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Twitter: @GuardTemp
Previous Thread: >>156269
Recap: You decided to have lunch at the nearest Taco Bell where you had some discussion with Chubbs, the tournament finalist. A smug douche who calls himself Black Belt Brad, the tournament winner, arrives to have his own meal. After a brief altercation, you decided to leave the scene. Then your sister uses her Twin Telepathy to tell you of a new danger in the water facility. You grab a bike and pedal as fast as you can there.

>Highest of 1d10 of the first 2-5 replies
>Rolls of 9 and 10 are automatically accepted
>A roll of 10 in particular would improve the situation
>If a roll of 1 or 2 is accepted (due to lack of opposing rolls), it will complicate the situation
>If two or more replies score the same highest roll, both will be combined into a multi-action update

You are Fist Lee, a kick-ass karate practitioner who is currently at the water facility. You are currently looking for Theo and your twin sister so you can assist them in your fight against the necromancer. Unfortunately, this place is larger than you thought.
(cont)
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>>172386
>Get knocked off the walkway by the flying body of a fighter losing to the necromancer.
>Rolled 1

Out of nowhere, a sentry's flying body hits you on the back and causes you to tumble over the railings. You are KNOCKED OUT.

--

You are now Kick Lee, Fist Lee's twin sister and taekwondo prodigy. You are currently taking a break mid-fight with Theo as you witness Villain B (a necromancer) do battle with Villain A (the mastermind). Good to know that the two parties are not on the same side.
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>>175257
Kick necromancer in the balls with that move
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>>175434
You tried that already! But the necromancer is too swift with his hands plus those claws kinda hurt.
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>>175604
Pull out flute. Subdue necromancer with the power of music
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>>175867
You left your flute at home, who would bring a delicate instrument to a martial arts tournament? Theo doesn't have a flute either, or any other musical instrument.

Those two villains are still going strong with each other, while their respective minions are duking it out outside.
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>>175919
Rip girls pants
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Rolled 9 (1d10)

>>175919
Pull out your Bazooka and shoot the both of them.
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>>175952
Oh yeah, on your way here, you enountered some douche with a rocket launcher. You and Theo managed to take him by surprise and steal the item. Now would be a good time to use it.

For all their martial prowess, they can't seem to notice an incoming rocket.
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>>176032
Meant for >>176002
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Rolled 7 (1d10)

>>176032
Now strike a menacing pose.
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>>176042
Hell yeah!

Now what?
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>>176096
NAKED VICTORY DANCE
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>>176098
You try to ping your twin brother about this achivement so you can do this simultaneously in different parts of the area, but you find that he isn't answering.

An alarming observation, since he never fails to answer your unique martial telepathy.
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Rolled 8 (1d10)

>>176399
Loot the bodies of the villains you just defeated, and wear the skull mask of the necromancer. Use it to find and scare your brother.
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>>176430
The skull mask doesn't seem to be imbued with any special traits,and the mastermind only seems to possess a sweet pair of shades. To be fair, most of the work is done by the latter's minions anyway.

You're currently in the lower levels of the facility, where a digger team uncovered some dormant remains of the (now-rekt) necromancer and stuff happened. It'll be a while before you find Fist, especially in this expansive area.
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Rolled 1 (1d10)

>>176473
Fist: wake up and suddenly find yourself in an ancient tomb
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>>183889
To hell with these rolls
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>>183889
>>183920
This was supposed to die a natural death.

You are now Fist Lee again. Unfortunately you wake up in some tomb with neck pain and a missing arm.
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Rolled 10 (1d10)

>>184859
Search the coffin thing next to you for a replacement arm
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>>185853
>>184859
>10
Looks like Fist Lee is getting a cybernetic arm when you get back from your trip
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>>185853
>>185877
Oh hey, there's a spiffy new arm literally with your name on it. And it's plug and play, too!
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>>186751
Is this the first time in this quest where we're aware of something a character we're controlling isn't (the necromancer being dead)? Do we need to establish whether or not metagaming is allowed?
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>>187038
Yes and yes but not directly. That's why the Lee's have Twin Telepathy.

Also, archive containing the first 2 threads
>http://suptg.thisisnotatrueending.com/qstarchive.html?tags=RAPIDFIRE
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Rolled 5 (1d10)

>>187078
In-universe mechanics dont count as metagaming, so that's pretty much a no.

So, I guess that means Fist Lee is still looking for the necromancer, given that one of the previous panels ended up suggesting that the tomb is telepathy-proof.
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>>187146
So, uh, look for the necromancer in the tomb. A tomb would make sense as a place for a necromancer to hide out in, right?
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>>187146
>>187162
You wander around the tomb, seeing signs of conflict and corpses lying around. You don't see any signs of necromantic activities anywhere. Eventually you arrive at a hole in the wall. You receive another telepathic message from Kick Lee, however it feels somewhat faint.

>"Bro! You're alive! Theo thought you were dead and Alodi got very depressed! It's been almost a day! What happened to you!? I can't find you in the waterworks anywhere!"

You tell her that you fell off the railings and got knocked out but you woke up in some kind of tomb. You also tell her that you lost your arm somehow. It's a bit sad how all of this just happened out of nowhere.

Thread will autosage soon and I'll be out for an out-of-town overnight stay at some place. Thread will resume in 2-3 days, depending on the trip. That is, if anyone's still interested in this haphazard adventure.



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