AuthorsDen.com   Join Free! | Login    
   Popular! Books, Stories, Articles, Poetry
Where Authors and Readers come together!

SIGNED BOOKS    AUTHORS    eBOOKS new!     BOOKS    STORIES    ARTICLES    POETRY    BLOGS    NEWS    EVENTS    VIDEOS    GOLD    SUCCESS    TESTIMONIALS

Featured Authors:  Oralya Ueberroth, iCHANTI LACE, iRoxanne Howe-Murphy, iWilliam Pusey, iPatricia Sanders, iMark Lichterman, iDominic Caruso, i

  Home > Action/Thriller > Stories
Popular: Books, Stories, Articles, Poetry     
Nik Yates

· + Follow Me
· Contact Me
· Stories
· 1 Titles
· Save to My Library
· Share with Friends!
·
Member Since: Dec, 2011

Nik Yates, click here to update your pages on AuthorsDen.




Featured Book
Susan Sarandon: A True Maverick
by Betty Jo Tucker

Susan Sarandon's extraordinary movie career is analyzed by film critic Betty Jo Tucker in SUSAN SARANDON: A TRUE MAVERICK. Why did the passionate and outspoken Sarandon c..  
BookAds by Silver
Gold and Platinum Members


KARMA OUTLAWS
By Nik Yates
Tuesday, December 06, 2011

Rated "PG13" by the Author.

Share    Print  Save   Follow



LINEAR GAMEPLAY

    KARMA OUTLAWS™ is played as an over-the-shoulder, first person/third person perspective action-adventure stealth open-world funneling narrative mission videogame. 

    The main character, Nik “The Man” Yates, is an extreme sports “rock star” professional, life-time videogame fiend and cool dude who lives in Los Angeles, California and jams locally with his band, “Zero Edges”.  Nik Yates represents an idealized version of an average real life videogame player.  (Who doesn’t want to be a “rock star” in everything they do?)
   
    Yates’ and the Player’s adventurous desire to take risks and explore virtual worlds is realized through an ancient scroll sent to him for safe-keeping from his archeologist brother.  The mere reading of the ancient scroll’s words creates the perfect onomatopoeia to alter his vibrations to access other Planes of Existence, in this singular case, the Astral Plane of the “Afterlife”. 
    Through successful challenges he gains knowledge that allows him to return to the Physical Plane with a mission: to seek out Lee Edwards, the Guardian of a Physical Plane Portal.  Upon contact, Edwards warns him of the cost of his karmic choice to cheat death – those close to him are now in danger. 
    And although he puts up a good fight, Yates cannot prevent his girlfriend’s abduction to the Lower Astral Plane by Rakshasas, vengeful afterlife Soul-Hunter Demons – but how he handles the situation saves her life. 
    Yates now has to rescue her and his search takes him from the Physical Plane to the depths of the Density Plane, up through the Astral Planes to the heights of the Etheric Planes.

    KARMA OUTLAWS™
Game World, though presented here in a linear path, allows for exploration at any time where certain acquired info can be used to assist progression. Therefore exploration of each Plane is encouraged. There are items to find, clues to be detected and objects to be collected. NPCs, found clues and the Player’s intuition assist funneling.
    “As above; so below” is an ancient theory of existence on different Levels of Consciousness; this theory is reflected in the game design so that a universal map can be used as an overlay for each Plane – as in parallel worlds where all is the same, but different. 
    
   
KARMA OUTLAWS™ is envisioned as a unique, fun, clever, spacy, violent, smart, scary, suspenseful, ironic, karmic, thought-provoking, cool video game with an extra added benefit - to raise Players’ consciousness.  We believe that even before winning the game the average player will have gained more awareness than before playing. And; “Once your consciousness is raised, it cannot be lowered”. 
    We want to do our part toward the evolution of the human spirit – while kickin’ ass across dimensions.

Level 1 begins present-day on the Physical Plane, Earth.

