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05-06-2010, 10:13 PM | #71 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Well, I kind of assumed. The trees are to the rear and west of the house and I'm assuming the whole place is surrounded by strike teams because it'd be rather silly if the MoH escaped through the back door or a window because everyone was on the front lawn.
Admittedly, I'm not sure about spotlights. EDIT: Bard seems to be somewhere to the west of the house as well.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. Last edited by Dracorion; 05-06-2010 at 10:24 PM. |
05-06-2010, 10:29 PM | #72 |
Cinderella
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There are three to five strike teams. A caravan of vehicles. Two strike teams in the front yard watching and looking intimidating, the other one to three are stationed wherever they need to be for Toasty to turn the heat up on our asses if need be. It was really why Richard oped for the pincer. Hit blitzkrieg on the current weak point and dipset. Course if there is a safe way out that is preferred.
But not believed. EDIT: Should be noted these are all random assumptions based on how things tended to go from bad to what the hell in the Redux. As such they might be completely wrong.
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Time to bust out the glow sticks! Last edited by Overcast; 05-06-2010 at 10:41 PM. |
05-06-2010, 10:41 PM | #73 |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
Posts: 17,789
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OC makes sense, it was the floodlights I was wondering about more than the teams.
I mostly am just curious because if he went in by floodlights at the front it would have been where Nick/everyone else would have seen, and thus I would probably want to work that into a post. If not, then... well... not. Edit: Also kinda wondering if there are fences/walls around the 'courtyard' of the manor or not. I assume not 'cause of the way the strike teams are moving, but I know there were in the original and it seems like it'd be a good idea on a manor made to repel demons.
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05-06-2010, 10:55 PM | #74 |
Toasty has left the building
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Yeah, that map is pretty good, except the wooded area is on two sides of the house, and the flood lights are on the house pointed out.
And, yeah, there's a fence, but it's one of big fancy-shancy mansions that are on a few acres and are totally fenced in, so the SECA vans would be set up inside the fence anyways. The house itself is built like a fortress, though...and the fence is a more traditional fence. Still have to put up with the land owners' association and all the stuff they have in fancy neighborhoods, right? EDIT: It's about 40 SECA troopers based out of number of armored trucks/vans. The caravan in the opening post were the reinforcement for the first two SECA strike teams, so the 40 number include the caravan. None of the SECA vehicles are armed, as they are masquerading as a SWAT team. For sake of ease, we'll call it 10 heavy troopers: 7 armed with SAW machine guns, the other 3 armed with RPGs with high explosive heads. The RPGs were meant to crack open the house (which, as mentioned, is rather built like a fortress). Three teams are out front, serving as the main attack, while another two teams are moving around the sides to try to find unsecured entrances. The three teams out front have the heavies, while the flanking teams are light infantry. So, basically:
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I came, I saw, I got team-killed. A lot. Last edited by Toastburner B; 05-06-2010 at 11:10 PM. |
05-06-2010, 11:00 PM | #75 |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
Posts: 17,789
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Yeah, I thought so, but I suck at paint so the circles are supposed to represent where they are hitting the ground, 'cause drawing floods on the house would have been too hard for my shitty paint skills.
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05-06-2010, 11:12 PM | #76 | |
Toasty has left the building
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Quote:
EDIT: I forgot: to round out the SECA numbers, there's two sniper teams in the wooded areas, mostly as cover and observation. Since they are in the wooded areas, one side of the house is uncovered by them. Of course, Rob took one out, so there is only one left. EDIT 2: Man...Whistler is a lot more fun to write than that old fuddy-duddy Duncan. EDIT 3: And yes, the theme song for this chapter is now "Bad Moon Rising". Deal with it.
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I came, I saw, I got team-killed. A lot. Last edited by Toastburner B; 05-06-2010 at 11:54 PM. |
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05-07-2010, 01:19 AM | #77 |
Emocat
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Theme song: Acceptable!
Now to go dance for a strike team before whisking a MoH copying M-Preg'd man off his feet and into wild abandon. For posterity's sake, of course, not my own. |
05-07-2010, 06:24 AM | #78 | |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Quote:
So Jack shouldn't have been able to crash through the window? Because that seems rather too easy if the house is a fortress. If so, I think I'll edit my post so Jack steals a RPG and blows a hole in the wall. Jack isn't going to be much use fighting outside, since he's not going to copy any cool powers until the time comes to escape. And personally, I wanted to have him copy Duncan and fry some bitches.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. Last edited by Dracorion; 05-07-2010 at 11:43 AM. |
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05-07-2010, 08:36 AM | #79 |
Ara ara!
