the ones responsible — at least, to let these men and women to rest in peace. #This is the inevitability of being weak in the Martial World. The villagers were weak, the attackers — strong. It's the former own fault for not training hard enough. Those without power are left at the mercy of those who wield strength, and such is the consequence of meeting those stronger, yet with blacked hearts. Although you have no real gripes with these bandits, you still are on a Sect Mission: and, sadly for the unfortunate gang, [i]you[/i] will be the one with power in your encounter. #This is a good way to induce fear. Brutal methods are the best methods. You don't know what exactly happened or why it did, but you for sure can appreciate the way the bandits have dealt with whatever problems they had. Now, as the word about the massacre spreads across the nearby villages, no one will dare to refuse them. Well, although you have no real gripes with these bandits, you still are on a Sect Mission: and, sadly for the unfortunate gang, [i]you[/i] will be the one to show them true ruthlessness. #Your hands [i]itch[/i], wishing to indulge in the same massacre. The sight of dozens of corpses fills you with primal delight. You hands itch for blood, your heart beats in excitement. Although you have no real gripes with these bandits, they are the most suitable target for to release your lust for battle. Two birds with one stone: you'll both complete the Sect Mission and satisfy your hunger for destruction. You inspect the pile of bodies as you step closer. It's easy to come to a conclusion, from the telltale signs on the flesh, that all these people have been drowned. Probably thrown in the river nearby, with a heavy stone tied to their waists, and then recovered after a few hours. You need to figure out where the Drowning Gang has went — and how to find them. *temp can_track true *temp can_use_tracker false *if (inv_4 > 0) *set can_use_tracker true *temp can_search true *temp can_ask_ruo false *if (tang_ruo) *set can_ask_ruo true *if (((not (can_track)) and (not (can_search))) and ((not (can_ask_ruo)) and (not (can_use_tracker)))) You exhaust all the options you had of tracking down the bandits. You will have to return to the sect with your mission failed. *set mission_success false *goto mission_overview *label tracking_choice *choice *selectable_if (can_track) #Try and track them. A gang of this size cannot travel without leaving traces: all you need to do is know how to discover them. *gosub_scene subroutines stat_check "per" 7 *if (stat_check) It doesn't take you long to spot a few footprints in the mud. Although the bandits have tried their best to cover their tracks, there are always fools, either incompetent or careless, whose negligence ruins the pain-staking efforts of the others. You set out from the village, following the Drowning Gang's trail. *else Sadly, despite trying your best, you can't spot any footprints or other tracks. This bandits do not seem be your average low-life raiders, at least having enough brains in their gang to cover their traces. You'll need to find another way. *set can_track false *goto tracking_choice *selectable_if (can_search) #Try and search through the village. *temp dragged_villager false Going through the village might be a good idea — who knows, perhaps the bandits have left behind something that will guide you to them? You spend more than hour, going from building to building, discovering nothing but empty rooms and desolate homes. All the valuables — well, 'valuables' that peasants could have — have been taken and broken furniture will hardly help you locate the Drowning Gang. Just as you are about to give up and think of another tracking method, you hear a [i]thud/[i] in the house you just checked. Confused, you return and go through it one more time: to your surprise, you find a hatch on the floor you haven't noticed before. It's locked, but with your strength there is no trouble getting it open by force. Inside, you find a young man, around the same age as you, sitting on the ground and hugging his knees. When the young man looks up and sees you, you notice the [i]terrified[/i] look in his eyes as he jumps back, pressing himself into the corner of the basement. "No, no, no…" — he begs, yet you're unsure what for: his words are slurred by fear, incoherent due to uncontrollable panic. *choice #"Don't worry, the bandits are gone now." "They… they are?" — the young man asks. "Yes." — you nod — "I'm actually here to hunt them down." *gosub_scene subroutines stat_check "chr" 3 *if (stat_check) Your words convince him, as the teen calms down, taking deep breaths. "Thanks the Heavens…" — he murmurs. "Climb up. I have a few questions to ask you." The young man hesitates, but in the end leaves the hiding place on his own accord. *goto villager_out *else "No… you are lying to me! Lying!" — the teen cries — "It's a trick! You want to kill me too!" *label get_villager_out You get a feeling that the young man would not leave his hiding place on his own accord. *choice #Leave him be. You decide to leave him alone — he's probably already traumatized enough and you wish not to amplify his suffering. You will have to think of another way to track the bandits, however. *set can_search false *goto tracking_choice #Drag him out. *label drag_villager_out *set dragged_villager true The boy may have necessary for you information — and he [i]will[/i] reveal it, whether he likes it or not. You jump down to the basement. "Get away! Get away from me!" You grab the villager by his collar. His struggles remind you of a desperate animal, as he strikes, scratches and even bites at your forearms, but how could a malnourished teen fight against you? Eventually, kicking and screaming, you pull him out of the basement and throw the boy onto the house's floor. #"Get up here, you little coward." The second part of your sentence stings him, as, for a moment, his face becomes red with shame — but then he raises his head once again. "Are… are they gone?" — the young man asks, swallowing hard. "Who?" — you reply, knowing full well the answer, yet unable not to taunt the commoner. "Th-the bandits." You grin, turn to the side and shout. "Found the last one! Come here, you bastards!" "NO!" — the boy cries — "Please! Just let me go…" Tears start to fall down from his eyes, and, seeing them, you laugh out loud. "Such a pathetic waste of air." — you snicker — "I was joking. Now, climb up and don't make a fuss." *gosub_scene subroutines stat_check "chr" 3 *if (stat_check) The boy, although not appreciating your cruel joke, calms down and takes deep breath. "Thank the Heavens…" — the villager says, before leaving the basement on his own accord. *goto villager_out *else "No… you are lying to me again! Lying!" — the teen cries — "It's a trick! You want to kill me too!" *goto get_villager_out #Jump down and drag him yourself. *goto drag_villager_out *label villager_out *page_break *if (dragged_villager) Seeing that you still haven't ended his life, the boy eventually calms down. Suddenly, you hear an audible rumble come from his stomach. Embarrassed, the villager scratches his neck. "How long have you spent in that basement?" — you inquire. "I don't know… I hid when the bandits came." From what you understand, the raid has been carried out yesterday's morning: this villager has gone more than a day without any food. *choice #Give him something to eat from your spatial ring. *gosub_scene subroutines change_personality 2 "egoistical" "-" Sighing, you take out a piece of bread and a cup of water from your spatial ring. The villager is confused at first, but then his eyes light up. "It's for me?" "Yes. Go on, take it, my questions can wait." He nods and attacks the food with bestial ferocity, stuffing his mouth without bothering to chew. "Slow down there, buddy." The villager doesn't listen and you realize, not only his recent starvation plays a role in his abnormal appetite, most likely, he's never eaten bread as delicious as this before. You shake your head and wait for him to be done. #His hunger is not your problem. *gosub_scene subroutines change_personality 2 "egoistical" "+" You ignore the yearnings of his stomach. "I need you to tell me everything you remember about the bandits. Every little detail matters: how many of them there were, how well were they armed and, most importantly, where did they go." To your surprise, however, the villager refuses your request. "I-I don't want to remember…" You can see, even the memory of the raiders' attack induces horror in this backwater commoner. *choice #Leave him be. *label leave_him_be You will find another way to track down the bandits, there is no need to force the poor villager to relieve the most tragic moment of his life. *set can_search false *goto tracking_choice #Try to convince him. "They can't hurt you now." — you reassure him — "They are long gone, disappeared far way from this place." "It's your time to be the hero. Help me bring justice to their victims." *gosub_scene subroutines stat_check "chr" 15 *if (stat_check) He nods as he clenches his fists. "Alright." — he concentrates, diving into a detailed recollection of the traumatizing for him event. His expression changes multiple times across the next few minutes, from anger to fear, from rage to overwhelming pain, but he powers through. Finally, he lifts his lids, revealing his tired eyes. "They didn't have any horses, just men wearing leather and wielding blades." "As for where they've gone… I think I overheard them returning back to 'the hill'. There's only one hill around here worth mentioning, so I'd wager they made their camp there." "Thank you." — you say, putting a hand on his shoulder — "You've been of great assistance." *page_break Track The Bandits *goto track_bandits *else "I'm sorry…" — the villager apologizes — "I can't. I won't. It's too painful to recall." Left with no choice, you'll have to find another way to track the bandits. *set can_search false *goto tracking_choice #Grab and press him against the wall. Your hand gripping his neck, you slam him into the wall. You are careful in managing your strength, so that his flimsy body doesn't break, but the smash still hurts him enough for the villager to yelp. "I don't have neither time nor desire to indulge your wimpy feelings." — you say — "Either tell me everything you remember or I'll finish what the bandits have started." *gosub_scene subroutines stat_check "chr" 12 *if (stat_check) *gosub_scene subroutines check_skill "int" "pos" 6 "Have mercy, noble one! Have mercy!" — he falls to his knees — "I'll do my best to remember!" He concentrates, his expression changes multiple times across the next few minutes. From anger to fear, from rage to overwhelming pain, but he powers through. Finally, he lifts his lids, revealing his tired eyes. "They didn't have any horses, just men wearing leather and wielding blades." "As for where they've gone… I think I overheard them returning back to 'the hill'. There's only one hill around here worth mentioning, so I'd wager they made their camp there." "See?" — you sneer — "Wasn't so hard, was it?" You leave him be and go out to search for the Drowning Gang's camp. *page_break Track The Bandits *goto track_bandits *else Still, even despite being pressed like this, he still finds the memory more haunting than your present threat. *choice #Leave him be. *goto leave_him_be #Throw him to the ground. You throw the villager to the ground, the young man not offering any resistance as his eyes go blank. He just curls up and waits until you'll be done. You kick him in the stomach a few times, but apart from painful grunts you do not get any other reaction. *choice #Leave him be. *goto leave_him_be #Kill him. "Useless piece of shit." — you spit — "There's no need for someone like you to continue his existence." You step on his neck, snapping it underneath your shoe. You satisfy your rage, but will still have to find another way to track the bandits. *if (tang_ruo) or (took_disciples) *gosub_scene subroutines reputation_change 10 "kindness" "-" *set can_search false *goto tracking_choice *selectable_if (can_use_tracker) #Use the Karma Tracker. *set mission_score +100 You take out the small box you have bought in the sect. Inside, there is a compass-like device, with a big red arrow. Going to one of the corpses, you plunge your hand inside its chest and take out the dead, almost rotten heart. You press the heart onto the Karma Tracker and, suddenly, the red arrow starts to twist and turn in a circle, until it stabilizes in one certain direction. Direction, where the bandit who's played the most