ESSENTIAL 120 SECOND CINEMATIC PLOT SET-UP

Camera pans an expansive interior wall:
Posters, framed magazine covers and photos of Nik “The Man” Yates in action; moto-cross, surfing, snowboarding, skateboarding, race-car driving, wingsuit flying and various other blow-mind shots of him performing extreme sports cover the wall.
Camera continues to pan the wall:
trophies, awards and photos of Yates with world-class celebrities and sports figures are displayed on shelves;
Camera continues to pan the converted warehouse interior:
surfboards and electric guitars lean against the walls;
a huge flat screen has a videogame paused
Camera angles down to table in front of flat screen:
next to the controller on the table is the latest issue of XtremeSports magazine.
Camera focuses in on the magazine’s cover:
it’s a photo of Yates with the caption in bold text; “What’s next for “The Man”?
Camera pulls up and pans:
to reveal more of the interior of a warehouse that’s been converted into an amazing home,
Camera rests on:
Yates’ silhouette at the front door – he signs for the delivery of a package.
Yates POV:
He holds a package addressed to Nik Yates – the sender’s name is Alexander Yates,
he unwraps the package that reveals a box
on top of the box is a handwritten note from his older brother, a professional archeologist:
“Keep in a safe place. Do not open.”
Yates sets the box down on the table near the XtremeSports magazine,
he looks at the paused videogame then back to the box, then to the cover of the magazine.
Continued Yates POV:
he picks up the box, opens it,
a silver tube nestled in padding is revealed,
he unscrews the end of the tube and removes an ancient scroll,
he partially unrolls the scroll and reads out loud, but to himself, the scroll’s warning;
(Click on the scroll on the desk in the GAMEPLAY page to read the scroll’s warning.)
the words’ edge’s glimmer,
Continued Yates POV:
again he looks up at the screen, at the posters, photos, trophies and down at the cover of XtremeSports: the caption, “What’s Next for “The Man?” rises off the page to challenge him.
Yates continues to unroll the scroll while reading the words aloud,
as he reads the words the sound of his voice fades in and out as sounds of wind and crackling electricity build,
flashes of strange cool images appear and dissolve as they swirl around Yates,
his warehouse home surroundings begin to fade away in the swirling imagery as a new structure and environment comes into focus.
Yates POV as he scans the scene:
The entire warehouse is but a mere crystalline skeletal vapor of its former structure,
an open meadow surrounded by forests and mountains can be seen through it, 
the nature environment is familiar but strange; the planets in the sky and structures off in the distance define that this is no longer the Earth Plane.

ASTRAL PLANE - (Level 1) – After-Life Experience – Mid Astral
Gameplay description going forward as Player is Nik Yates (Player Character)
FIGHT SEQUENCE 1 *****************************************************
Once you venture outside the vaporous warehouse structure you see off in the distance the tall grasses of the meadow begin to separate.
Some kind of Beast Entity is coming at you, fast and fierce, you won’t know what it is or what to do until it’s on top of you - until it’s too late!

Failure: You’re devoured! In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Astral Plane powers. Gameplay picks up from Plane transition. 

Success: You beat the Beast Entity by jumping out of the way. The Beast is deprived of your energy and dissipates.
Cool mini-cine replay: slo-mo of the Beast’s jaws opening wide just as you jump and the Beast dissolves in mid-air.
Your ability to jump the length and height of a truck is now realized and can be used when needed.

FIGHT SEQUENCE 2 *****************************************************
The beach community that was once near your warehouse is now a jungle.
Your explorations take you through parts of this Astral Jungle; where the interpretations of the word “Jungle” manifest. The “Amazonian” Jungle morphs into a “Concrete” Jungle (city) then into a cross between the two where strange Jungle-meshed organic plant life combines with the strange buildings and structures of the City. 
In this “Mutant Jungle” the Apes of the Jungle and the Human inhabitants of the City combine to create the athletic Ape-Men that begin to attack you.

