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TopicFool's Overture [CYOA] [RPG] [Part II]
KanzarisKelshen
08/26/11 6:19:00 PM
#1:


INTERMEZZO:

A limousine speeds down a broken concrete road, its occupants oblivious to the moody picture of the countryside painted around them. Inside, a man dressed in a red business suit is busy talking to someone on the phone.

"Already? Those were not the terms of our deal. You know that much, Pardes. I wouldn't have expected you, of all people, to break your word." The man listens to someone speak on the other side on the line, then raises his voice. "Yes, yes, yes, as if I care about being courteous and polite at the moment." His voice is cold and harsh. "We will discuss this matter in more detail in person, but remember this: you've known my wrath, Pardes. Do not test me like you would Turing and Hallscroft." He then cuts the communication and slumps down on his seat. "What a day this is turning out to be..." He mumbles. "Don't you think so, U?".

Fade to black.

[Meta Theme 1, Come and See The Show:

[Welcome to Fool's Overture, a mix of Choose Your Own Adventure and jRPG! Having filled up a whole topic, it is time to continue the story of the Fool who has just dived into the supernatural world, and the allies he has found. For those who missed the first topic but are interested in the idea of a long, involved CYOA, here's the story:

Yesterday, a young man ventured into the home of a tarotist, looking for a reading at the behest of a friend. Though slightly skeptical about the whole fortune-telling schtick, he followed her instructions, and received a most ominous lecture, foretelling strife and hard decisions in his future. He then left the house and continued with his daily routine...or would have, had a powerful gust of wind pushed him in front of a speeding subway train. A discorporate entity intervened, however, and infused the wind with more power, saving the youth, but only briefly, as a strange monster, called a Dullahan, appeared and attempted to strike him down. With no other choices, the youth made a pact with the discorporate voice, which granted him with a water spirit and magical powers. After a grueling battle, the youth triumphed, but collapsed, exhausted by the ordeal. It was then that a man in a red coat, who was known as Mr. Lotwyver, entered the scene and helped the boy to a hospital. There, the youth confessed to the existence of his powers, and was extracted from the building by Lotwyver, who gave him a card with an address, telling him to pay him a visit the next day. Then, the youth and his spirit, known as an Empathic Sprite, returned to his home and went to sleep.

The next day, the youth discovered that the card's address led to a large skyscraper, owned by Hallscroft, Turing, and Lotwyver. Inside, Mr. Lotwyver made the young man an offer to join his organization, specialized in hunting down rogue practitioners and bringing newly awakened talents into the fold. As the youth was hesitant, Mr. Lotwyver took him to meet the people who did the field work, his Knights: Godric the scholar, Henrietta the painter, and Fallon the forger and policeman. After perusing Godric's library, the youth decided to accept the offer, and engaged in some friendly sparring with Henrietta to test his mettle, before creating a Forge Item with Fallon. The Forge Item, a powerful tool attached to his personality, was an umbrella named Stormscraper. At the same time, the youth decided that his Sprite, who had remained nameless so far, was to be known as Lluvia. Following Mr. Lotwyver's insistent suggestions, the youth then decided to go to school and not skip on it two days in a row.]

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