chittr
← @uranianUmbra
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A user of established repute
Zoologically Dubious Caduceus
An ominous omen for a complacent wizard.
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In your darkest moment, this user will help you.
#TeamRing
This user pulled off the greatest heist of the century.
@uranianUmbra[UU]

>#TEAMRING: Rock the heist (FINAL PART) The Condesce lunges at the Rogue, but the Thief catches )(er 2x3dent in her own.​ They clash, identical faces glaring at each other as the Rogue is beset by a wholly different fork.​ The Maid, enraged, thrusts a flurry of stabs at the Rogue, who can do little but dodge and weave as she looks into the bright blue eyes of her dear friend.​ The Condesce keeps healing, and the Thief keeps taking damage.​ She’s forced to endure the same evasive dance as the Rogue, until.​.​.​ they switch partners.​ The Thief has no qualms fighting the Maid, and the Rogue has defeated the Condesce once before.​ It’s a much more favourable matchup.​ Though she’s long passed the need for a strife specibus, the Rogue still favours Fistkind for close quarters.​ She deftly dodges the 2x3dent over, and over, and over - and when she doesn’t, it still doesn’t hit her.​ Her fists crack against the sopor-slowed Condesce’s ribs, and this time they don’t heal.​ The Thief takes a while to notice.​ Her own 2x3dent finds much more purchase in the Maid’s body.​ The maid raises a hand towards one of her cuts, and.​.​.​ nothing happens.​ Both realize instantaneously what this means.​ The Thief has stolen the Maid’s power of Life.​ No more healing.​ From there, the fight is almost easy.​ Almost.​ The Rogue is aggressive, attacking in far closer range than the Condesce’s weapon can effectively connect.​ She discards it, then, showing off why she really wears all those rings.​ The fight is messy - all grabbing and punching and hair-pulling and bloody teeth and exhaustion.​ The Rogue pokes the Condesce in the eyes, a crude tactic to nullify her optic blasts.​ For as many hits as the Condesce lands, she misses two more, passing right through the Rogue as though she was never there.​ It all ends when the Rogue passes through the Condesce entirely, getting behind her and grabbing her skull.​ She whispers something in her finned ear - something unheard by all others - and in one quick motion, snaps her neck.​ The sound is sickening.​ It draws the eyes of the other Life players, and the Maid cries out in shock.​ Before anyone present can respond, the Manor shakes with a thundering HONK.​ Both heroes instinctively turn their heads, watching as cracks form in the cieling.​ By the time the shaking stops and they look back.​.​.​ the Maid and the defeated Condesce are nowhere to be seen.​ Along with the drained ring.​ -- A lumbering green fist swings downwards towards the still-dodging Sprite, only for the Heir to manifest just in front of them.​ The fist connects with the Heir, and the Heir connects with the Sprite, sending them both flying through several floors.​ The Lord is Already There to meet them, of course.​ Quick thinking from the Sprite ducks both heroes into the past just before they can be hit with that dream-shattering beam attack of his.​ He, of course, was Already There, Too, so there is little respite.​ Both were prepared for this.​ The Sprite unsheaths a new pair of claws - Fearful Symmetry.​ The Heir pulls out The Note Desolation Plays.​ Each weapon was specifically designed for the Lord.​ The Sprite pounces into action, needling the Lord from every angle, locking him down to a single timeframe.​ They’ve had practice with this, sparring with other Time players.​ The Heir hits hard.​ Each time his hammer connects, it sends the Lord stumbling more than he will ever care to admit.​ There is a rage in her attacks, a frustration.​ This is personal.​ But, of course, The Lord is inevitable.​ As hard as he is hit, he hits back.​ His sceptre cracks the Heir’s ribs, his bullets clip the Sprite’s wings.​ His roaring HONK shakes the very foundation of the Manor, and the floor falls away once more, opening into a ballroom.​ The dust is thick.​ None can see a thing, until it’s blown away by a pair of white wings.​ The Lord’s billiard-ball eyes lock with the bright green of his long-lost sister.​ Time seems to stop.​ The space between the two, at each end of ruined ballroom, seems infinite.​ Even the Heir and Sprite pause midway through eating their pixelated healing items.​ All is silent.​ Then, a roar.​ The Lord’s jaw unhinges.​ The Muse’s wand unsheathes.​ A beam of flashing, many-coloured light explodes from his throat.​ The Muse casts a spell, warping space around her so thoroughly that even light, even pure magic, bends to her will.​ The beam fizzles, and both are left exactly where they started.​ There is another long, painful pause, before the Heir takes his hammer to the Lord’s goddamn kneecaps.​ The rest of the fight is a flurry of wings and wind and claws and wings and bullets and blasts.​ The Lord ignores whatever damage he takes from the Heir and Sprite, focusing solely on the Muse, who, for her part, does a lot of dodging.​ She’s not a fighter.​ She never has been.​ She thanks her lucky stars she’s never needed to be.​ But today, she finally aims her pistol at another person, if the Lord can even still be called that.​ Where the Lord’s magic is massive and overwhelming, her blasts are thin and precise.​ And, to her credit.​.​.​ she does some damage.​ Perhaps it’s her White Magnum, perhaps it’s old Cherub rules about fated battles, but she manages to get past that invulnerability of his.​ The Lord is nowhere near defeat, of course.​ It’s not until the Rogue and Thief finally arrive that a stalemate is forced.​ The Lord roars one last time, and the fighting stops.​ The dust settles.​ Nobody can afford to fight any longer.​ The combatants are beaten, bruised, bloodied.​ Some have broken bones.​ Even the Lord knows that fighting five gods, conditionally immortal or not, carries risk.​ Especially with that damned juju in play.​ Reluctantly, he tells them to just get the fuck out of his house.​ The heroes pick each other up and gather together.​ Anticlimax aside, they’ve gotten what they came for.​ The Heir does her best to breathe steadily, to focus on home.​ He clicks his heels, and the five heroes disappear into the wind.​ Exeunt omnes.​

Kult: +32
Kull: +22
Total: 54
Ratio: 1.45