Failure: You’re finished – you can be reborn and in your next life you will find yourself eventually facing the exact same issues and decisions as you are faced with here today.
Take the stand - the stand to move on and up.
In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Astral Plane powers.
Gameplay picks up from in the Astral Jungle. 

Success: Your jumping abilities allow you to attack and to avoid; newly gained physical strength allows you to pummel these monkeys.

FIGHT SEQUENCE 3 *****************************************************
As you journey deeper in to the Astral Jungle you find a bridge that spans a great distance across a huge ravine,
as you cross you see that something, a humanoid, is crossing from the other side.
You can continue, risk confrontation or pull back and let it pass.

Failure:
If you risk confrontation and pull back to let it pass – the humanoid never will either – and you will never pass.
In order to face your issues successfully you are given another opportunity to improve your skills.  Tap into your newly acquired Astral Plane powers.
Gameplay picks up from Bridge. 

Success: You realize that there is an invisible mirror effect half-way across the bridge and the other person crossing is your distant reflection.  You continue across, pass thru the invisible mirror to the other side of the ravine.
Your perception has increased and your ability to see great distances thru your developing Third Eye is now realized and can be used when needed.

FIGHT SEQUENCE 4 *****************************************************
Through obtained knowledge you become aware of Lee Edwards, a Guardian of a Portal on the Physical Plane and of the importance in contacting him.
You trace back to your “warehouse” and go to the “garage” to see what state your car is in,
the Astral version is quite cool – you get in the car, rev it up and take off.
In order to return to the Physical you must reach the correct frequency; synchronize the car speed with your mind rate and fuse the frequency at 88,000 RPM - which will then catapult you back to the Physical Plane to contact Lee Edwards.

Failure: Your attempt was unsuccessful - you are given another opportunity to improve your Astral skills.  Tap into your newly acquired Astral Plane powers.
Gameplay picks up from the Astral garage. 

Success: Your ability to correctly fuse your mind frequency with the correct RPM rate of the car creates the correct vibrational wavelength to allow transition back to the Physical Plane.

PHYSICAL PLANE – (Level 2) - Karmic Consequences
Cut Scene:
Astral Plane transitions to present day Physical Plane.
You’re still behind the wheel of your car as you drive up a mountain road at night under a full moon.
You turn onto Shadow Canyon Road then turn right onto Transition Lane and stop at a mailbox that reads Lee Edwards.
You exit the car and stealthily climb the small hill that overlooks Edward’s house and sneak down the other side of the hill.
You crouch behind a well that is situated in the middle of the yard, then stand, lean forward, look down in the well and see your reflection
You dislodge several pebbles; they hit the surface water and distort your reflection into a horrible face - but it’s not your distorted reflection, it’s a creature just below the surface of the water looking up at you!

FIGHT SEQUENCE 5 *****************************************************
The creature surges out from the well and fully-materializes on the ground ready to kill!

Failure: In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Astral powers.
Gameplay picks up from exiting the car. 

Success: You defeat the Creature; its pummeled body vanishes.

Cut Scene:
Edwards comes out of his cabin and hustles you inside the sacred safety of his home.
You tell Edwards of your Astral afterlife trip and karmic need to contact him.
Edwards quickly tells of his “Guardian of the Well Portal” status and of an outcast Lord of Karma, Ratava and of the Rakshasas Demon he sent that you just fought. Rakshasas were particularly wicked humans in previous incarnations.  They are shape changers, illusionists and are notorious for possessing human beings.
Edwards informs you that, “T
he Law of Karma dictates that you can never run away from the consequences of your actions.  You cannot change the effects of your past actions and decisions - yet you can change the way they affect you and the direction your life takes by controlling your present karma.” 
Edwards’ continues, “Since you “cheated death” the Raks are coming after you - and anyone close to you is now in danger!”
Your only family is your brother in You immediately leave for your girlfriend Mary’s Hollywood apartment.