crucial part in this woman's demise resides in. *goto track_bandits *selectable_if (can_ask_ruo) #Ask Tang Ruo if he has a way to track the bandits. *gosub_scene subroutines change_opinion 4 3 "-" *set can_ask_ruo false *gosub_scene cslib_string find history "prologue_reached_houtian|" *if cslib_ret > 0 *set mission_score +50 "Will I have to do everything myself on this mission?" — he replies, obviously unhappy with your incompetence — "But yes, I do." His eyes suddenly transform into golden reptilian slits as he observes the copses and the ground. After a minute, he nods. "Follow me." *goto track_bandits *else "No. This is your mission, deal with it yourself." *gosub_scene subroutines stat_check "per" 16 *if (stat_check) You get a feeling that he's lying — you can't determine about what and why, however. *goto tracking_choice #Give up. You decide to give up on your search and return back to the sect. *goto mission_overview *label track_bandits *page_break Track The Bandits You move through the forest for more than hour, shoveling endless branches out of your face and being on guard for any traps the bandits may have left behind. Thankfully, the bandits didn't seem to think this far ahead — or just didn't expect anyone to find them — as soon you hear chatter and the crackling sound of a bonfire. *gosub_scene subroutines stat_check "per" 12 *if (stat_check) *set mission_score +100 You hear a crackle to your left and immediately drop to the ground, into the cover of a large bush. You halt you breathing and wait, hoping that your senses didn't fool you out of stress. They didn't, as soon you see a bandit walk out, swaying drunkenly with every step. He leans onto a tree and drops his pants, relieving the biological need accelerated by intense consumption of booze. You can try and take him out, while the bandit is distracted — but doing so might alert the others, if you do not manage to deal with him fast enough. *label bandit_choice *choice #Wait until the bandit leaves. You decide not to temp the Heavens: you sit tightly in your bush, biding time. After a minute, the bandit burps, puts his pants back on and returns to the camp. *label bandits_dont_arrive Now, you have a couple of options on how to approach the gang. *choice #Waltz into the camp. What's the need for any additional headache? You simply waltz into their camp, so what? Who in there can stop you? You see the whole gang gathered around a fire, telling stories and drinking cheap alcohol. Your appearance startles them: your Sect Badge, your robe and relaxed countenance makes them [i]terrified[/i]. Their leader — who's easy to spot with his bald head, bare torso tatooed almost entirely and a bird drawn over the right side of his face — stands up and immediately greets you. *goto raven_speaks #Demand their surrender. You gather air in your lungs and shout, loud enough for the whole forest to hear. "Filthy bandits, surrender peacefully!" The nearby chatter quietens down. You hear he bandits gather their equipment, metal clanking against the ground. They'll be here any minute now. *goto bandits_arrive *selectable_if (has_information) #Attempt to assassinate their leader. You need to eliminate the greatest threat: the Martial Artist who leads this gang. How are you planning on doing that, however? *choice #Pretend to be lost and sneak-attack him. You do your best to imitate an expression of an ignorant, drunken *if mc_sex = 0 boy *else girl that got lost in the woods. You walk into the camp, swaying as you do. The whole gang sits around a fire, talking, laughing and drinking. Your appearance startles them, but, after a taking a good luck at you, they chortle with another round of laughter. [i]Look! Fresh meat![/i] *line_break [i]What an idiot, did ${pronoun_1} get lost and found us?[/i] *line_break [/i]Hah! ${pronoun_1} found her grave instead![/i] The leader is easy to spot. He's bald, with his bare torso tatooed almost entirely and a bird drawn over the right side of his face. You are still too far away from him: you'll need to sell your act a little bit longer. *gosub_scene subroutines stat_check "chr" 14 *if (stat_check) No one suspects a thing as you continue your walk: they only look at you with sneer, ridiculing you with every step. They even let you get close to Gray Raven, not expecting you be of any threat. Once you are in range of about a dozen feet, your whole persona changes: from an innocent drunk, you transform into a Martial Artist: into a weapon of supernatural, inhuman destruction. *label sneak_attack You pounce at the unsuspecting bandit leader, your hand gathered in a claw and aimed at his neck. *gosub_scene subroutines stat_check "agi" 12 *if (stat_check) *gosub_scene subroutines stat_check "str" 11 *if (stat_check) Your hand reaches his throat before he can react. Gray Raven only has enough time to look down, to drop the bread he was holding in his hand, before you [i]rip[/i] out his trachea. He falls to his knees, grasping desperately at his throat, but you finish him with a knee to the face. The element of surprise, you monstrous speed and strength — all of this combined allows you to kill a fellow Houtian with a single blow. *set mission_score +500 *label flabbergasted_bandits The bandits are flabbergasted. Confused. They glance at each other, deciding what to do, until one of them, either the bravest or the dumbest, yells. "ATTACK!" *set no_help true *goto kill_only_bandits *else Gray Raven doesn't have time to reach to your blow, but it just lacks the power behind it to kill a Houtian: Gray Raven is sent flying, almost toppling a tree on collision. He doesn't get up, gasping for breath instead. *set mission_score +300 *set raven_injured true *goto flabbergasted_bandits *else Gray Raven manages to react: he quickly drops the bread in his hand and ducks underneath your blow, elbowing you in the back on his way. *gosub_scene subroutines reduce_health_return 2 fight_scene "Kill ${pronoun_3}!" — he yells to his men. *set no_help true *goto start_of_fight *else However, as you get closer, Gray Raven suddenly frowns. He observes you — carefully — and then you feel a very discomforting tingling on your skin, as if a thousand worms were trying to to eat through your skin and get inside. Gray Raven's eyes widen. "A Martial Artist!" — he shouts and turns to his men — "Attack! Attack! Kill ${pronoun_3}!" *goto start_of_fight *selectable_if (bandits_clothes) #Dress up as the bandit and infiltrate the camp. Luckily for you, the bandit you've captured wore clothes of the similar size to you. You put them on and simply walk into the camp. You don't need to perform a thorough infiltration — just get close enough for an attack. Keeping your head low, you soon meet the gang. Dozens of men sit around a campfire, drinking and laughing. They give you a glance, but, in their drunken state, they think you as one of their own. The leader is easy to spot. He's bald, with his bare torso tatooed almost entirely and a bird drawn over the right side of his face. Step by step, you get closer and, just as you see the leader suddenly giving you another, more thorough look, you spring into action. *goto sneak_attack *selectable_if (mc_defensive_2_mastery >= 1) #Use [i]Void Step[/i]. You position yourself behind the closest tree to the camp that's big enough to hide you. The whole gang is gathered around a fire, telling stories and drinking cheap alcohol. The leader is easy to spot. He's bald, with his bare torso tatooed almost entirely and a bird drawn over the right side of his face. And, what's more important, he's just on the edges of your Skill. You concentrate and, with a thought, [i]merge[/i] with the space itself. *gosub_scene subroutines skill_exhaustion mc_defensive_2_cost "" "defensive_2" When you appear again, you stand right before the shocked Gray Raven. "Who-" *goto sneak_attack #Taunt him — who cares if he alerts the others? "Having a good piss, friend?" Your exclamation startles the bandit as he loses control, drenching his trousers and boots in his own urine. "Goddamn it!" — he shouts, wanting to pat his clothes at first, but then deciding against it. He turns in your direction — "Who's there?!" *if (tang_ruo) Tang Ruo chuckles to your side, finding the whole situation amusing. *gosub_scene subroutines change_opinion 4 2 "+" When the bandit sees you, he frowns in confusion, before his expression rapidly changes, drunkenness cleared away by the sudden alert. "You are not one of ours!" — he screams. "Indeed, I'm not." — you reply, closing the distance between the two of you step by step. "ENEMY ATTACK!" — he screams again, even louder and the weak echoes of the nearby chatter quieten down. You hear the rest of the bandits gather their equipment, metal clanking against the ground. They'll be here any minute now. *choice #Wait for them to come. "Nice weather, eh?" — you ask, glancing up at the clear sky. "Uh-huh." — responds the bandit, confused as to why you're not attacking, but still slowly backing away from you. "Where are you going? Your friends will come soon." The bandit doesn't listen as he bolts into their direction, causing you to roll your eyes. If you wanted to do harm to him, you'd already done so. *page_break Drowning Gang Appears *goto waiting_for_bandits #Knock him out fast. A quick, clean hit takes him to the ground, unconscious. *choice #Leave him be. He's already out of commission — no need for unnecessary violence. *page_break Drowning Gang Appears *goto waiting_for_bandits #Kill him. Just for a good measure, you smash his head a couple times against a rock — just so he wouldn't give you trouble later on. *page_break Drowning Gang Appears *goto waiting_for_bandits #Put him in a chokehold. *gosub_scene subroutines stat_check "agi" 11 *if (stat_check) You manage to creep up on the bandit without him noticing, avoiding all the treacherous branches scattered on the ground. You weave one of your hands around his neck, the other located under its wrist, pressing into the back of his head. Then, you [i]squeeze[/i]. *label chokeholding *gosub_scene subroutines stat_check "str" 11 *if (stat_check) The bandit struggles, but unable to shake off your grasp in time. He goes limp in your arms. *choice #Tie him up to a tree. You take out a rope from your spatial ring and tie the bandit to the nearest tree. You also stuff his mouth with a cloth. *choice #Leave him be. You let the bandit be, he won't be a threat any longer. *goto bandits_dont_arrive #Wake him up for questioning. You slap him, the pain causing the bandit to come to his senses. His eyes dart around, trying to take in his new position. *if (wasnt_noticed) His pupils widen as he sees you, a face he doesn't recognize, and he pales as the realization of his capture sinks in. People like him — low-lives that lead a lawless life of robbery and pillage — respond best to violence. You can, of course, try another way to interrogate him. *choice #Convince him to answer your questions. "Look," — you say — "Heavenly Ascension Sect is annoyed by your little raider band." Hearing the sect's name causes the bandit to struggle against his restraints even more, like an animal breaking out of its cage in a last-ditch effort. "Stop wasting your strength and listen closely." — you reprimand — "If you disclose everything you know, I will let you go. You'll be free to roam these lands again, not having to worry about someone from the sect chasing you down." "Do we have a deal?" He nods. "Alright. I'm going to remove your gag now, I think you understand not to scream." You pull out the cloth blocking his mouth. *gosub_scene subroutines stat_check "chr" 13 *if (stat_check) *set mission_score +50 Desire for freedom overpowers any loyalty the bandit had "Never thought I'd be held prisoner by a kid." — he utters, before going quiet, waiting for you to start asking. "How many of you are in the camp?" "Fifteen, me included." "Any artifacts? Special weapons or equipment?" "No." "Any Martial Artists amongst the gang?" At this, the bandit hesitates, before he sighs and answers. "Only our leader, Gray Raven, is." The report you were given said nothing about a Houtian-level expert in this gang: this changes things up significantly. "How strong is he? Early Houtian? Middle? Late?" The bandit just looks at you, perplexed. "What's that?" — he says, before shaking head — "I don't know how powerful he is. All I can tell you, I've never met anyone more dangerous in my entire live. He once slashed apart, tore to pieces with his blade more than a dozen men without any help." "Oh," — the bandit adds — "I've also seen him use an ability once. Feather Assault? Or something like that. It