Warriors: Choose Your Own Adventure (COMPLETE)

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Re: Warriors: Choose Your Own Adventure

Postby Arcaii » Sun Dec 06, 2015 7:02 am

Choices:

1: Leave now
2: Say goodbye
3: Say goodbye
4: Leave now
5: Leave now
6: Leave now
7: Say goodbye

Roll says... 4: Leave now.



You hesitate only for a moment. Then you remove your paw, get up, and head for the nearest alleyway.

It hurts your neck to look up, but you've learned to appreciate little mundane aches. You focus on the texture of the bricks, finding the little gaps in the cement filling as you climb the wall. No one else can do this, you remind yourself. That's why they like you. You have a lot of liberties because of this.

Right. You were supposed to be out on patrol tonight.

(stupid)

When you reach the roof, you stop and bend your neck again to ease out some of the pain. It gives you something to think about other than your current situation. You hear the dog moving around. It'll be by in a second. Just don't look that way.

You head right. You jump to the next roof. You cross over it.

You jump to the next roof. You cross over it.

You jump to the next roof. You cross over it.

You jump to the next roof. You stop. You sit. Your legs waver. You crouch. You take several deep, shuddering breaths.

You're alone in an unfamiliar city. The cat you owe everything to is currently being eaten by a dog. Your only living friend is lost within an overcrowded and over-aggressive section of town riddled with death, disease and cruelty. Your plans have been ripped to shreds, you're in debt to a popular captain, and you have no idea of what to do next.

And your neck's hurting again, of all things.

You give yourself a minute to recompose. You count to ten, then count your advantages. You have no real reason to stay in the Corps, except to have a steady three meals. You could just vanish into mob territory if you really wanted to, sneak around and steal food. It's not like you haven't done this before. (thieving little insect)

You sit up, inhale, and bend your neck. You need to make a choice now. You're supposed to report to the Major in an hour.


Head to base.
Cross the border.
Go somewhere else.
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Re: Warriors: Choose Your Own Adventure

Postby ~*Amber*~ » Sun Dec 06, 2015 9:55 am

Go somewhere else
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Re: Warriors: Choose Your Own Adventure

Postby Comettail76 » Sun Dec 06, 2015 9:57 am

Cross the border.
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Re: Warriors: Choose Your Own Adventure

Postby Wolvine » Sun Dec 06, 2015 10:27 am

Head to base.
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Re: Warriors: Choose Your Own Adventure

Postby lady chocobo » Sun Dec 06, 2015 10:35 am

Cross the border.
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Re: Warriors: Choose Your Own Adventure

Postby ❤ Sunberry ❤ » Sun Dec 06, 2015 3:59 pm

Head to base.
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Re: Warriors: Choose Your Own Adventure

Postby Arcaii » Mon Dec 07, 2015 6:20 am

Choices:

1: Go somewhere else
2: Cross the border
3: Head to base
4: Cross the border
5: Head to base
6: Cross the border (Randomly chosen)

Roll says... 4: Cross the border.



Better get to work.

You turn to scan over the horizon. The streets are completely empty, but you can see one scout coming back and heading your way. You sit down and wait.

"What are you doing?" she says, once she's jumped onto your roof. "All the scouts need to come in to report."

You say nothing.

"Are you waiting for the sun to rise or something?" The molly tilts her head. "You'll get a better view at home."

You look at her. She faintly reminds you of Momma - a white cat with a few notable scars. She lacks the life force Momma has. Everyone here is pretty dead, actually.

"Uh...hello?" She frowns. "Did you not hear me?"

You say nothing. You just keep looking at her.

She fidgets uncomfortably under your stare. You don't take as much pleasure in it as usual. "The Major's gunna kick your tail if you-"

"The Major can bite it," you say. You stand up.

"Sorry?" The molly stares at you.

"The Major," you repeat, walking past her. "Can bite it."

"Don't let her catch you saying that," the molly says.

"Go tell her I did." You stop at the edge of the roof, measuring the distance between this house and the next one.

"Go tell her- Are you serious?"

You jump across and keep walking.

"Where are you going?" the molly says loudly.

You turn right and head towards the cement-covered building.

"Alright, it's no skin off my nose," she says to herself. You wait until you can't see her anymore before you start moving again.
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Re: Warriors: Choose Your Own Adventure

Postby Arcaii » Mon Dec 07, 2015 7:03 am

The sun rises and is almost immediately swallowed by some storm clouds from the south. Cats on the ground wonder aloud if it'll rain today. Others drag off bodies to feed the dogs, and others still fight each other in the streets, surrounded by a crowd of wisers chanting for bloodshed. None of them notice you. You aren't even trying very hard to hide.

This place is much more heavily populated than the Corps' territory. Lots of young cats are strolling around in packs, making rude jokes and pushing each other around to instigate a pretend fight. You catch maybe one or two females over an hour, and they're always surrounded by toms. You still haven't found the place where they keep all of them, but that's not what bothers you.

The problem isn't that you can't find a molly. The problem is that, even if you do, you can't discern whether she's a call girl, a mother or a wife. And in your (admittedly brief) experience, those are three very different personalities.

From what you've gathered, the call girls are the young mollies - generally the ones you see wandering the streets and testing the boundaries set down by the mobs here. They talk too loudly and far too much. Half of the information you've collected and given to the Major has been through them. They're always surrounded by toms because they're considered free game if someone hasn't already claimed them. A few of them enjoy the attention. Most of them don't. (Thimble Thimble Thimble)

The mothers and wives are the oldest ones, you know that for sure, but you don't know entirely what the difference between them is in ranking. You've seen two wives and only heard about the mothers. They're spoken of with great respect by everyone. That's about all you have.

You take a break atop a half-constructed building that you don't know the purpose for. You need to sort your priorities before you go any farther. You've got to find out where the call girls sleep, whether all of them sleep there or just the unclaimed ones, and where they can all be found during the day. You also have to track down whether Thimble's been claimed or not, and if she has, you need to find that tom and (kill him you'd kill him if you could you'd kill all these) find a way to separate the two. Lastly, you have to figure out all the patrol routes and border guard rotations, and where they keep all the dogs. That will take a little more time than the others.


Start with Thimble.
Start with the call girls.
Start with the dogs.
Start with the borders.
Start with the patrols.
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Re: Warriors: Choose Your Own Adventure

Postby ❤ Sunberry ❤ » Mon Dec 07, 2015 7:06 am

Start with the patrol routes - you have to make sure you won't get caught.
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"Hi there! I'm an Christian teenage
girl who enjoys reading, writing,
surfing the internet and
participating in any theatrical

xxxxxxxxxxxxxxxxxxxxxxxxxxx
Rares Giveaway! ~ coding
Sinbreaker Giveaway! ~ Giveaway!
xxxxxxxxxxxxxxxxxxxxxxxxxxx

production I can squeeze myself
into! Feel free to message me
if you'd like; my inbox is always
open!"
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Re: Warriors: Choose Your Own Adventure

Postby Comettail76 » Mon Dec 07, 2015 7:15 am

Start with the patrols.
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