FIGHT SEQUENCE 6 *****************************************************
While on the way back to Los Angeles a CHP pulls you over and instructs you to walk a straight line …

Failure: Any resistance, physical combat, gunplay or emerging Astral power use of confrontation at this challenge will not allow progression.
Gameplay picks up from the highway leaving Edward’s. 

Success: If you do as he says you levitate as you walk and the cop is literally awestruck and you get in your car and leave.
(This sequence is an early example of smart gameplay that as the game progresses should become intuitive.  Not all confrontation can be resolved in violence where intelligence, common sense and thought–behind-actions can and will benefit the player as the game progresses.)

FIGHT SEQUENCE 7 *****************************************************
You continue to Mary’s apartment, park your car and run the stairs.
Inside her apartment you find two Raks - one is dangling Mary over the balcony -
the other is ready to fight. (There is a major “hidden in plain sight” clue in this sequence that will be the first to substantiate the revelations in the last Level/Plane.)

Failure:
Rak releases Mary and she falls to her death.
In order to face your issues successfully you are given another opportunity to improve your skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from run the stairs.

Success: Fight ends when like us; they retain their pain and sense your formidable combat skills.
Rak releases Mary and she is caught below by a third Rak.
They vanish with Mary.
You avoid Mary’s death; but she is abducted to the Astral.

Mini-Cut Scene:
Images show that through your developing third-eye “vision” that Mary was abducted to the Astral Plane.
Success with this challenge triggers an immediate cellphone call from Lee Edwards
(voice over rumbling distortion sound in the background)
he tells you that the Well-Portal has begun to activate for transition.
The scroll’s whereabouts or condition is unknown – therefore the only sure way to find Mary is to get to the portal in time to transcend.
Once back into your car the race against the clock begins.

FIGHT SEQUENCE 8 *****************************************************
Your car screeches off,
once on the road, another CHP Officer flashes his lights for you to pull over.

Failure:
If you pull over this time - the CHP officer is a Rak and you’re sitting-duck dead.
Get your priorities straight.  Tap into your newly acquired Karma Outlaw powers to match the urgency of gameplay.
Gameplay picks up from CHP in rear mirror.

Success: You have nothing to lose, so you ignore the CHP and continue on to Edwards’ cabin and the well-portal.
The CHP Officer chases you and comes up alongside the passenger door and swings his body around and crashes through the passenger’s side door into the front seat.
You see that he’s not a CHP Officer, he’s not even human … it’s another Rak!

The fight begins, but in slow-motion.
This fight sequence is game-played in slow-motion so that you can execute the following:
While fighting, punch in the cigarette lighter on the dashboard then pull it out and jam it in the Rak’s eye – this gives you the advantage to take his gun from his holster and then kick the CHP Rak out the car door he came in.
You continue to race to the Well-Portal.

FIGHT SEQUENCE 9 *****************************************************
As you drive, three Raks show up on choppers, one’s left eye is seared and blistered from the cigarette-lighter wound.
You have to run them off the road, run over them, or shoot them off their bikes with your newly acquired handgun.
The sign “Shadow Canyon Road” looms up on the right, you veer right onto Shadow Canyon Road, then onto Transition Road - but bust thru Lee Edward’s fence and head straight for the small hill.
The car has to be going just the right speed to fly into the air off the small hill and do a “Dukes of Hazzard” General Lee slo-mo into the center of the now fully-activated circular-swirling Well-Portal.

Failure: You misjudged; either the car was going too fast or too slow up the hill or you’re not in line and miss the center of the Well-Portal and/or a Rak you didn’t take out shoots out a tire and the car crashes into some trees.
In order to face your issues successfully you are given another opportunity to improve your skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from Chopper Raks. 

Success: You take out all three Raks and successfully gauge your car into the center of the Well Portal and are rewarded with an informative 30 second “Transition of Planes” cinematic. Trippy!

