ok, now here's the part where everything from the game thats fictional (magic glowing weapon pick-ups, freeze missiles, med kits, etc.) gets a realistic spin. I explain how these things can logically happen in real life
Over the next few days, Krista is nowhere to be found. The only clue to her whereabouts is the heavy metal that can be heard blaring from the first floor garage of the carpark. Calypso doesnt even bother going down there to check. He just keeps his eyes on the news and his driver files. On the third day, Calypso heads down to the street where his Range Rover is sitting, waiting for him.
HORACE: Good day, Calypso.
CALYPSO: Good day, sir.
HORACE: Are we waiting on Ms. Shephard?
CALYPSO: No. If she makes it, then fine. She knows what time we're leaving..
Within minutes, Krista comes walking out from the alleyway on the side of the building. Still wearing the now-stained wifebeater and tattered cargo pants. She hops up into the SUV.
HORACE: Good day, Ms. Shephard.
KRISTA: Hi Horace.
Horace shuts her door and climbs into the SUV. They arrive at the hangar shortly after, to see all the cars finished and parked outside the hangar. Calypso gets out and walks up to Wrench Monkey.
CALYPSO: Is everything ready to go?
MONKEY: Isn't it always ready?
Calypso hands Wrench Monkey a sealed envelope. Monkey pockets it and gathers his mechanics.
MONKEY: The bus should be here any minute. I talked to Molo a little bit ago and he was already en route.
As Calypso is walking the line of cars, all prepped for war, the charter bus full of the car's owner's pulls up. The drivers all bail out, one at a time. As they look over their cars, the lead mechanics give them all a rundown of the weaponry their cars now possess. Jose and Alvin are the first to get inside their vehicle. They notice a giant hump that runs from the nose of the bus to about 5 rows back, right down the middle aisle. Shift climbs in behind them.
ALVIN: Hey, whats this hump here for? Its right in the way.. you gotta climb over it to get to the driver's seat.
SHIFT: Here, lemme show you.. (flipping a latch and opening the hump like a trap door)
From here, the drivers look down to see a big cannon-like barrel mounted to a hand-made sub-frame underneath the floor of the bus. An air tank is mounted at the back of the barrel. The barrel is flush-mounted with the grille on the front of the vehicle.
SHIFT: Do you guys know what a 'bola snare' is?
JOSE: No.
SHIFT: A bola snare is something hunters used to use a long time ago for catching prey. What it is, is a big net with heavy weights tied to the ends. Basically, you throw the net over whatever it is you want to capture, and the prey will fight to get out of it, usually getting tangled up in the process. The weights help to make escape more difficult. I gave you guys essentially the same thing.. just bigger. And the fun part - the heavy weights at the ends are grenades. So you'll ensnare someone, then blow them up.
JOSE: I knew this man was gonna nail it!! I love it!!
SHIFT: Glad you like it.
After about an hour, Calypso calls everyone together for one final announcement.
CALYPSO: Drivers, this will be our last meeting before I send you off. With that said, I have a final set of rules for you, as well as explaining how things work for you new people. (after a moment of silence) Your vehicles have been fitted with various types of automatic firepower - gatling guns, tommy guns, mini-guns. Also, you've been equipped with small missile launchers. We went with a smaller scale to keep your cars from flipping over from recoil. Don't be fooled, though. These missiles pack a punch when they impact. And of course, each vehicle has been outfitted with a personalized special weapon. While yes, they deal an enormous amount of damage, each one is limited on ammo or supply. These stipulations have already been explained to you by your mechanic. Now, anyone with a brain will know that ammo is not infinite. You can and WILL run out. We know this and have come prepared as always. As you might have noticed, I have several choppers that will fly overhead while you battle. Not only do they act as cameraships, but they also supply ammo in the form of care package drops, or "dumps" as some old war veterans like to call them.
PRICE (muttering): just like motherfucking Vietnam...