was pure magic, I say. A wing appeared out of his back and [i]shot out[/i] feathers as if it were arrows. Men had their skin and flesh pierced without any resistance at all." "That's all I know. Can you let me go now?" *set has_information true *choice #Untie and let him go. *gosub_scene subroutines reputation_change 10 "honor" "+" "See?" — you chuckle — "That wasn't so hard." You cut the rope with a knife. "Run away now." — you wave him off — "Don't let me catch you again." "You… you truly won't chase me?" "Go now, I don't have a lot of time." He nods and runs away, not even attempting to alert his previous comrades. The loyalty of bandits is a fickle thing, after all. *goto bandits_dont_arrive #Keep him tied — you'll take him to the sect, let them deal with this scum. *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "Thanks a bunch." — you chuckle and put the cloth back in his mouth. He tries to say something, obviously unhappy with you breaking your word, but the gag prevents the words from forming. When he doesn't stop even after a minute of such futile attempts, you knock him out so that the bandit wouldn't be an annoyance any longer. *goto bandits_dont_arrive #Kill him. *if (took_disciples) or (tang_ruo) *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "See?" — you chuckle, grabbing the back of his head — "That wasn't so hard." Then, before he can even think of shouting and yelling, you bash his head into a big rock on the ground. Just the first smash makes him bleed: the three that follow take away whatever chance of living the bandit had. *goto bandits_dont_arrive *goto bandits_dont_arrive *else Your words, although logical, fail to convince him: as soon as the gag is gone, the bandit screams. "ATTACK! EN-" — you cover his mouth with your hand and then knock him out with an elbow, but it's too late: the weak echoes of the nearby chatter quieten down. You hear the rest of the bandits gather their equipment, metal clanking against the ground. They'll be here any minute now. Frustrated, you glance at the fool tied to the tree. *choice #Leave him tied-up. You don't want to stain your hands with his blood. You spit and prepare yourself for the rest of the gang. #Bash his head into a rock. You grab the behind of his head and bash it into a hard rock on the ground. ust the first smash makes him bleed: the three that follow take away whatever chance of living the bandit had. The bandits will be here any minute now. *goto bandits_arrive #Threaten him. *set mission_score +50 "Listen up, scum." — you sneer as you guide Inner Energy into your fist, making it glow. Seeing it, the bandit to struggle against his restraints even more, like an animal breaking out of its cage in a last-ditch effort. "Don't waste your strength." — you chuckle and swing your fist towards his face. Just when he closes his eyes, certain his death is inevitable, you stop your punch. "I'm going to remove your gag and ask you some questions." — you say — "If you scream, you die. If you don't answer, you die. If you lie, you die. Is that clear?" He nods hurriedly. You pull out the cloth from his mouth, with the bandit not daring to even make a sound as he sits there quietly, waiting for you to begin. "Good boy. Now, tell me: how many of you are in that camp?" "Fif-fifteen, me included." — he answers, trembling. "Any Martial Artists amongst the gang?" At this, the bandit hesitates, but his fear is far too potent for him to keep mum. "Only our leader, Gray Raven, is." The report you were given said nothing about a Houtian-level expert in this gang: this changes things up significantly. "How strong is he? Early Houtian? Middle? Late?" The bandit just looks at you, perplexed. "What's that?" — he says, before shaking head — "I don't know how powerful he is. All I can tell you, I've never met anyone more dangerous in my entire live. He once slashed apart, tore to pieces with his blade more than a dozen men without any help." "Oh," — the bandit adds — "I've also seen him use an ability once. Feather Assault? Or something like that. It was pure magic, I say. A wing appeared out of his back and [i]shot out[/i] feathers as if it were arrows. Men had their skin and flesh pierced without any resistance at all." "That's all I know. Can you release me now?" *set has_information true *choice #Release his bindings. *gosub_scene subroutines reputation_change 10 "honor" "+" "See? It wasn't so hard." You cut his ropes with a knife. "Run away now, just don't do anything stupid." "You…" — he stares, unsure — "You're truly letting me go?" "I said go. I don't want to bother with a small fry like you." — you wave your hand, indicating him with your gesture. "Thank you, noble one." He bolts out of your vision, not even giving a thought to his previous comrades: personal freedom and gain are much more important to bandits than loyalty, after all. #Leave him tied up. *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "I don't think so." — you reply, stuffing a cloth into his mouth again — "Thanks a bunch for your cooperation." He tries to say something, obviously unhappy with your decision, but the gag prevents the words from forming. When he doesn't stop even after a minute of such futile attempts, you knock him out so that the bandit wouldn't be an annoyance any longer. #Kill him. *if (tang_ruo) or (took_disciples) *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "See?" — you grab the back of his head — "That wasn't so hard." Then, before he can even think of shouting and yelling, you bash his head into a big rock on the ground. Just the first smash makes him bleed: the three that follow take away whatever chance of living the bandit had. #Bribe him. *set mission_score +50 You take out a pouch with a few coins, waving it in front of his face as if it was a piece of meat for a dog. "There's a hundred gold inside." — you explain, his exaggerated reaction reminding you once again how poor these people actually are. What's a pocket change for you, a lifetime worth of earnings for others — "If you answer all of my questions, I'll not only set you free, I'll even give you the money to start a new life." He nods, intensely, to signify his agreement. "I'm going to take away your gag now. Don't do anything stupid." — you say, pulling out the clotch from his mouth. He sits in quiet, his gaze greedily focused on the bag. "Ask! Ask anything!" — the bandit exclaims, losing his patience when presented with such a large for him sum. You roll your eyes. "How many of you are in the camp?" "Fifteen, me included." — he answers. "Any Martial Artists amongst the gang?" At this, the bandit hesitates, but his avarice is far too potent for him to keep mum. "Only our leader, Gray Raven, is." The report you were given said nothing about a Houtian-level expert in this gang: this changes things up significantly. "How strong is he? Early Houtian? Middle? Late?" The bandit just looks at you, perplexed. "What's that?" — he says, before shaking head — "I don't know how powerful he is. All I can tell you, I've never met anyone more dangerous in my entire live. He once slashed apart, tore to pieces with his blade more than a dozen men without any help." "Oh," — the bandit adds — "I've also seen him use an ability once. Feather Assault? Or something like that. It was pure magic, I say. A wing appeared out of his back and [i]shot out[/i] feathers as if it were arrows. Men had their skin and flesh pierced without any resistance at all." "That's all I know. Can you give me the money now?" *set has_information true *choice *selectable_if (mc_gold >= 100) #Release him with the gold. *gosub_scene subroutines reputation_change 10 "honor" "+" *set mc_gold -100 "Sure thing." — you cut the ropes binding him with a knife and throw the pouch into his hands — "Don't get in trouble again." "Whatever you say, boss." The bandit bolts into the forest, not giving a thought to his previous comrades: what is loyalty when faced with gold?" #Leave him tied up. *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "I don't think so." — you reply, stuffing a cloth into his mouth again — "Thanks a bunch for your cooperation." He tries to say something, obviously unhappy with you breaking your promise, but the gag prevents the words from forming. When he doesn't stop even after a minute of such futile attempts, you knock him out so that the bandit wouldn't be an annoyance any longer. #Kill him. *if (tang_ruo) or (took_disciples) *gosub_scene subroutines reputation_change 10 "honor" "-" *set bandits_clothes true "See?" — you grab the back of his head — "That wasn't so hard." Then, before he can even think of shouting and yelling, you bash his head into a big rock on the ground. Just the first smash makes him bleed: the three that follow take away whatever chance of living the bandit had. *goto bandits_dont_arrive #Kill him. You smash his unconscious head against a rock, bursting it open like an egg. This man wouldn't be a problem any longer. *goto bandits_dont_arrive *else He elbows you in the stomach, causing you to let go, before bolting back to the camp, screaming like a man possessed. "ENEMY ATTACK! WE ARE UNDER ATTACK!" *if (tang_ruo) "Good job." — Tang Ruo sneers, not even thinking about helping you this time. The weak echoes of the nearby chatter quieten down. You hear the rest of the bandits gather their equipment, metal clanking against the ground. They'll be here any minute now. *goto bandits_arrive *else You accidentally step on a treacherous branch. Confused, the bandit turns around and his eyes go wide in realizaiton. All his drunkeness is gone, replaced by high alert, as bolts back to the camp, screaming like a man possessed. "ENEMY ATTACK! WE ARE UNDER ATTACK!" *if (tang_ruo) "Good job." — Tang Ruo sneers, not even thinking about helping you this time. The weak echoes of the nearby chatter quieten down. You hear the rest of the bandits gather their equipment, metal clanking against the ground. They'll be here any minute now. *goto bandits_arrive *elseif (tang_ruo) *set mission_score +50 Tang Ruo suddenly pulls you back, almost knocking you down in the process. Before you can ask what's his problem is, you see a bandit walk out, swaying drunkenly with every step. He leans onto a tree and drops his pants, relieving the biological need accelerated by intense consumption of booze. "Be more careful next time." — Tang Ruo whispers. You can try and take the bandit out, while he is distracted — but doing so might alert the others, if you do not manage to deal with him fast enough. *goto bandit_choice *else *set wasnt_noticed false Unaware, you don't notice as one of the bandits — most likely out for a piss — drunkenly stumbles out from the camp, not until he loudly exclaims. "Eh? The fuck are you doing here?" You turn around and, seeing a face he doesn't recognize, the bandit eyes widen and he sobers up. Standing more than a dozen feet away from you, he opens his mouth, about to yell. *choice #Do nothing. Having no options in your arsenal of skills, you can only watch as the bandit alerts the rest of his crew. "ENEMY ATTACK!" — he shouts, before bolting back to the camp. The weak echoes of the nearby chatter quieten down. You hear the rest of the gang gather their equipment, metal clanking against the ground. They'll be here any minute now. *page_break bandits_arrive *goto bandits_arrive *selectable_if (mc_defensive_2_mastery >= 1) #[i]Void Step[/i] to him. *gosub_scene subroutines skill_exhaustion mc_defensive_2_cost "" "defensive_2" *set mission_score +50 In an instant, you disappear into the infinity of space and step out from the void right behind the bandit. You weave one of your hands around his neck, the other located under its wrist, pressing into the back of his head. Then, you [i]squeeze[/i], causing whatever shout he was preparing to be stuck inside his throat. *goto chokeholding *label bandits_arrive *choice #Wait for them. *label waiting_for_bandits You do not wait long, as soon more than a dozen people appear in your view. They do not look like much: dressed in variating pieces of leather, unshaven and unkempt, they are armed with axes and spears, with only a few spotting swords. Only the man in the back, a tall, lanky man with a bird tattooed on the right side of his face and a bare torso also full of ink gives you a threatening feeling. The leader observes you and, with a unexpected from his appearance politeness, begins to speak. *label raven_speaks *if (tang_ruo) "Name's Gray Raven. I wonder what is it fellow Martial Artists seek in this remote place?" *else "Name's Gray Raven. I wonder what is it fellow Martial Artist seek in this remote