Re: We Sons Of Daley (TWS)
12-13-2011, 04:46 AM
You make a snap decision that the squad can take care of themselves, for the moment; whether this is true or not may be revealed soon!
You accumulate ki all the way down the corridor; this takes you two rounds and you arrive at the start of the third, still accumulating. Long before then, you hear the staccato rhythm of opportunistic gunfire and lots of dodging. It sounds almost like HAMMERS.
The light from your gathered ki (total: 8/8/8/8/10/10) suffuses the entire place with a COLD, BLUE LIGHT. What you see is another matter.
In the center of the room, the first thing you recognize what can only be termed WAR GOLEMS- massive things of metal and leather, animated with magic. Each one has a SWORD. There are currently trying to deal with the GINNIE, who is too small and speedy for them to hit easily, and who is opening fire on them. There are wtelve hostages, and an EERIE PURPLE LIGHT in the form of a STAR OF DAVID and a KEY OF SOLOMON is here, burning brightly. The hostages are all slumped against the walls here, which has, again, been carved out to be a cylindrical room. The chairs are in FLINDERS.
You recognize the guns in her hands as an old, PRE-BLOOM model of handgun- GLOCK 9MM. For some reason, they GLEAM BLOOD RED every time they fire.
She STOVEPIPES, even as she starts UNLOADING into a second one. It'll take her the rest of the round to clear that...
"... That really is the GINNIE..." Alice whispers, in a mix of AWE, ADMIRATION, and FEAR.
Two of the five remaining WAR GOLEMS turn their attention to you.
You have a new TECHNIQUE available, which will allow you to dodge with increased ease. If you want to use it, you have enough ki to activate both it and CROSS COUNTER now.
The Ginnie went first this combat round. Alice goes next, followed by you (How many actions do you want to take this round? You may take up to five.), then the GOLEMS.
[For this combat, you may control both Alice and Arlington. The Ginnie is a guest character.]
>_
You accumulate ki all the way down the corridor; this takes you two rounds and you arrive at the start of the third, still accumulating. Long before then, you hear the staccato rhythm of opportunistic gunfire and lots of dodging. It sounds almost like HAMMERS.
The light from your gathered ki (total: 8/8/8/8/10/10) suffuses the entire place with a COLD, BLUE LIGHT. What you see is another matter.
In the center of the room, the first thing you recognize what can only be termed WAR GOLEMS- massive things of metal and leather, animated with magic. Each one has a SWORD. There are currently trying to deal with the GINNIE, who is too small and speedy for them to hit easily, and who is opening fire on them. There are wtelve hostages, and an EERIE PURPLE LIGHT in the form of a STAR OF DAVID and a KEY OF SOLOMON is here, burning brightly. The hostages are all slumped against the walls here, which has, again, been carved out to be a cylindrical room. The chairs are in FLINDERS.
You recognize the guns in her hands as an old, PRE-BLOOM model of handgun- GLOCK 9MM. For some reason, they GLEAM BLOOD RED every time they fire.
She STOVEPIPES, even as she starts UNLOADING into a second one. It'll take her the rest of the round to clear that...
"... That really is the GINNIE..." Alice whispers, in a mix of AWE, ADMIRATION, and FEAR.
Two of the five remaining WAR GOLEMS turn their attention to you.
You have a new TECHNIQUE available, which will allow you to dodge with increased ease. If you want to use it, you have enough ki to activate both it and CROSS COUNTER now.
The Ginnie went first this combat round. Alice goes next, followed by you (How many actions do you want to take this round? You may take up to five.), then the GOLEMS.
[For this combat, you may control both Alice and Arlington. The Ginnie is a guest character.]
>_