RE: We Sons Of Daley (TWS)
01-17-2012, 12:49 AM
Alice finds a good place to BUNKER DOWN as the patrols enter your ERUDITION RANGE.
Alice uses ambient magic to mark down a MAP OF THE AREA. You're currently in a different PARTIALLY COLLAPSED BUILDING, this one with its former MAIN ENTRANCE pointed in a SOUTHEASTERN direction. She marks a scale, as well as the ambient RUBBLE and ROUGH TERRAIN. That's a lot of ROUGH TERRAIN. Given the features she's presenting and your HARD ERUDITION RANGE you figure out that said range is about 800 FEET.
Tension ratchets through the squad as the two squad leaders motion to the others to surround the building. It's like watching silhouettes with faint sparks, all around, through the walls. It's kind of strange to watch, actually.
There are several entrances left by crawling vines and breaking roots; they're less entrances and more HOLES IN THE WALL, with treacherous footing. However, there are enough that you probably can't cover all of them at once with SUPPRESSION FIRE. It's not like you're MADE OF ROUNDS either. While one partially expended magazine and two full ones may sound like a LOT you know damn well how fast you can BURN THROUGH THAT, especially if you lay down a one man RAIN OF PROJECTILES.
You're not sure about the condition of the GLOCKS and have had no time to test fire them; though Alice seems confident enough that she's repairing them properly with ambient magic, you seriously wonder what that's going to DO TO THEM.
You'd also honestly prefer this not come to a fight... But looking over the lot of them, only the SQUAD LEADERS seem to have a hope of meeting you in PITCHED BATTLE, never mind an AMBUSH on your end.
As far as you can tell you have advantages:
-- You know where they are, PRECISELY. In fact, they're spreading out pretty even. You're almost certain now that even if they're on opposite sides, these two squad leaders know each other.
-- You have the advantage of STEALTH. As usual, you're hard to detect, and Alice is just as difficult to spot, despite the POWDER BLUE CLOTHING.
-- You have PRE-BLOOM EQUIPMENT. This might not actually be an advantage- from the way things are right now, it seems a lot like anyone with some decent equipment like that and a GROUP OF DUDES can KICK COPIOUS BUTT.
-- You and Alice are some of the most powerful SUPERNATURAL PRESENCES you know of, GINNIE, REDCAP, and YOUR DREAM MENTOR aside. Alice is a little hard up for ZEON right now, but even you can feel how much the air tingles with magic. As far as you can tell, the only ones with even awakened Ki in the outside are the two SQUAD LEADERS. Maybe that's why they know each other?
-- You have a FORTIFIED POSITION relative to theirs. This would give up the advantage of STEALTH, but almost everyone knows the history of infantry charges against a hardened automatic weapon emplacement. Hint: It generally does not go well for the poor, bloody infantry.
-- If all else fails, Alice can probably use ambient magic to DROP YOU OUT OF HERE. Hopefully. Maybe.
-- You have the following abilities from your awakened ki that you have not revealed yet:
--- You may fake your death to all but the most skilled medical observer.
--- Your unnatural reinforcement of your munitions do more damage and come out faster.
--- Some things can just bounce off you, if they're weak enough. Most rounds larger than .22 or bird-shot aren't in this category, which is why you expect it not to come up.
--- You are slightly more resistant to massive damage than normal people.
--- You can heal up to half your damage by spending Ki like a madman. It's not an option you like using, for obvious reasons.
--- You are slightly better armored against things that attack that which keeps you together directly, such as LIGHT or DARK spells, LASER attacks, your own MARTIAL ART apparently, and NUCLEAR WEAPONRY (though good luck surviving that.)
-- Alice reveals that she has the following spells that are 'ready to go', though only one at a time. She says that she does not have time to explain why.
--- She can, in fact, hop short distances.
--- She can probably sneak around a lot better than you can.
--- She can then muffle the sound of a firearm going off.
--- In a pinch, she can throw around one of those darkness beams, but she considers this a last resort now that she has a decent FIREARM.
After a minute of this you stop her and tell her to give you the basics.
"Anything darkness based, creation based, fire based, maybe some life things. Don't expect big and flashy."