place?" *if (has_information) This must be the Gray Raven whom the bandit you captured told you about. As a general rule, no mortal would dare to use such a form of address: impersonating a Martial Artist disrespects the whole community and would, without a doubt, serve as a ticket to an early grave. *if (not (has_information)) The report you were given said nothing about a Houtian-level expert in this gang: this changes things up significantly. *label bandit_talk *choice #Clasp your hands and greet him with a proper etiquette. "I didn't expect to run into a fellow practitioner here." — you reply, giving him a light bow — "Why would someone with your power engage in such lowly activities?" You gesture to the bandits, who, still tense, wait for the outcome of your conversation. The gang leader chuckles. "Everyone has their own trade. I found I'm ill-suited for the life in a sect, preferring the criminal freedom to a lawful prison. Speaking of which," — the tattooed brute gives another look at your Sect Badge — "So, what sect does fellow practitioner comes from and what's your business with me?" *if (mask_enabled) Do you want to use your real name? *choice #Yes. *set mask_enabled false *goto no_mask_introduction #No, use a fake name. "Heavenly Ascension Sect's Gong Gong." *else *label no_mask_introduction "Heavenly Ascension Sect's ${mc_surname} ${mc_name}." *if (tang_ruo) — you say and point to Tang Ruo — "Heavenly Ascension Sect's Tang Ruo. Sent here to clean up this Drowning Gang business." You see the man his eyes and take a step back. He tries to remain indifferent, casual, but he's not good enough of an actor to accomplish that. "Didn't realize that we were operating in the Heavenly Ascension Sect's domain. And even then, for my small crew to be loud enough to attract someone with such heavy names…" — he answers, smiling, but with a cracking voice. Tang and ${mc_surname}, both of the clans by themselves enough to terrify a commoner, not to mention when combined. Still, those outside of noble heritages do not overcome mortal limits by being timid: Gray Raven soon collects himself. *else — you say. You see the man squeeze his eyes and take a step back. He tries to remain indifferent, casual, but he's not good enough of an actor to accomplish that. "Didn't realize that we were operating in the Heavenly Ascension Sect's domain. And even then, for my small crew to be loud enough to attract someone with such a heavy name…" — he answers, smiling, but with a cracking voice. Just the name of your clan is enough to terrify a commoner. Still, those outside of noble heritages do not overcome mortal limits by being timid: Gray Raven soon collects himself. — "Then it seems we have a problem on our hands, as this little gang belongs to me. How do you propose we solve it?" Going against a Houtian is always a risk — you can never know what trump-cards someones has, especially someone who's managed to live this long by himself. Not to mention, the dozen armed bandits standing in your way: you are not yet to the point where mortals cannot hurt you with the ingenuity of their weapons. *if (tang_ruo) Then again — you do have Tang Ruo as backup. If you'll be willing to utilize him, that is. *if (took_disciples) There also the six disciples you took with you, ready to lend you their hand in battle. *elseif (took_disciples) Then again — you do have the six disciples you took with you, who are ready to lend you their hand in battle. *choice #"I expect you to surrender and come to the sect with me, to stand a fair trial for your crimes." "I'm afraid I can't do that." — he chuckles, before looking up, his expression changed to a cold-blooded concentration — *label how_about_this "How about this: you can take this bunch of rag-tags, but let me go my own way. I promise you, I won't return here to cause trouble again, so you'll be able to faithfully complete your mission and… one of us doesn't have to die." "You don't care about your people?" He nods. "They are expendables. I can find more." — he responds — "So, what do you say? Deal or not?" He stares at you, ready to fight for his own life. *choice #"Deal." "Wonderful!" — Gray Raven exclaims, all the battle-intent he had gathered disappearing in a puff. He lets out a deep breath and bows — "I'm glad we've managed to resolve this like civilized people." He then turns to the members of his gang. *label raven_leaves *set mission_score +500 "All of you are to follow this noble $!{polite_address} to ${pronoun_3} sect." "What?!" — one of the men shouts — "You want us to just accept our death! Fuck yo-" He doesn't get to finish his curse: a wing appears out of Gray Raven's back, which send a feather flying straight between the eyes of the man. It pierces through his skill and then still has the power to embed itself into a tree. You become alert: how in the world does a commoner has a skill like this?! "It's death now or a chance to live later on." — Gray Raven declares, his intimidating presence threatening the bandits into silence. You dread to imagine, just what it is Gray Raven has done to make a bunch of blood-thirsty bandits into obedient lambs. "Good. I'll be going then." — Gray Raven once again turns to you, after hearing no reply — "It was nice meeting you." After a few minutes, you neither see nor hear any sign of Gray Raven nearby. When you look at the bandits, however, a disturbing thought pops in your mind. Letting the gang leader go surely won't go well in the sect — you'll most likely be fined, a half of your reward would be taken away. It also won't be good for you reputation. *if (took_disciples) You could've killed the bandits to remove any unnecessary witnesses, but the outer disciples you took with you would make this aciton more trouble than its worth. You can't kill them as well, after all, since that would make you into a full-blown traitor of the Sect. *else However, the sect will only hear of this if someone tells on you… but how could someone spill the beans when there are no witnesses? All of them are criminals anyway, murderers and thieves. *choice *selectable_if (not (took_disciples)) #Kill the bandits. Why would you risk your rewards and reputation for some lawless peasants? You put on a friendly smile as you walk towards the bandit closest to you. He, like the rest of them, is tense, with a tight grip on his weapon. "Don't… don't come closer!" — he shouts, letting the natural fear mortals have for someone like you leak into his voice — "We'll attack!" "Relax." — you say, not minding his warnings. He doesn't dare to actually strike, even as you put a hand onto his shoulder — "I made a deal with your leader, how about I make a deal with you too?" "What kind of deal?" — the bandit queries. You let out a ruthless grin. "Die for me." You press onto his shoulder, breaking the bone your fingers have grasped. He screams, as you pull him down to his knees and snap his neck. "Who's next?" — you ask, as you turn to the rest of the bandits. "KILL HIM!" "DIE!" *label kill_only_bandits *set bandit_return "outcome_1" *goto bandits_fight *label outcome_1 *gosub_scene subroutines f_c *if parameter_return = 1 *set mission_score +200 *set mission_success true All the bandits lay dead, their corpses soon to be rotten just those of people in the village: if wild wolves and bears don't get to them first. *if (tang_ruo) or (took_disciples) "Come." — you say — "It's time to leave." *page_break Return To Sect *goto mission_overview *elsif parameter_return = 2 *set mission_success true *if (tang_ruo) "I'll get them." — says Tang Ruo. Three pieces of paper appear in front of him, before burning from within and transforming into rays of sword light, three for each. The rays follow those who has attempted to escape, ending their lives in a blink of an eye. *label laying_dead *set mission_score +200 With all the bandits laying dead, their corpses rotting slowly, it's time for you to leave. *page_break Return To Sect *goto mission_overview *elsif (took_disciples) "We'll get them, Senior ${polite_address}!" — one of the disciples you brought shouts as they rush towards the escaping bandits. The disciples didn't lie — in mere minutes, they bring back the bandits' corpses. They are thrown to the ground, without much care, to rot slowly: if wild wolves and bears don't get to them first. It's time for you to leave. *set mission_score +200 *page_break Return To Sect *goto mission_overview *else *label some_choice *choice #Let the escaping bandits go. It's a shame that your ruthless effort has gone to naught — perhaps you should consider learning some movement skills before going out again. Or bring along a few helpers, to assist you in chasing the runaways. Although the bandits have escaped, they are unlikely to cause trouble again: your mission can be considered a success, despite not having a perfect outcome. *page_break Return To Sect *goto mission_overview *if (mc_footwork_1_mastery >= 1) #Use [i]Gale Stream[/i]. *set mission_score +100 With your body being as light as a feather, supported by the power of wind itself, you manage to catch all the runaways by yourself. Catch and [i]murder[/i] them in cold-blood. *goto laying_dead *if (mc_footwork_2_mastery >= 1) #Use [i]Lightning Flicker[/i]. *set mission_score +100 With your body being as fast as a lightning bolt, your trail leaving sparkles, you manage to catch all the runaways by yourself. Catch and [i]murder[/i] them in cold-blood. *goto laying_dead #[i]Skills/Items[/i]. *set aura_disabled true *set needle_disabled true *gosub_scene skill_menu *goto some_choice *elseif parameter_return = 3 You really should've left this bandits alone — now you have to escape from [i]them[/i] in humiliation. *set mission_success false *page_break Return To Sect *goto mission_overview #Let them live. *set mission_score +100 *comment change reputation You can't find the ruthlessness inside of you to rid them of their lives. "Move on then." — you say — "We're a heading out." *page_break Return To The Sect *goto mission_overview #"No deal." *goto no_peaceful_resolution #"Well, I'm sure I could be [i]persuaded[/i] to look the other way." His expression lights up with a cunning glint. "Then I'm sure to do my best to accomplish it." — he unties a pouch strapped to his belt, a man like him having no way to obtain a spatial ring, and jiggles it in his hand. A distinct sound of coins chimes from the bag — "How does five hundred gold sound? You can also do whatever you like with this bunch of riff-raff. Wouldn't want you to return empty-handed to the sect, after all." *choice #"Sounds good enough." *label 500_deal "Excellent, excellent!" — Gray Raven hands you the pouch, before turning to his crew. *set mc_gold +500 *choice #Honor your deal. *goto raven_leaves #Attack him anyway. *if ((took_disciples) or (tang_ruo)) *gosub_scene subroutines reputation_change 10 "honor" "-" *goto sudden_attack #"You offend me with such a low amount." *gosub_scene subroutines stat_check "chr" 13 *if (stat_check) Gray Raven stares at you for a second, before he smiles. "Of course, of course, I'm terribly sorry." — he apologizes and looses up four more bags — "What say you to to an additional two thousand? I truly have no more to offer you." *choice #Accept. "Now that's a decent proposition." — you reply — "Hand me the gold." *set mc_gold +2500 He nods and does so, before turning to his crew. *choice #Honor your deal. *goto raven_leaves #Attack him anyway. *if (eligible_achievements) *achieve scammed_raven *gosub_scene subroutines reputation_change 10 "honor" "-" *goto sudden_attack #Refuse. *goto no_peaceful_resolution *else "I'm terribly sorry, Martial ${polite_address}, but I have no more to offer you." — he apologizes — "Do you agree?" *choice #"Fine." *goto 500_deal #"No." *goto no_peaceful_resolution *selectable_if (know_about_art) #"I'm not interested in secular things." Gray Raven scrunches his brows. "Then what it is you're interested in, Martial ${polite_address}?" "Surely you have something from the Jianghu in your possession." "I do indeed." — he fastens the bag back on his belt and looses up another. From there, he takes out a yellow apple that shines with a golden light — "I know neither the name nor the purpose of this fruit. However, I believe both of us can tell that there is something magical about it." *temp knows_about_apple false *gosub_scene cslib_string find history "basic_plant_knowledge|" *if cslib_ret > 0 *set knows_about_apple true Having read the book about the flora of Celestial Empire, you are naturally familiar with this treasure: Incandescent Golden Apple, a High-Grade Treasure capable of raising all physical attributes