Images swirl, some lock in place then disappear,
swirling imagery continues as a voice informs you that, “The Lower Astral is a source for many paranormal and supernatural related incidents on the Physical Plane; Earth.  Bigfoot, Nessie, Mothman, ghosts, spirits, monsters, cryptids, vampires, demons, the undead, fairies and elves move back and forth between the Lower Astral Planes and the Physical Planes.
The Lower Astral is also a Vibratory Portal for “UFOs”.  Spacecraft and aliens from other galaxies and dimensions have always used the Lower Astral’s link to the Physical as a dimensional portal to the Physical.”

ASTRAL PLANE - (Level 3) – Supernatural - Lower Astral

You manifest (in yet another Astral version of your car) in the Lower Astral Plane in search of Mary.
Edwards’ previous info (voiced-over in Yates’ memory):
“... the Raks hang out at a saloon on the edge of town.”
You get out of your car and move thru the forest that surrounded Edwards’ place – only now it’s on the Lower Astral Plane. 
Ahead in the darkness a silhouette of a 10 foot tall humanoid is seen.
It steps out of the tree shadows into the clearing illuminated by the full moon light; it’s BIGFOOT and he won’t let you pass!

FIGHT SEQUENCE 10 *****************************************************
Bigfoot is, well, big, and strong, supernaturally-strong. Even your newly acquired powers seem to have no effect on him. 
You must out-smart this Cryptid Superstar or get ready for a long battle.

Failure: In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from transition in forest. 

Success: Defeating Bigfoot allows you to continue thru the forest.

You come to another clearing out of the forest and into an Astral Cemetery.
Lights of the town can be seen off in the distance.
You run thru the cemetery toward the town’s lights.

FIGHT SEQUENCE 11 *****************************************************
As you run thru the cemetery the undead climb out of their graves and deadly spirits swoop down from the ethers to attack you.
The undead are relentless; you will have to be quick and ruthless. This involves melee combat.
Some of the undead are corporeal some are phantoms – being a bit undead yourself allows you to fight each combatant on equal ground.  Solid fists connect with solid bodies – vaporous apparitions can be beaten down with vaporous fists!

Failure: In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from emerging from forest. 

Success: Allows you to continue toward the town.

When you arrive at the outskirts of town a huge human bat-like creature, 8 feet tall, bounds into view and blocks your path; it’s MOTHMAN and he has a prophesy for you – you’ll get no further!

FIGHT SEQUENCE 12 *****************************************************
Mothman proves to be the hardest opponent yet; he’s athletic, strong and is able to take flying leaps in any direction; away from and at you.

Failure: In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from edge of town. 

Success: Defeating Mothman allows you to continue into the town.

You approach a saloon and enter,
a Rak is playing a piano; another is standing at the bar holding Mary,
you demand they turn her loose.
The One-Eyed Rak agrees to release her IF you live after a showdown at High Midnight under the full moon.
You agree and move thru the saloon doors and out into the street.

FIGHT SEQUENCE 13 *****************************************************
A Rak is in the center of the street about 10 yards away.
The One-Eyed Rak holds Mary just outside the saloon.

Failure: In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your newly acquired Karma Outlaw powers.
Gameplay picks up from enters saloon. 

Success: Use of your developing Third Eye allows you to see a close-up of the Rak’s hand as he goes for his gun - you outdraw him.

Cut Scene:
You’ve taken down a gunslingin’ Rak and turn to Mary and see that the One-Eyed Rak is gone.
You run over to her and just as you reach her …
…the environment changes into the interior of a massive hall and Mary is nowhere to be seen.
A huge anthropomorphic transparent head appears (Wizard of Oz-style) and says:
“Yates, for willfully breaking the Laws of Karma your punishment is a life sentence on the Physical Plane as a “man unbeknownst of existence”, sound familiar?   All you have to do to continue your search is to die, but this time you’ll need to “win back” your mortality in order to do so.  To pay off your Karmic Debt you will be given supernatural superpowers to use in acts of heroism.  Done successfully your powers will decrease until you are mortal once again with the ability to die for the moment and live for eternity.”

