"NOMOS Action Roleplay Game in Gothic Futuristic City" by Liqueur Fellx licensed under CC BY-NC 2.0
It is the year 2120 in the city of Amaran. While parts of the city have flourished, the lower districts have been left behind in the dust, providing a grungy home to developing crime organizations.
SELECT YOUR CHARACTER
SELECT YOUR WEAPON
Characters wielding the energy pistol have middle-range health and attack.
Characters wielding the laser rifle have slightly higher attack, but slightly lower health.
Characters wielding the power gloves have slightly higher health, but slightly lower attack.
You keep a low-profile and safetly arrive at the warehouse. Taking a look around, you see that the building obviously hasn't been maintained for several years. In fact, time has left this area of the slums far in the past, a perfect spot for criminal organizations to accumulate.
You enter the warehouse and see a door to the right and one in the back leading to separate rooms.
Which do you enter?
You enter the back room to find miscellaneous old machinery covered with a thick sheet of dust and a variety of cobwebs. This room must not have been used in a long time. Other than the machinery and a few smashed up boxes, nothing catches your eye.
The door to the other room must lead somewhere more worthwhile; you decide to leave this room and try the other door.
You enter the room to the right. You find some stairs leading to the second floor; however, you will have to fight your way up, one of Balthazar's thugs is guarding the staircase.
You defeat the thug and are able to make your way upstairs.
The second floor is filled with pallets of boxes. You make your way through the rows of pallets to a short hallway in the back with one door to the right at the beginning and another at the very end. Which room do you enter?
The door opens and you enter a small room. In the middle sits a cheap circlular table, and seated at the table is one of Balthazar's thugs. She is leaning back in his chair, dozing off, but suddenly notices you and jumps out of his chair, startled. The room is cramped, but you'll have to fight her here if you want to leave.
The thug falls back on the table and is unconcious. You are able to leave the room and try the other door.
You enter the room and find yourself in a maze of shelves and filled with open boxes filled with miscellaneous electronic devices and various wires are dangling over the sides.
As you creep past the last isle you find Balthazar sitting at a table, alone, tending to business on his phone. He looks up and rises slowly from his chair. He reaches his eye patch, lifting it to reveal his bionic eye, and scans you from head-to-toe. With a smirk on his face he brings an energy pistol up from his side.
"I've been waiting."
Balthazar falls unconcious on the floor with a heavy thud. The remaining thugs in the warehouse rush in to see the commotion, but upon seeing their leader lying on the ground, defeat, they flee the warehouse.
You rip off Balthazar's eyepatch and detach his bionic eye from its socket to take with you as proof of your completed task. Upon return to your employer, you handover the bionic eye and she inspects it. She transfers a substantial amount of credits to your banking account; you have completed your mission.