of a Martial Artist by a very noticeable amount. Unlike pills and other alchemical concoctions, it leaves no impurities in the body and doesn't hinder further progression. Shame that the apple seems to be harvested prematurely — fully-grown, its size should be at least double of the current one — but even with a lower grade, you can still consume it for some benefits or sell it to the Sect for a decent price. *else Similarly, you have no idea what this apple is supposed to be. You can always identify it back at the sect, however. *choice #Take the apple. *set inv_5 1 *if (knows_about_apple) *set inv_5_name "Incandescent Golden Apple" "It pains me to part with it, but I believe Martial ${polite_address} is worthy of such an item." He hands you the fruit, which you quickly store in your spatial ring. *choice #Honor your deal. Gray Raven turns to his crew. *goto raven_leaves #Attack him anyway. *gosub_scene subroutines reputation_change 10 "honor" "-" *goto sudden_attack #Refuse. *if cslib_ret = 0 You have no desire to take a fruit you have no information about — what if it's a fake? You are risking the success of your mission and your reputation for it and an unknown treasure just isn't worth it. *else You don't need this treasure — the success of your mission is much more important. *goto no_peaceful_resolution *selectable_if (not (took_disciples)) #"I want you to come work for me." "Work for you?" — Gray Raven puzzledly asks — "And what would someone like me do for someone like you?" "Same things that you do know. Rob, raid and pillage. Only know, you will transfer a portion of your profits to me, along with accomplishing a certain task from time to time." "What's in it for me?" *if mc_sect_minion = "Hao Fan" You can order Hao Fan, who basically controls the Mission Hall for Outer and Inner Disciples, to 'hide' any quests regarding the Drowning Gang — or give them to your most incompetent Martial Brothers and Sisters. Of course, you could also convince Gray Raven in another way. *else It's a shame you don't have Hao Fan in your pocket — you could've ordered him to hide any missions regarding the Drowning Gang then, which would've been enough to convince Gray Raven. You'll have to use another way of persuasion, sadly. *choice *selectable_if (mc_sect_minion = "Hao Fan") #"I can protect you from the sect's prosecution." "You might not know this, but I'm the number one talent of the Heavenly Ascension Sect's younger generation." *if (tang_ruo) Tang Ruo, standing next to you, snorts at your declaration. You give him a look and continue. "Although I can't be said to have much influence as of now, I already have enough connections to let a nobody like you from the hook. And, as long as you don't cause too much noise, I can prevent the sect from issuing missions for your arrest." Gray Raven hesitates, his freedom loving nature having trouble submitting to someone else, but, in the end, an opportunity to act with impunity is worth more than personal liberty. "Alright. I accept." He clasps his hands and bows. *goto employing_gang #"I can pay you handsomely." "Can you, now?" — Gray Raven says, a cunning glint flashing through his eyes — "And what amount do you consider to be 'paying handsomely'?" *gosub_scene subroutines stat_check "per" 13 *if (stat_check) You are good enough at reading people to understand, that an amount at around 3000 Gold would be enough to sway him without relying on any tactics of negotiation. You could go lower, if you feel confident in your skills. *else You can't determine how much gold would be enough to sway him. You'll have to guess, hoping that your negotiation skills would cover the rest. *temp neg_try 0 *temp work_money 0 *label neg_try *set neg_try +1 *input_number work_money 100 mc_gold *if mc_skill_negotiation >= 1 *if (work_money * mc_skill_negotiation) >= 3000 *label grayraven_works *set mc_gold -work_money Gray Raven grins. "It's a deal then!" — he exclaims — "I promise, me and the boys will do our best to return your investment." You hand him the pouch with a heavily weighing coins inside. He takes it, clasps his hands and bows. *label employing_gang *set mission_score +400 *set mission_success false "Can we go now, then?" "Yes. Meet me here every month at dawn, I'll collect my share." "You got it, boss." The Drowning Gang disappears into the cover of the lush forest, leaving you poorer in terms of money, but richer in manpower. [b]From now on, you'll be earning a certain amount of gold daily.[/b] *set employing_gang true *if (eligible_achievements) *achieve mob_boss *goto mission_overview *else *if neg_try = 1 *label neg_try_1 "You must be kidding, Martial ${polite_address}. I'll give you one more try before I take offense." *goto neg_try *else *label neg_try_2 "I apologize, but my freedom worth more than such a measly amount." *goto how_about_this *else *if work_money >= 3000 *goto grayraven_works *else *if neg_try = 1 *goto neg_try_1 *else *goto neg_try_2 #"You won't die a horrible death." You stare right into his eyes, before you lazily look him up and down, you countenance displaying your clear lack of regard for him and his strength. "You won't die a horrible death. Isn't that enough?" *gosub_scene subroutines stat_check "chr" 14 *if stat_check Gray Raven gulps as he steps back, his hands raised in the air. "Alright, alright. You can't blame a fellow for trying to squeeze some more benefits, can you?" "You can cripple him for his audacity." "No need, no need. I agree." *goto employing_gang *else Gray Raven simply snorts at your threat, not impressed in the least. He meets your stare, with a grin that reveals his bloodthirsty, barbaric nature. "Kid, you are a few years too young to try intimidating me." *goto how_about_this #"You know what? Never mind." "Alright." — Gray Raven replies. *goto how_about_this #"All of you will have to be buried in the ground, naturally." *goto no_peaceful_resolution #"Bandit scum, was it you who massacred that village?" The leader's expression changes, becoming cold and almost hostile. "It seems fellow practitioner isn't willing to show me the courtesy my status demands." — he says — "Are a few worthless mortals more important than the basic respect on which our society is built?" "You [i]slaughtered[/i] an entire village, you sick bastard. You dare to call me rude?" — you retort — "By the order of Heavenly Ascension Sect, answer for your crimes!" *label no_peaceful_resolution The bandit regretfully shakes his head. "It seems there is no peaceful resolution to this conflict." — his eyes glisten with battle intent, his tattoos erupt with black light — "Men, kill *if (tang_ruo) them!" *else ${pronoun_2}!" *goto start_of_fight #"By the order of Heavenly Ascension Sect, it is my duty to enact justice for your crimes." The leader's expression changes, becoming cold and almost hostile. "It seems fellow practitioner isn't willing to show me the courtesy my status demands." — he says — "I understand that you have your mission, but it's not a reason to forgo the most foundational of respect." "What's the point of communicating with you if I'll arrest you just the same?" *goto no_peaceful_resolution #"Surrender or die." You snort at the bandit's attempts at communicating. Who does he think he is, to talk with you on equal terms? You only have one message for him and that message is quite straightforward. "Surrender." — you say, fixing him with your predatory gaze — "Or this forest will become your grave." The leader's expression changes, becoming cold and almost hostile. "It seems that fellow practitioner is quite full of ${pronoun_2}self." "Shut your mouth, peasant scum, and make a decision." *goto no_peaceful_resolution #Surprise attack him. *label sudden_attack Talk, talk, talk… Blah, you're bored. This Gray Raven will die today no matter what — what's the point of conversing? Taking him by surprise, you accelerate and jump in the air, one leg's extended, the other folded under you. *gosub_scene subroutines stat_check "str" 13 *if (stat_check) Gray Raven is sent flying backwards, almost collapsing a tree as his back hits its trunk. He doesn't get up, at least for now. "Kill ${pronoun_3}!" — yells one of his men. *set raven_injured true *else Gray Raven is sent tumbling backwards. He puts his arms to support himself, shakes his head and gets up. "Kill ${pronoun_3}!" — he yells to his men. *label start_of_fight *set bandit_return "outcome_2" *goto bandits_fight *label outcome_2 *goto catch_the_leader #Run away, abandon your mission. Taking on the whole gang in a frontal assault was not in your plan: you'd rather retreat, give up on some Points and prestige rather than lose your life in some god-forgotten forest. *if (tang_ruo) Understanding what you are about to do, Tang Ruo stares at you in disgust. "Running from a bunch of mortals. [i]Coward[/i]." — he spits — "Stay and watch how it should be done." When the bandits arrive, you find a crew of a dozen-something people. They do not look like much: dressed in variating pieces of leather, unshaven and unkempt, they are armed with axes and spears, with only a few spotting swords. Only the man in the back, a hulking brute with a bird tattooed on the right side of his face looks a bit impressive. The leader observes the two of you and, with a unexpected common sense, doesn't order his goons to attack. Instead, he begins to speak. "Well, and who might you-" "Don't stain my ears with your peasant words." — sneers the Prince — "Go die." Tang Ruo unsheathes his sword and [i]walks[/i] forward. Confused and, due to his otherworldly appearance and unworried attitude, apprehensive, the gang exchanges looks before three bandits finally rush out. They swing their weapons, in a untrained and unskilled manner, hoping for one of the blows to connect with the blue-haired swordsman. This proves to be a fruitless endeavor: each strike, Tang Ruo evades without a bother, simply leaning back or to the sides. He also retaliates in an instant and his three attacks cause [i]three heads[/i] to roll without their bodies attached. The Prince continues his walk, unperturbed, not even forced to halt his steps or change their direction. Seeing this development, half of the remaining gang immediately run at Tang Ruo — the other half dashes as far away from him as they can. Tang Ruo only snorts. "I don't think so." Three pieces of paper appear in front of him, before burning from within and transforming into rays of sword light, three for each. The rays follow those who has attempted to escape, ending their lives in a blink of an eye. Their comrades do not fare better against the real deal: in less than a minute, not a head remains safely on the shoulders it belongs to. The leader bows down, clasping his hands. "Immortal hero, noble one, have mer-" — a blade tears his body into two, slicing apart his flesh like a knife cuts butter. "Trash. And someone like this dares to cause trouble?" — the Prince shakes his head, before turning to you — "I wish not to be associated with a disgrace. Forget you know my name." Tang Ruo disappears into the rows of tall trees. Although the mission is technically complete, it's Tang Ruo who's accomplished it — and the Prince will not be humble. *gosub_scene subroutines change_opinion 4 30 "-" *set mission_success false *page_break Return To Sect *goto mission_overview *else You disappear into the rows of tall trees and thick bushes, far away from the threat of death. Now you'll only have to think how to explain this to the sect… *set mission_success false *goto mission_overview *label bandits_fight The outlaws rush you, screaming madly as they swing their clubs and axes. Their numbers are staggering for someone at Early Houtian to defeat, more than a dozen armed men, but to your fortune, these bandits are clearly untrained, only good for killing unarmed civilians. *if (no_help) *goto no_help *if (tang_ruo) *set mission_score +50 "Do you want my help?" — Tang Ruo offers, unconcerned about the murdering crowd dashing your way. *choice #"No need." "Oh?" — the Prince says in surprise — "Alright. I'm curious where does your confidence come from." He remains unmoved, his eyes watching the situation unravel with leisuring delight. #"Yes." *set alone false *set tang_ruo_help true "Figured you won't be able to deal with this mess yourself." — the Prince condescendingly says — "I'll take half and you take half then." He unsheathes his sword, the silver steel shimmering underneath the sunlight. With a casual gait, he moves towards the bandits — and, before you are forced to turn away, you see a head fall to the ground after a single swing from the Prince's blade. *if (took_disciples) *set mission_score -50 The disciples you brought turn to you. "Should we provide assistance, Senior ${polite_address}?" *choice #No. "Stand down." — you reply — "I'll deal with them myself." The disciples give you a nod of respect and step back. #Yes. "Yes. Go and earn your keep." The disciples nod and step forward, weapons drawn. *set alone false *set disciples_help true *if (tang_ruo_help) and (disciples_help) All the low-level bandits are taken care of by your allies. *set parameter_return 1 *goto {bandit_return} *page_break Bandits Attack *label no_help The bandits don't even think of surrounding you in a proper manner, as they attack as soon as they reach you, leaving you enough time to deal with them in separate groups. *label bandit_fight_start *set fight_scene "sect_mission_gang" *choice #Gesture them to come. *gosub_scene subroutines f_c Two men arrive first, both burly and with unkempt beards. One strikes with an axe, aiming at your head, the other slices at your stomach with a machete. *choice #Jump back. *gosub_scene subroutines stat_check_crit "agi" 12 11 *if (crit_stat_check) With ease, you take a measured step back — and the weapons fall short an inch of reaching you. *label grab_wrist You grab the wrist of the axe-wielding assailant, pull him closer and unleash an Energy-fueled punch. His jaw cracks, causing him to fall down. Then, you spin out of another machete strike's way and elbow the second bandit, allowing him to experience the same fate as his comrade. These two done, you bring your focus back to the rest of the gang. *elsif (stat_check) *label axe_gives_scare The axe gives you a scare, it's blade almost touching the skin of your neck, but you manage dodge back before it actually cuts you. However, in your hurry, you trip and fall down. The bandits, not willing to let go of such a marvelous opportunity swing their weapons at your prone figure. Without any other choice, you desperately halt the weapons with your hands. *gosub_scene subroutines stat_check "str" 11 *if (stat_check) *gosub_scene subroutines reduce_health_return 1 fight_scene Their sharp edges draw blood from your palms, but, in exchange, you stop them in their tracks. With a wave-like motion, you jump up and elbow both bandits in the face, knocking them unconscious. *else Although you reduce the momentum of the blades, their edges are too sharp: you remove your hands when you begin to feel the flesh of your palms ripped away. The weapons rupture your chest, tearing apart the muscles and drawing blood. *gosub_scene subroutines reduce_health_return 4 fight_scene *gosub_scene subroutines add_injury 3 You withstand the hit and, with a wave-like motion, you jump up and elbow both bandits in the face, knocking them unconscious. *else *gosub_scene subroutines dodge *if (dodged) *goto axe_gives_scare You don't have enough time to jump back, as the weapons and their sharp edges meet your flesh. Desperate, you can only lean back a little, hoping to preserve your life. *gosub_scene subroutines stat_check "con" 12 *if (stat_check) The blades rupture your throat and gut, causing blood to pour from the wounds. *gosub_scene subroutines reduce_health_return 2 fight_scene *gosub_scene subroutines add_injury 3 However, they fail to take you down. *goto grab_wrist *else *label axe_takes_head The axe almost takes off your head with its power, while the machete guts you, its tip coming out from your back. *gosub_scene subroutines reduce_health_return 6 fight_scene *gosub_scene subroutines add_injury 3 However, you, bloodied and injured, remain standing. *goto grab_wrist #Let them hit you. Confident in your own toughness, you tense your muscles and let the blades hit you without even bothering to dodge. *gosub_scene subroutines stat_check "con" 11 *if (stat_check) The weapons harmlessly bounce from your flesh with a clang. You grab the wrist of the axe-wielding assailant, pull him closer and unleash an Energy-fueled punch. His jaw cracks, causing him to fall down. Then, you disregard another strike from the machete at your back and elbow the second bandit, allowing him to experience the same fate as his comrade. These two done, you bring your focus back to the rest of the gang. *else *goto axe_takes_head #Catch their weapons. *gosub_scene subroutines stat_check "str" 11 *if (stat_check) *gosub_scene subroutines reduce_health_return 1 fight_scene The sharp edges draw blood from your palms, but, in exchange, you stop the weapons in their tracks. You wrestle the weapons out of the bandits' hands, before you grab the wrist of the assailant that wielded the axe, pull him closer and unleash an Energy-fueled punch. His jaw cracks, causing him to fall down. Then, you spin and elbow the second bandit, allowing him to experience the same fate as his comrade. These two done, you bring your focus back to the rest of the gang. *else You palms do nothing more than slow the weapons down, before you are forced to bring them back in fear of the blades cutting your hands in half. *gosub_scene subroutines dodge *if (dodged) Desperate, your Battle Sense kicks in — and time slows down. *goto axe_gives_scare Desperate, you can only lean back a little, hoping to preserve your life. *goto axe_takes_head *selectable_if (mc_defensive_1_mastery >= 1) #Use [i]Celestial Shell[/i]. *gosub_scene subroutines skill_exhaustion mc_defensive_1_cost fight_scene "defensive_1" *label cs_1 *if (skill_shouting) "[b]CELESTIAL SHELL![/b]" A golden barrier encapsulates you, protecting you from the sharp blades. The bandits, not knowing what to do, continue their attack, pounding on the your shield — their axe and machete serving more as blunt hammers as they attempt to crack the shell. They fail, of course. Just as they give up and lose their focus, you cancel the Skill and retaliate in full. *goto grab_wrist *selectable_if (mc_defensive_2_mastery >= 1) #Use [i]Void Step[/i]. *gosub_scene subroutines skill_exhaustion mc_defensive_2_cost fight_scene "defensive_2" *label vs_2 You teleport behind the bandits. Before they can react, you bring your fist down like a sledgehammer, cracking the axe-wielding man's skull like an egg. While he falls down, you trip the other bandit and beat him into the unconsciousness with a few powerful punches. These two done, you bring your focus back to the rest of the gang. *label second_bandit_attack Three more bandits are on their way: one with a club, one with two knives and one with a machete. Another one, standing far away with a bow, nocks an arrow. *choice #Throw a rock at one of them. You pick up a nearby rock and throw it at the club-wielding man: he topples backwards, the rock proving itself stronger than his cranium. *label arrow_stick *if (not (cosmic_field)) *gosub_scene subroutines stat_check "con" 13 *if (stat_check) An arrow hits you in the back, but fails to penetrate through your skin. *goto no_arrow_stick *gosub_scene subroutines dodge *if (dodged) As if having eyes on the back of your head, you turn around and catch a just-released arrow. *goto no_arrow_stick Suddenly, you feel something sharp [i]stick[/i] into your spine. *gosub_scene subroutines reduce_health_return 4 fight_scene *gosub_scene subroutines stat_check "agi" 12 *if (stat_check) Thankfully, you are nimble enough not to stumble. *goto no_arrow_stick *else You stumble and the bandits use this time to pounce on you. Two knives are stabbed into your shoulders. *gosub_scene subroutines reduce_health_return 3 fight_scene They bring you onto a knee, while the machete targets your arm. *label machete_arm *gosub_scene subroutines stat_check "con" 12 *if (stat_check) *gosub_scene subroutines reduce_health_return 3 fight_scene It stops at the bone, unable to go further and cut through it. *gosub_scene subroutines add_injury 3 With your healthy arm, you grab the bandit's collar, put your leg behind him and take him to the ground, before head-butting him unconscious. The knives stab you again, this time in the back. *label knives_in_back *gosub_scene subroutines reduce_health_return 1 fight_scene With an anger-filled grunt, you reach behind you and lift the man by his shoulders, slamming him into the dirt. With one hand, you keep him still, with the other you pull out a knife from your wound and slit his throat with it. *if (alone) Seeing you, a relentless monster drenched in blood yet refusing to die, the rest of the bandits decide to flee. *set parameter_return 2 *goto {bandit_return} *else The rest of them has been dealt with by your allies, which means you can finally have a minute to breathe. *set parameter_return 1 *goto {bandit_return} *else *gosub_scene subroutines reduce_health_return 5 fight_scene The machete severs a half of your arm, the whole part beneath the elbow limply drops down with a spurt of blood. *gosub_scene subroutines add_injury 9 *if (took_disciples) The bandit winds up his blade again, but a sword stabs him in the back, piercing through his heart. "Don't worry, Senior ${polite_address}, we got you." — one of the disciples says, as she pulls out the sword from the freshly made corpse and shakes it to get rid of the blood. *set parameter_return 1 *goto {bandit_return} *elsif (tang_ruo) The bandit winds up his blade again, but his head is sliced apart by a sword you readily recognize — Tang Ruo. "Shameful display." — he says, looking at your injuries — "We'll be leaving now, let this be a lesson for you not to overestimate your own strength." Tang Ruo enlarges his sword, jumps on it and throws you onto his shoulder like a sack of potatoes, before flying away. *set parameter_return 3 *goto {bandit_return} *else The bandit winds up his blade again and there is no one to stop him: his strike comes down and the last thing you is your own headless corpse. *goto_scene game_over *else You hear an arrow fly behind you — which gets stuck in your Cosmic Field, before dropping down. *label no_arrow_stick The man with the machete swipes at your leg. *gosub_scene subroutines stat_check "str" 11 *if (stat_check) You catch his hands and [i]break[/i] his wrists with your grip. While the machete flies from his grasp, you head-butt him unconscious. Two knives, however, stab you in the back. *goto knives_in_back *else You can't stop the machete as it slices your thigh, bringing you down on one knee. *gosub_scene subroutines reduce_health_return 3 fight_scene *gosub_scene subroutines add_injury 3 Two knives are stabbed into your shoulders. *gosub_scene subroutines reduce_health_return 1 fight_scene The machete swings again, targeting your arm. *goto machete_arm *goto {bandit_return} *selectable_if (mc_offensive_2_mastery >= 1) #Use [i]Sixty-Four Earth Shaking Fists[/i] *gosub_scene subroutines skill_exhaustion mc_offensive_2_cost fight_scene "offensive_2" *label esf_1 Your fist glow as you let out punches in rapid succession: your hands an indistinguishable blur, you knock out all three bandits simultaneously, their heads hitting the ground with a thud at the same time. *if (alone) Seeing you knock down their comrades like wooden toys, the rest of the bandits decide to flee. *set parameter_return 2 *goto {bandit_return} *else The rest of them has been dealt with by your allies, which means you can finally have a minute to breathe. *set parameter_return 1 *goto {bandit_return} *selectable_if (mc_offensive_4_mastery >= 1) #Use [i]Flesh Scorching Kicks[/i] *gosub_scene subroutines skill_exhaustion mc_offensive_4_cost fight_scene "offensive_4" Your legs glow with a dark-orange light as you hop on your feet. The club-wielding man attacks you first: you step to the side and kick him in the stomach. He's thrown backwards a couple of feet, not that impressive of a distance, but his agonizing scream a second later stops the other two in an instant. "IT BURNS! IT BURRRNS!" When the bandits turn to their friend, they see a hole burned through his clothes, revealing his skin. Skin that rapidly reddens, [i]boils[/i], as the man pats himself with dire urgency. His face soon pales, his arms slow down and when the burned spot turns pitch black, the man goes limp. As your attackers return their attention back to you, you already have prepared another kick — this one aimed high, at the head. *if (not (cosmic_field)) However, before it can hit, an arrow sticks into your spine. *gosub_scene subroutines reduce_health_return 1 fight_scene You stumble and the bandits use this time to drop their weapons and run for their lives, the previous scene scaring them silly. *set parameter_return 2 *goto {bandit_return} *else You hear an arrow fly behind you — which gets stuck in your Cosmic Field, before dropping down. Your first kick topples the bandit with a