PHYSICAL PLANE - (Level 4) – Life Sentence as a SuperHero
(At any time from this Level 4 - 6, degrees of Karmic Debt can be paid by choosing a mission on the Density Plane – the Underworld. For Density Plane description and details, scroll to the end.)

Cut Scene:
Yates’ POV: descends thru clouds from the upper atmosphere of a daytime sky.
A city comes into view - he flies closer as rooftops and building spires come into view.
And closer still until he swoops down thru the steel and concrete canyons of the city to land on a building rooftop.
From his rooftop Point Of View he sees a crowd, a swat team, police and a bomb squad outside a downtown Los Angeles building.
Yates smears some soot from a rooftop chimney across his closed eyes to cover his somewhat-prominent identity. (His hair has become almost white from the dimensional shifts so he now looks like a male counter-part to Pris in “Blade Runner”)
TV/Cable news POV:
He swoops down on the scene, past the cops and into the building.

(Security cameras on every floor capture your every move - this event is live on the air.)

FIGHT SEQUENCE 14  *****************************************************
A terrorist faction calling themselves KAR; (Kaos Anarchy Revolution) have taken over a high rise Federal Building with demolition bombs set every ten floors or so, just like the ones at the Twin Towers on 9-11, so that the building will “pancake” and obliterate everybody and everything.

You need to take out all the KAR soldiers that guard the bombs and then disarm all the bombs.
This involves hand-to-hand combat within a “ticking clock” environment.

Failure:
In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your Karma Outlaw powers.
Gameplay picks up from rooftop P.O.V.

Success:  Allows you to continue.

Mini-Cine:
Yates’ superheroic exploits gain phenomenal world-wide media coverage.
Images/Sound/Video Montage: Constant commentary about Yates is on TV, radio, YouTube and the front page of websites around the world. 
Media Commentator’s voice: … “He has been rightly compared to Superman or Batman, but the people simply call him, “The Man”.  Some attribute this to the fact that there’s a strong resemblance to Nik “the Man” Yates, the professional extreme sports superstar who disappeared several years ago.”  Whoever he is; people love him, some worship him!

 

 

FIGHT SEQUENCE 15 *****************************************************
A gang is terrorizing a city neighborhood.
Police have cordoned off the area and news crews are filming live.

You must take them all out Arkham Asylum-style to face the Gang Leader.
This challenge is much like the melee-style combat in the Astral Cemetery.

Failure:
In order to face your issues successfully you are given another opportunity to improve your combat skills.  Tap into your Karma Outlaw powers.
Gameplay picks up from city streets scene.

Success: You take out the gang members and take down the Boss Gang Leader.
Success also removes or reduces the superpowers that were used and/or returns vulnerability points and allows
you to continue onto the next challenge.
Check your Holographic Account to keep track of your Karmic Dues balance and Immortality/Mortality standings.

FIGHT SEQUENCE 16 *****************************************************
You hunt down an alleged Lone Gun assassin for a group of Gov’t Officials.
Is the Lone Gunman guilty, or was he set-up as a fall guy by the Government?  
What do you do?

Failure:
In order to face your issues successfully you are given another opportunity to improve your gut instincts and combat skills.  Tap into your Karma Outlaw powers.
Gameplay picks up from where your hunt ends.

Success: You didn’t need any superpowers for this one!  Lone Gunman?  Yeah, right.
Once you take out their bodyguards you take out the real people responsible for the assassination - the Government Officials.
You earn vulnerability points and removal of some of the superpowers you used and are allowed
to continue onto the next challenge.
Check your Holographic Account to keep track of your Karmic Debt balance and Immortality/Mortality standings.

FIGHT SEQUENCE 17 *****************************************************
(To Be Revealed)

Failure: In order to face your issues successfully you are given another opportunity to improve your gut instincts and combat skills.  Tap into your Karma Outlaw powers.
Gameplay picks up from where your hunt ends.

Success: Your Holographic Account of your Karmic Debt balance and Immortality/Mortality standings should both read near zero.  Your powers are all but drained.