CALYPSO: On a timed scale, these choppers will drop large crates with several pieces of ammo. The boxes are color-coded for what type of weapon they are for, which I will explain shortly. They might be anything from missiles, to bombs, to bullets, so pick wisely. Are we clear on this?
The crowd responds in agreeance, simultaneously.
CALYPSO: Next on the agenda - repair stations. Now, its no secret that your car will have the living shit beat out of it. But if you can manage to survive a dogfight without your car giving up the ghost, there is hope. See, these guys behind me arent just here to modify your vehicles for a few days, then take those sweet paychecks and disappear. You see those white boxtrucks parked along the fence? (pointing to a line of Ford E350 boxtrucks backed up to the fence by the exit) There will be 5 of these parked around town, loaded with mechanics, encircled by bright orange flairs. Generally, they will encircle an entire building, like a mechanic's garage or parking lot, so look for these circles and drive up. They will make whatever repairs your car needs, as well as refueling and restocking specialty ammo. They will not, however, reload your standard ammo. Also, only one car at a time. If someone is already in a repair area, move along and find another one. Additionally, there will be one truck that is mobile. Look for his bright orange siren light and flag him down. One of his guys will set up a flair perimeter immediately so they can get right to work. Any questions?
Silence.
CALYPSO: Now, let me explain how the game is played. There will be no rounds or matches. You will all be dispatched to a location somewhere in the city. I will start the match via the vidscreen that has been installed in your car. Your starting location is written on a piece of paper and sitting on your driver's seat. Once I start the match, it's an all-out brawl. Alliances will be formed and broken. People will die. When there are 3 drivers left, I will call an intermission. At this point, you will cease fire and proceed to the football stadium on the north end of town. From then on, it will be a 3-way dance restricted to the confines of the stadium where one car will emerge victorious. Again, any questions?
Again, silence. Krista, standing behind Calypso, has a big smile on her face. Her heart racing.
CALYPSO: As I mentioned before, the weapon packages will come in a variety of colors. The orange crates will contain frag missiles, better known as 'fire' missiles to some of you vets. Fire missiles are a standard weapon, average damage with slight homing capabilities. These are the most plentiful, as they are the cheapest to buy. The purple crates will contain homing missiles. While these are the weakest of the triplets, they have the best homing abilities, almost able to make 90-degree turns. The red crates will have what are known as power missiles. Like the name implies, they are the most powerful of the 3, but have no homing capabilities whatsoever, so you'll need to be precise when firing these. As an addition this year, the blue crates will contain what I like to call speed missiles. These bad boys have the same impact and homing abilities as the fire missiles, but fly at twice the speed. These will definitely help add to the fun this year. The yellow boxes contain napalm bombs for your launchers, that detonate on impact. These will cause your opponents to catch on fire until the jelly burns away. Another odd one is the freeze bomb. These come in white crates, and will slow your enemies to a standstill. How it works, is when these impact and detonate, it causes the ambient temperatures around the engine to become so dense, that the engine cannot ignite the air/fuel mixture, causing the motor to stall, essentially leaving you as a sitting duck. Lastly, the black crates hold bullet bandoliers for your guns. Pretty cut and clear. In addition to your weapons, you will have a few "advanced" abilities. One of these is the Jump. Simply put, two air-powered steel shafts will shoot out from the bottom of your car, boosting you into the air. Of course, some of you heavier guys wont get the same hangtime as the smaller guys... if at all. You will have a minimum PSI of air that this will work at, so you'll have to wait for the air compressor to recharge once you use it. And for those of you with air-powered specials, know that this AA shares the same air tank. Another one is the Cloak. While you wont be invisible like the name might suggest, you will, however, be invisible on radar. Finally, every car has been equipped with nitrous. When you hit the button, you will get an estimated 75 horsepower boost until the bottle runs empty. Once it does, you'll have to refill at a repair station. Are there any questions?
The crowd stays silent again.