club and when you jump and spin in the air, your second kick burns through the last one as well. *if (alone) The rest of the bandits decide to flee, too scared to continue fighting. *set parameter_return 2 *goto {bandit_return} *else Your allies have dealt with the rest of the gang. *set parameter_return 1 *goto {bandit_return} #[i]Skills/Items[/i]. *set aura_disabled true *set needle_disabled true *gosub_scene skill_menu *goto second_bandit_attack *goto {bandit_return} *selectable_if (mc_offensive_1_mastery >= 1) #Use [i]Heaven Crushing Palm[/i]. *gosub_scene subroutines f_c *gosub_scene subroutines skill_exhaustion mc_offensive_1_cost fight_scene "offensive_1" *label hcp_1 *if (skill_shouting) "[b]HEAVEN CRUSHING PALM![/b]" Your palm glows, with a blinding golden light. The sheer aura of it, the presence it emits stops the bandits, full of ferocity and vigor just a second ago, stupefied in their tracks. They are mortals, ordinary men, and the divine nature of the Skill is too much for their flimsy wills to overcome. You wind up your arm and unleash a resounding slap. The bandits can't evade: the palm presses into the skull of the first one — and [i]explodes[/i] it on contact. Brains and eyes, bones and teeth, everything erupts and mixes together as his head bursts, like a dropped on the ground watermelon. The palm doesn't stop, however. It continues. It moves forward. Both the remaining bandits, standing in one row, suffer a similar fate soon enough, their headless bodies decorating the dirt. Screams, full of unimaginable fear, ring out, followed by a sound of weapons falling with a thud. Only three men died — but the horror you have sown causes the rest of them to flee, like desperate antelopes bolting from a hungry lion. *set parameter_return 2 *goto {bandit_return} #[i]Skills/Items[/i]. *set aura_disabled true *set needle_disabled true *gosub_scene skill_menu *goto bandit_fight_start *goto {bandit_return} *label catch_the_leader *if (raven_injured) You walk up to the bandit leader, whom you've incapacitated earlier. You wonder if he has died and put a hand on his shoulder: that's when you realize, he's merely been playing possum, hoping you'll leave him alone. *goto raven_fights *if (not (raven_injured)) *if parameter_return = 1 *set mission_score +200 With all the other bandits laying dead, their leader trying to escape becomes far too obvious for you not to notice. Catching him, however, is another matter all together. *goto chasing_a_houtian *elsif parameter_return = 2 Their leader, in this chaos, attempts to abscond from your sight into the shelter of thick trees. *if (tang_ruo) *set mission_score +200 "Not bad. Go get the tattooed one, I'll clean up the trash." — Tang Ruo says. Three pieces of paper appear in front of him, before burning from within and transforming into rays of sword light, three for each. The rays follow those who has attempted to escape, ending their lives in a blink of an eye. *goto chasing_a_houtian *elseif (took_disciples) *set mission_score +200 "Senior ${polite_address}, we'll take care of them, go get the leader!" — shout the Outer Disciples, as they race into the forest, their weapons drawn. *goto chasing_a_houtian *else Having no helpers, you are forced to decide — go after the leader or after the small fish. A rogue Houtian is for sure much more dangerous and valuable to the sect, but not to mention subduing him, even catching the guy would be a very difficult ordeal. *choice #Go after the mortals. *set mission_success true Chasing a Houtian is too difficult — the mortals will fetch a good reward as well. If you manage to actually capture them, of course. *choice #Helplessly watch as they scatter. It's a shame that your ruthless effort has gone to naught — perhaps you should consider learning some movement skills before going out again. Or bring along a few helpers, to assist you in chasing the runaways. However, your mission can still be considered a success: the gang won't dare to make trouble again after such a scare. *set mission_score +300 *if (mc_footwork_1_mastery >= 1) #Use [i]Gale Stream[/i]. *gosub_scene subroutines skill_exhaustion mc_footwork_1_cost fight_scene "footwork_1" With your body being as light as a feather, supported by the power of wind itself, you manage to catch all the runaways by yourself. *set mission_score +500 [b]Mission Score has been updated. Current Score: [i]${mission_score}[/i].[/b] *if (mc_footwork_2_mastery >= 1) #Use [i]Lightning Flicker[/i]. *gosub_scene subroutines skill_exhaustion mc_footwork_2_cost fight_scene "footwork_2" With your body being as fast as a lightning bolt, your trail leaving sparkles, you manage to catch all the runaways by yourself. *set mission_score +500 *goto mission_overview #Go after Gray Raven. The higher the difficulty, the bigger the reward. You'll chase after Gray Raven, let those insignificant mortals disband and never show their face in front of you again. *label chasing_a_houtian *set fight_difficulty 1 *gosub_scene subroutines set_enemy_stats 15 15 12 13 12 "early" "Feather Assault" Chasing a Houtian is difficult. Especially when that Houtian suddenly grows [i]wings[/i] out of his back and starts to [i]fly[/i]. He doesn't fly that high — low enough if you do your best to jump, you'll reach him — but the luxury of flight allows him to avoid the common pitfalls of running on foot: he doesn't have to worry about tripping, about avoiding treacherous rocks scattered on the ground and annoying branches sticking into his face. He can focus on his escape, and focus on his escape he does. Boosted by his winds that propel him forwards, Gray Raven swiftly gets farther and farther from you with each passing second. *choice #Run after him. *gosub_scene subroutines stat_check "agi" enemy_agi *if (stat_check) *set chase_type "run" You dash after Gray Raven, your legs traversing the distance with an inhuman speed. Even the fastest horse — a normal one, of course, not a Ferocious Beast — wouldn't be able to outrace you at this moment. *label gain_ground You gain ground on Gray Raven. When he looks back, you see his eyes widen as he sees you coming closer and closer. "Fuck off!" — he shouts — "Leave me be or I'll fight you to the death!" He takes out a talisman from his bag, which burns and transforms into a ray of green light. The ray engulfs him and his wings begin to flap faster, his body moving with an augmented speed. *else You dash after Gray Raven, but, although your legs traverse the distance with quite an admirable speed, Gray Raven is faster: and when he takes out a talisman from his bag, which burns and engulfs him in a ray of green light, his augmented, quickly flapping wings carry him out of your sight. *label lost_him You've lost him. Your mission, however, can still be considered a success: the gang won't dare to make trouble anymore. *set mission_success true *set mission_score +300 [b]Mission Score has been updated. Current Score: [i]${mission_score}[/i].[/b] *goto mission_overview *if (mc_footwork_1_mastery >= 1) #Use [i]Gale Stream[/i]. *gosub_scene subroutines skill_exhaustion mc_footwork_1_cost fight_scene "footwork_1" *set chase_type "gale" *if (skill_shouting) "[b]Gale Stream![/b]" — you yell. You feel the gust of wind at your back, impelling you forward. Your body becomes as light as a feather, allowing you to move at an unprecedented for a human speed. *goto gain_ground *if (mc_footwork_2_mastery >= 1) #Use [i]Lightning Flicker[/i]. *gosub_scene subroutines skill_exhaustion mc_footwork_2_cost fight_scene "footwork_2" *set chase_type "lightning" You feel the power of lightning coursing through your veins: you utilize it, accept it. *if (skill_shouting) "[b]Lightning Flicker![/b]" Like a bolt of thunder, you streak after the gang leader, traversing the distance with an unprecedented for a human speed. Only lightning sparkles — and scorched earth — remain in your trail. *goto gain_ground #[i]Skills/Items[/i]. *gosub_scene skill_menu *goto chasing_a_houtian *gosub_scene subroutines f_c *choice #Continue chasing him. You continue following him, not taking note of his cautionary yells. *if chase_type = "run" *gosub_scene subroutines stat_check "agi" (enemy_agi+1) *if (stat_check) Even after using a talisman, Gray Raven still cannot get away: you are too fast, too spry and deft. You catch up to him in minutes. *label caught_up *gosub_scene subroutines f_c When you do, you jump and pull him down by his legs, causing the both of you to roll and tumble on the ground. *label raven_fights *gosub_scene subroutines set_enemy_stats 15 15 12 13 12 "early" "Feather Assault" "Goddamn it!" — Gray Raven exclaims as he pushes you off — "You want to kill me? You want to fight? Fine! I'll give you a fucking fight!" He punches the ground in anger, before the feathers on his wings [i]tilt[/i] at an angle and shoot out all at once. "[b]ULTIMATE FEATHER ASSAULT![/b]" Hundreds of feathers, each one sharp as a dagger, fly at you. *if (cosmic_field) *label cf_2 The feathers, looking so imposing and grand, drop at your feet, stuck in your Cosmic Field. *label raven_dumb Gray Raven, flabbergasted, stares at his failure of an ultimate skill. But, he soon jerks himself out of the trance and takes out his sword, swinging at you with a crazed, all-out effort. *goto raven_sword *else *label defend_against_feathers *gosub_scene subroutines set_enemy_stats 15 15 12 13 12 "early" "Feather Assault" *gosub_scene subroutines dodge *if (dodged) Like a masterful dancer, you weave your body in-between the feathers — and you make it look [i]easy[/i]. *goto raven_dumb *choice #Shield yourself. You raise your arms to cover your face, hoping that the feather's imposing look and dangerous feel are merely a ruse. *gosub_scene subroutines f_stat_check_crit "con" "str" 3 1 *if (crit_stat_check) You are right. Or, perhaps it's not the skill that's weak — it's your body that's utterly absurd. The feathers drop to the ground, unable to leave even a scratch on your skin. *goto raven_dumb *if (stat_check) The feathers plunge into your skin, piercing into your forearms, your chest, your stomach, your legs. They spill blood, a lot of it. *gosub_scene subroutines reduce_health_return 4 fight_scene *gosub_scene subroutines add_injury 3 However, they fail to leave a crippling or life-threatening injury, with you still standing and ready to fight. Gray Raven, clearly not expecting you to withstand his skill, stares at you for a second. But soon, jerks himself out of the trance and takes out his sword, swinging at you with a crazed, all-out effort. *label raven_sword *choice #Redirect the sword. *gosub_scene subroutines f_stat_check "str" "str" 1 *if (stat_check) You catch his sword, redirect it to the side and retaliate with a mean uppercut, lifting him in the air. *goto raven_flaps *else You attempt to catch his sword, but fail to contain it. *gosub_scene subroutines reduce_health_return 5 fight_scene *if (blocked) However, the sword barely harms you, so you grin and retaliate with a mean uppercut, lifting Gray Raven into the air. *goto raven_flaps *gosub_scene subroutines add_injury 3 The blade cuts through your palm and leaves a nasty gash on your chest. You shake off the wound and retaliate with a mean uppercut, lifting him in the air. *goto raven_flaps #Dodge the sword. *gosub_scene subroutines f_stat_check "agi" "agi" 1 *if (stat_check) *label lean_backwards You lean your body backwards, tilting it out of the sword's path, before retaliating with a mean uppercut, lifting him in the air. *goto raven_flaps *else *gosub_scene subroutines dodge *if (dodged) *goto lean_backwards You attempt to lean your body backwards, but the sword is faster and ruptures your chest, leaving a nasty, bleeding gash. *gosub_scene subroutines reduce_health_return 5 fight_scene *if (blocked) However, the sword barely harms you, so you grin and retaliate with a mean uppercut, lifting Gray Raven into the air. *goto raven_flaps *gosub_scene subroutines add_injury 3 You shake off the wound and retaliate with a mean uppercut, lifting him in the air. *goto raven_flaps #Ignore the sword. *gosub_scene subroutines f_stat_check "con" "str" 1 *if (stat_check) The sword rebounds from your chest, not leaving a mark, and you retaliate with a mean uppercut, lifting him in the air. *goto raven_flaps *else The sword ruptures your chest, leaving a nasty, bleeding gash. *gosub_scene subroutines reduce_health_return 250 fight_scene *gosub_scene subroutines add_injury 3 You shake off the wound and retaliate with a mean uppercut, lifting him in the air. *goto raven_flaps *else The feathers pierce deep inside your flash. Their beyond sharp tips drill into