At this point you will have to perform a life-sacrificing act.
If you are successful with this last challenge it will drain you of the last of your superhuman abilities and powers.  You will be mortal; your Karmic Debt will be paid off and you will be able to “die”.
However, there will always be doubt and conspiracy theories that you never really died as your body will not be found.
This “death” will allow you to continue your search “untethered” for Mary on the Astral Planes.

FIGHT SEQUENCE 18 *****************************************************
(To Be Revealed)

Failure: In order to face your issues successfully you are given another opportunity to succeed with this major challenge.  Tap into your Karma Outlaw powers.
Gameplay picks up from .

Success: The populace sees Yates’ heroic decision and successful self-sacrificing act, but because his body was never found many don’t believe that he is really dead. (Karmic repercussions surface in Level 6)
Because of your rare experiences you now gain the ability to alter your vibratory rate at will.
You sense Mary is on the Higher-Astral Plane and continue your search.

ASTRAL PLANE – (Level 5) - The Gauntlet - Higher-Astral Plane
Environment slowly morphs from crystal clarity to a thin fog as Yates follows his senses to locate Mary. 
The fog clears and you sense there is a gauntlet to run through the forested valley that appears before you. 
The valley is bordered by huge cathedral-like tree trunks and arched branches. 
As strange planets loom in the sky you continue down the gauntlet path.
With each successful victory the view of a colorful cityscape off in the distance appears closer.

FIGHT SEQUENCES 19 – 22 *****************************************************

Failure:
In order to face your issues successfully you are given another opportunity to succeed with this major challenge.  Tap into your Karma Outlaw powers.
Gameplay picks up from last Gauntlet attack.

Success: At the end of the successful run of the Gauntlet you have now developed a pure astral super-physical body; somewhat spectral, but still “human”.
You continue toward the city.

Cut Scene:
Although the awesome city appears only a few miles away, on the Higher Astral the actual distance of the city is in another dimension.
Yates hitches a ride with an interdimensional resident headed that way in his classic retro but tech-cool saucer.
The craft changes frequency and they land at the city outskirts.
Yates gets out, waves good-bye.
Yates’ mental compass directs him to Mary.
She’s being held in a high-rise hotel near the Galaxy Club.
Yates enters the hotel lobby,
a flash fills the screen, …


PHYSICAL PLANE – (Level 6) - Idol Worship


… and he’s no longer in the hotel lobby but in a vintage Hollywood bar.
The bar is low-lit, but he recognizes Marilyn Monroe’s voice; she’s sitting in a booth with Elvis Presley. John Lennon and Martin Luther King Jr. talk in another booth.
Marilyn leans over in
Yates’ direction, “We need you to do something for us … and yourself.”
She continues, “None of us can move on with our after lives, because our millions of fans’ adoration keep us emotionally-tethered in the Lower Astral.”  “Now it’s happened to you.”
“Tell them, all our fans; “If you truly love us, then let us go.”
Elvis caps it off with: “Yeah, and tell ‘em, ThankYouVeryMuch.”
They all slowly dissipate back to the Lower Astral.
Yates walks out of the bar, he smiles, sympathizes but shakes his head and says out loud but to himself, “I feel your pain, but you asked for this, I didn’t.”
Yates stops in his tracks, realizes and then wonders out loud, “Did I agree to all of this prior to my present life on earth?” 

(This triggers an optional side mission/quest to get back to the point before his birth to verify his Prior-To-Life Commitment Experience. This involves obtaining his Akashic Records on the Mid Astral Plane.  This is a difficult mission; advised for 3rd Degree KARMA OUTLAWS, or higher – but reveals mysterious valuable clues.)