So that's the size of it. You have advantages, but you're outnumbered five to one and aren't sure how many of those advantages are moot. They don't look eager to talk, either.
>_
Alice uses ambient magic to mark down a MAP OF THE AREA. You're currently in a different PARTIALLY COLLAPSED BUILDING, this one with its former MAIN ENTRANCE pointed in a SOUTHEASTERN direction. She marks a scale, as well as the ambient RUBBLE and ROUGH TERRAIN. That's a lot of ROUGH TERRAIN. Given the features she's presenting and your HARD ERUDITION RANGE you figure out that said range is about 800 FEET.
Tension ratchets through the squad as the two squad leaders motion to the others to surround the building. It's like watching silhouettes with faint sparks, all around, through the walls. It's kind of strange to watch, actually.
There are several entrances left by crawling vines and breaking roots; they're less entrances and more HOLES IN THE WALL, with treacherous footing. However, there are enough that you probably can't cover all of them at once with SUPPRESSION FIRE. It's not like you're MADE OF ROUNDS either. While one partially expended magazine and two full ones may sound like a LOT you know damn well how fast you can BURN THROUGH THAT, especially if you lay down a one man RAIN OF PROJECTILES.
You're not sure about the condition of the GLOCKS and have had no time to test fire them; though Alice seems confident enough that she's repairing them properly with ambient magic, you seriously wonder what that's going to DO TO THEM.
You'd also honestly prefer this not come to a fight... But looking over the lot of them, only the SQUAD LEADERS seem to have a hope of meeting you in PITCHED BATTLE, never mind an AMBUSH on your end.
As far as you can tell you have advantages:
-- You know where they are, PRECISELY. In fact, they're spreading out pretty even. You're almost certain now that even if they're on opposite sides, these two squad leaders know each other.
-- You have the advantage of STEALTH. As usual, you're hard to detect, and Alice is just as difficult to spot, despite the POWDER BLUE CLOTHING.
-- You have PRE-BLOOM EQUIPMENT. This might not actually be an advantage- from the way things are right now, it seems a lot like anyone with some decent equipment like that and a GROUP OF DUDES can KICK COPIOUS BUTT.
-- You and Alice are some of the most powerful SUPERNATURAL PRESENCES you know of, GINNIE, REDCAP, and YOUR DREAM MENTOR aside. Alice is a little hard up for ZEON right now, but even you can feel how much the air tingles with magic. As far as you can tell, the only ones with even awakened Ki in the outside are the two SQUAD LEADERS. Maybe that's why they know each other?
-- You have a FORTIFIED POSITION relative to theirs. This would give up the advantage of STEALTH, but almost everyone knows the history of infantry charges against a hardened automatic weapon emplacement. Hint: It generally does not go well for the poor, bloody infantry.
-- If all else fails, Alice can probably use ambient magic to DROP YOU OUT OF HERE. Hopefully. Maybe.
-- You have the following abilities from your awakened ki that you have not revealed yet:
--- You may fake your death to all but the most skilled medical observer.
--- Your unnatural reinforcement of your munitions do more damage and come out faster.
--- Some things can just bounce off you, if they're weak enough. Most rounds larger than .22 or bird-shot aren't in this category, which is why you expect it not to come up.
--- You are slightly more resistant to massive damage than normal people.
--- You can heal up to half your damage by spending Ki like a madman. It's not an option you like using, for obvious reasons.
--- You are slightly better armored against things that attack that which keeps you together directly, such as LIGHT or DARK spells, LASER attacks, your own MARTIAL ART apparently, and NUCLEAR WEAPONRY (though good luck surviving that.)
-- Alice reveals that she has the following spells that are 'ready to go', though only one at a time. She says that she does not have time to explain why.
--- She can, in fact, hop short distances.
--- She can probably sneak around a lot better than you can.
--- She can then muffle the sound of a firearm going off.
--- In a pinch, she can throw around one of those darkness beams, but she considers this a last resort now that she has a decent FIREARM.
After a minute of this you stop her and tell her to give you the basics.
"Anything darkness based, creation based, fire based, maybe some life things. Don't expect big and flashy."
So that's the size of it. You have advantages, but you're outnumbered five to one and aren't sure how many of those advantages are moot. They don't look eager to talk, either.
>_