your flesh, rapturing it with endless cuts that cause an unstoppable drainage of blood. *gosub_scene subroutines reduce_health_return 8 fight_scene You remain standing, resembling a porcupine with needles sticking out of your body. Gray Raven doesn't waste time as he takes out his sword, swinging at you with a crazed, all-out effort. *goto raven_sword *selectable_if (mc_defensive_1_mastery >= 1) #Use [i]Celestial Shell[/i]. *gosub_scene subroutines skill_exhaustion mc_defensive_1_cost fight_scene "defensive_1" *label cs_2 *if (skill_shouting) "[b]Celestial Shell![/b]" A golden barrier forms around you, just in time to block the feathers. "How many Skills do you fucking have?!" — Gray Raven curses as he takes out his sword and swings it at you with a crazed, all-out effort. Naturally, it doesn't do anything against the most prized skill of your clan's ancestor. You dispel the Skill, in-between his strikes, and surprise him with a mean uppercut that lifts him in the air. *label raven_flaps *gosub_scene subroutines f_c Gray Raven flaps his wings and flips himself over, landing on the ground with his feet instead the back of his head. Not willing to lose initiative, you attack again. *choice #Punch him. You wind up your arm and punch him, but Gray Raven uses his wing as a shield: your graze your hand against the sharpness of its edges, not dealing him any damage. The bandit spins and his other wing lacerates your abdomen. *gosub_scene subroutines dodge *if (dodged) Predicting his attack, you tilt your body to the side and avoid it, to Gray Raven's indescribable frustration. You then grab his shoulders and tackle him to the ground, his sword scattering to the side as you mount him. *goto mount *gosub_scene subroutines reduce_health 5 fight_scene *gosub_scene subroutines add_injury 3 Infuriated and hurt, you grab his shoulders and tackle him to the ground. His sword scatters to the side as you mount him. *label mount *set mission_score +600 *set mission_success true *choice #Beat him into submission. At first, you punch him. With your left, with your right, with your left again. Your knuckles become bloody and scraped, his teeth become loose and shaky. Then you [i]elbow[/i] him. Right across the unprotected — his arms have gave out — face. You then elbow him once again, just for good measure, until his goes limp, barely hanging on to his consciousness. *choice #Kill him. This is not enough. There is rage in your blood, the desire of murder that is far from satisfied. Punch him once more. Elbow him again. More, more, more. Your vision goes red. You want to kill. Kill. Kill. *label devil_state *set mc_devilbreaks +1 *if (took_disciples) One of the disciples you took with you grabs your shoulder — you break his arm in return. His cry clears your mind. The disciples with the broken arm looks at you with fear. "Senior ${polite_address}, I-" "Shut up." — you interrupt — "Next time do not interfere in matters that do not concern you." He nods. [b]You have experienced your first Devil Breakout. You should read up on this state in the library.[/b] *label leave_now *page_break Return To Sect *goto mission_overview *elsif (tang_ruo) Tang Ruo grabs you shoulder — in your berserk state, you even attack the Prince. He swiftly side-steps and strikes you in the chest with an open palm. It knocks the breath out of you, but also clears your mind. "You alright?" — he asks. You nod. "We leave now." [b]You have experienced your first Devil Breakout. You should read up on this state in the library.[/b] *goto leave_now *else When you come to your senses, Gray Raven's body has been utterly destroyed by your assault. Your hands shake, tremble, but you gather yourself and prepare to leave. [b]You have experienced your first Devil Breakout. You should read up on this state in the library.[/b] *goto leave_now #Capture him. *label capture_him "You'll stand trial at the sect." — you say, as you tie him up with a rope. Your mission here is done — time to leave. *goto leave_now #"You work for me now." *label work_for_me_now *set mission_success false You seize his chin. "You alive in there?" He gives you a barely noticeable nod. "From this point onward, you work for me. Find yourself a new crew, get the hell out of Heavenly Ascension Sect's domain and continue your raids. Only now, every month, you'll meet me here with a percentage of the gold you procure. If you don't, I'll find you and kill you. Painfully. Do you understand?" Once again, a barely noticeable nod. "Good. I trust you'll figure out a way out yourself." [b]From now, you'll be earning a certain amount of gold every day.[/b] *set employing_gang true *if (eligible_achievements) *achieve mob_boss Your mission here is done. It's time to leave. *goto leave_now #Choke him with your hands. His hits your wrists, wanting to free himself, but your grip around his throat is too tight, like an iron claw that refuses to let go. In a minute, Gray Raven grows limp, his eyes closing. *choice #Continue choking him. There is rage in your blood. Desire to murder, which is far from satisfied. Feeling the feeble neck in your hands, you can't resist the feeling. Your vision goes red. All you see and know is death. Is killing. You squeeze his throat, so hard that it crushes his windpipe, but you do not let go even after he dies: instead, you madly slam him into the ground again and again. *goto devil_state #Let him go. You wait until he comes back to his senses. *goto capture_him #"You work for me now." You wait until he comes back to his senses. *goto work_for_me_now #Squeeze his skull until it bursts. There is rage in your blood. Desire to murder, which is far from satisfied. Feeling the feeble neck in your hands, you can't resist the feeling. Your vision goes red. All you see and know is death. Is killing. You put your hands against his skull and [i]squeeze[/i]. He tries to fight you, but who the fuck is he? You see the fear in his eyes. The realization of his sudden death. You see the regret, you see the pain and you… squeeze harder until the head bursts. But you do not stop there. You continue. You pound him into the ground, again and again. *goto devil_state *if (finger_finish) #Extract his Heart Blood. What you are about to do is frowned upon in the Martial World, even amongst the Devils… but why would you care what they think? You push your finger further, until it reaches Gray Raven's heart. Then, you feel the Skill take effect: as if agitated and hungry, your finger starts to vibrate before it cuts into the bandit's most vital organ. And then it starts to absorb the precious, sacred Heart Blood right from the source. Gray Raven ages at a visible rate. From a man in his early thirties, to middle aged, to old and then into a skeleton with skin plastered upon. He takes his last breath, staring at you with fear and regret in his eyes, and closes his eyes. *set mc_offensive_3_mastery +1 *if (took_disciples) "Senior ${polite_address}, what… What did you do?" — one of the disciples you brought asks. "Nothing." — you reply. It's a shame that killing all the Outer Disciples would put you in too much trouble with the Sect — "We're leaving now." *gosub_scene subroutines reputation_change 20 "kindness" "-" *goto leave_now *elsif (tang_ruo) "So this is the kind of a Martial Artist you are." — says Tang Ruo. You don't detect any disgust, scorn or accusation in his tone — "I see. Well, on the path of power, every road is a good one if it leads to the top." *gosub_scene subroutines reputation_change 15 "kindness" "-" Your mission is done — it's time for you to leave. *goto leave_now *goto mission_overview *if (mc_offensive_1_mastery >= 1) #[i]Heaven Crushing Palm[/i]. *gosub_scene subroutines skill_exhaustion mc_offensive_1_cost fight_scene "offensive_1" *if (skill_shouting) "[b]Heaven Crushing Palm![/b]" Gray Raven tries to block your palm with his wing, how could a Skill left behind by your supreme ancestor be that weak? His wing breaks and he howls in pain, but your hand that slaps him across the face with a bone-crunching sound and topples him down quickly shuts him up. His sword scatters to the side and you mount him. *goto mount *if (mc_offensive_2_mastery >= 1) #[i]Sixty-Four Earth Shaking Fists[/i]. *gosub_scene subroutines skill_exhaustion mc_offensive_2_cost fight_scene "offensive_2" *if (skill_shouting) "[b]Sixty-Four Earth Shaking Fists![/b]" Gray Raven tries to shield himself with his wing from your onslaught, but your punches seem to come like waves during a storm, infinite in their amount. His wings breaks and he howls in pain, but your fist that knocks him down with a bone-crunching sound quickly shuts him up. His sword scatters to the side and you mount him. *goto mount *if (mc_offensive_3_mastery >= 1) #[i]Extreme Demon Finger[/i]. *gosub_scene subroutines skill_exhaustion mc_offensive_3_cost fight_scene "offensive_3" *if (skill_shouting) "[b]Extreme Demon Finger![/b]" Gray Raven tries to shield himself with his wing, but your finger cuts its apart, sawing the bone in half before it pierces into his chest. With your finger thrusted near his heart, you take Gray Raven to the ground and climb upon him. *set finger_finish true *goto mount *if (mc_offensive_4_mastery >= 1) #[i]Flesh Scorching Kicks[/i]. *gosub_scene subroutines skill_exhaustion mc_offensive_3_cost fight_scene "offensive_3" *if (skill_shouting) "[b]Flesh Scorching Kicks![/b]" Gray Raven tries to shield himself with his wing from your onslaught, but, by the third kick, you've burned a hole through the feathers. With the fourth one, you send him tumbling to the ground and climb upon him. *goto mount *selectable_if (mc_defensive_2_mastery >= 1) #Use [i]Void Step[/i]. *gosub_scene subroutines skill_exhaustion mc_defensive_2_cost fight_scene "defensive_2" *label vs_3 You disappear just before the feathers hit you, teleporting right next to Gray Raven and surprising him with a mean uppercut that lifts him in the air. After he lands, hitting the ground with a loud thud, you climb upon him. *goto mount *else Sadly, with the assistance of the talisman, Gray Raven becomes too fast for you to chase: his augmented, quickly flapping wings carry him out of your sight. *goto lost_him *elseif chase_type = "gale" You have to use [b]Gale Stream[/b] again, in order not to lose the sight of him amongst the tall trees. *gosub_scene subroutines skill_exhaustion mc_footwork_1_cost fight_scene "footwork_1" Eventually, the power of the wind lets you catch up to Gray Raven. *goto caught_up *elseif chase_type = "lightning" You have to use [b]Lightning Flicker[/b] again, in order to not lose the sight of him amongst the tall trees. *gosub_scene subroutines skill_exhaustion mc_footwork_2_cost fight_scene "footwork_2" Eventually, the lightning lets you catch up to Gray Raven. *goto caught_up #Let him go. Forget it — he isn't worth the trouble. You return back to where the battle took place and prepare your return to the sect. *page_break Back To The Sect You decide that catching Gray Raven is impossible and let him go. You mission, however, can still be considered a success: the gang won't dare to cause trouble anymore. *set mission_score +300 *set mission_success true *goto mission_overview *elsif parameter_return = 3 Perhaps you should've tried to make a deal with Gray Raven — that way, at least, you wouldn't have to escape in the most humiliating way. *set mission_success false *goto mission_overview *label mission_overview *page_break Return To Sect MISSION OVERVIEW: [b]Status[/b]: *if (mission_success) *if (eligible_achievements) *achieve fists_of_justice [i]Success.[/i] *set mission_var1 1 *else *set mission_score 0 [i]Failure.[/i] *set mission_var1 2 *line_break *temp prestige_gain mission_score/10 *if (tang_ruo) *set prestige_gain / 2 Bringing Tang Ruo along has reduced the amount of prestige you've gained. *line_break *if (took_disciples) *set prestige_gain / 2 Bringing disciples along has reduced the amount of prestige you've gained *line_break *if prestige_gain = 0 *gosub_scene subroutines prestige_change 30 "-" *else [b]Prestige Gain:[/b] [i]${prestige_gain}[/i] *gosub_scene subroutines prestige_change prestige_gain "+" *temp exp_gain mission_score/10 *if (tang_ruo) *set exp_gain / 2 Bringing Tang Ruo along has reduced the amount of EXP you've gained. *line_break *if (took_disciples) *set exp_gain / 2 Bringing disciples along has reduced the amount of EXP you've gained. *line_break [b]EXP Gain:[/b] [i]${exp_gain}[/i] *gosub_scene subroutines give_exp exp_gain "" *goto_scene fr_missionhall *label defeat You have overextended yourself. Your vision goes black and you lose consciousness… *goto_scene game_over