Regardless, he ultimately will need to break free of his “tethered existence” to continue his mission.
The only immediate way to achieve this is to reveal that he is in fact still “alive” and then commit acts that appear to be criminal or evil to destroy his worshipped idol image – when in fact his actions are honorable and life-saving – they only appear evil to the unaware public as they cannot know what Yates knows about the karmic reasoning behind his actions.
(A perfect movie example is Stephen King’s “Dead Zone” with Christopher Walken, a proven psychic who “sees” Martin Sheen’s US President push the “WWIII button” and is able to ultimately prevent that outcome, but is killed for attempted assassination.  The public will only know that he attempted to kill the President – not that he prevented a madman from ending the world.)

Therefore, Yates must become his own villain, his own nemesis to his previous superhero status as “The Man”
Every successful crime lowers your public’s previous admiration.
Now the media and the public have dubbed you “The Bad Man”.
Once the public’s admiration has lowered to that of hatred and disdain you will be untethered and can continue to the Etheric Plane where Mary is being held captive.
The fact that there will always be a faction of society that deifies villains and will continue to worship “The Bad Man” means that you have a limited window of opportunity to transcend before the pull of Idol Worship snags you yet again.
You must get to Lee Edwards’ cabin and activate the Well Portal – only this time the Raks are waiting for you.

Failure: In order to face your issues successfully you are given another opportunity.
Gameplay picks up on the way to Edwards’.

Success: You transcend to the Etheric Planes.

ETHERIC PLANE – (Level 7) Final Level
InterPlanetary Plane - InterGalactic Plane - InterDimensional Plane
Since the shock twist ending perfectly sets up the second videogame of this trilogy; we prefer to share it with those parties who show sincere interest in the potential of this property. 
If you’ve got this far; you know who you are.


DENSITY PLANE – (Levels 1-3) and player’s choice during Levels 4-6

You can slip into, or be forced to experience this Plane within the first three levels. 
This Plane can also be accessed at any time during Levels 4 thru 6 for voluntary missions to pay off Karmic Debt and/or to build valuable Interdimensional street cred that will serve you well.
As an SOS agent (Saver of Souls) you obtain powers that can only be gained on this Plane for rescuing and saving lost souls and returning them on a progressively positive path.
Of course there are Demons to deal with and a few Monsters and a fair amount of Vengeful Spirits and many Cursed Souls, a lot of them past Government and Corporate Officials and other equally Horrific Creatures, but it’s all scary good seriously realistic fun.
These missions are difficult but if successful can pay off a lot of Karmic Debt and return you to the Physical Plane much closer to your goal. 
With failed Underworld missions you don’t accumulate any more Karmic Debt but you slip deeper into the Underworld.  However, successes at these lower Density levels can rack-up valuable “Interdimensional street cred” in your Akashic Record, as well as acquired “Underworld” powers.  Think of it as a “Death Wish with Benefits”.

 


Want to review or comment on this short story?
Click here to login!


Need a FREE Reader Membership?
Click here for your Membership!



Popular Action/Thriller Stories
1. Einstein: How do Galaxies Work? Updated 6/
2. History: Psychopaths and Institutions
3. Movies I Love
4. The History of Human Societies: What Are T
5. Einstein: Collection: 18 Stories and Essay
6. Illusion's Love
7. Homicide Hunter: Lt. Joe Kenda
8. America's Health Care System: What are the
9. America's Health Care System: What are the
10. The National Security State: Have We Lost

Hong Kong Blues by Vic Warren

A fairy tale wedding on a yacht in Hong Kong harbor is spoiled when someone drops in from a passing helicopter and dies. A Hitchcock-style thriller set in the exotic city...  
BookAds by Silver, Gold and Platinum Members

The Throne of Olympus Volume 1 The Empty Crown by Peter Jessop

The Throne of Olympus is a modern-day reworking of the Greek mythological tales of Zeus and his battle against the Titans...  
BookAds by Silver, Gold and Platinum Members

Authors alphabetically: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Featured Authors | New to AuthorsDen? | Add AuthorsDen to your Site
Share AD with your friends | Need Help? | About us


Problem with this page?   Report it to AuthorsDen
AuthorsDen, Inc. All rights reserved.