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Character Name: Shanoa Daniels
Gender: Female Age: 24 Organization: Big Bad Wolf Limited Class: Soldier Special Abilities: Hyperspace Arsenal: Shanoa has a limited but very useful psionic talent, being able to vanish an ammount of material approximately equal to her size in close proximity and call it forth from wherever it went again. She's good enough with to get dressed and reload very quickly. Gun Nut: It means highly proficient in the use of a wide variety of firearms. Harder Better Faster Stronger: Shanoa has reflexes like a greased overextended simile and you'd think she really did carry her weight in guns around all the time. Bio: Raised as an army brat, Shanoa realised she was destined for a life as a master thief when she discovered she had the ability to make things around her vanish into a strange timeless space that it seemed only she could retrieve them from. Not having the right temperment and too proud to do such a thing anyway, she decided to screw destiny and enter the exciting world of private military contractors. She'd discovered she also didn't have the right temperment to get very far in the regular Army either. She eventually got head hunted for Big Bad Wolf and the rest was history. Equipment/Belongings: Superior Firepower: Demonkind is a blight on the world and so Shanoa was given all of the guns to shoot them with. A somewhat more detailed list is under construction, going up to and including an anti-materiel rifle. Powered Exoskeleton Prototype: Essentialy a robotic spine with limbs attached that a user straps on. One of the main hurdles to such technology is getting a compact and lightweight power supply that can operate it for more than an hour or two. Shanoa conveniently does not have to worry about this problem at all, and is essentially acting as a tester for the motive component. Since it is just a wearable framework, it offers little to no protection, but allows Shanoa to lift and carry about ten times what she normally could, but slightly hampers her speed. It's modular, allowing only one part to be used at a time. Shanoa sometimes uses a single arm as a recoil brace. Notes: Since we seem to like the details, I'm thinking of send Shanoa out after the vans with a Barrett M82 anti-materiel rifle with Raufoss Mk2.11 rounds. Those rounds are armour piercing, explosive and incendiary (so it can kill people inside the vehicle that has been shot). Isn't that lovely? It's a bit redundant to use on soft targets, since it would travel about 30-40 cm after penetrating before it explodes. Only goes off about 50% of the time if it hits an unarmoured person anyway. Decided I'd better wait for feedback before posting. I'm a little confused on where everything is right now anyway.
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This post is a good source of Ara ara, ufufu.* *These statements have not been evaluated by the Food and Drug Administration. This post is not intended to diagnose, treat, cure or prevent any disease. |
05-08-2010, 02:25 AM | #80 |
The Straightest Shota
Join Date: Nov 2003
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Alsssso, generic vampire powers/facts as per setting, for a few reasons.
Primarily because of Jack, and if he's copying Nick ever it'd be good that we both have the same ideas on how vampires/vampiric powers work. Secondly in order to ensure that I don't overstep any bounds power wise. Thirdly just to get them all laid out even wherein they don't pertain to Nick (and by extension Jack)--read: I was bored. Anyway: Vampiric Regeneration: Vampires normally heal only slightly faster than humans (young vampires hardly show any difference at all), though they are capable of healing more serious wounds over time (an arm may grow back if left unattended over a few years, for example). However, when a vampire feeds, the blood serves as both his energy source, and as a healing agent. A feeding, or freshly fed, vampire heals exponentially faster than a human. Bullet wounds close in seconds, limbs regenerate in hours, etc. The rate of both the natural and fed healing, as well as 'how far' blood will go, increases as vampires get older and there are tales of truely ancient vampires being able to heal as if recently fed without a single drop of blood entering their system, or being able to overcome even the most grievous injuries with a mere trickle of the life giving substance--Nick is not nearly so old. Sunlight: When exposed to sunlight vampiric flesh immediately combusts into powerful flames. The speed at which it burns is based upon the age of the vampire--older vampires burning slower than younger, though even with 3 centuries under his belt Nick can expect to lose a limb after only seconds of exposure. Further, once ignited, the fire does not extinguish merely because it is removed from the sun--it is normal fire and must be put out by normal means. This means that sunlight striking even a small area of a vampire's central body mass could lead to their entire body burning away if it isn't removed from sunlight and extinguished quickly enough. There are legends of extremely old and powerful vampires being able to walk in the sunlight with only minor discomfort--whether this is the natural progression of their resistance or some ability learned by an ancient being, or even merely a fictitious tale, is uncertain. Vampiric Senses: Vampires are predators whom hunt only at night. As a result their ability to see in the dark is considerably better than any human's. In addition, they also have powerful noses and ears, not quite as good as say... a werewolf's, but more akin to that of a wild animal than a human's in ability. Dead: Vampires are not living beings, and as such do not need to worry about temperature (so long as it is below combustion and high enough that they won't freeze completely in place), eating any kind of solid food, or even breathing. For a vampire the act of smelling something or even talking or sighing requires a conscious effort to draw in breath. As a result, things such as knock out gases or drowning are entirely useless against a vampiric foe, whom will merely hold his or her breath indefinitely until the 'threat' passes. Holy Symbols: Have no actual power. Some vampires are even religious themselves, entering churches and praying for salvation from whatever God they believe in (Nick is not such a vampire). However, some vampire hunters (and priests, for that matter) have latent psychic powers that they have learned to channel through holy artifacts--and, of course, some holy artifacts are actually psychic focuses that can draw on even a completely normal human's powers. Amongst the scholarly it is assumed that myths of crosses warding vampires comes from such items and powers. Mirrors: Vampires reflect in mirrors, and Nick uses one to make sure he gets all the blood washed off after every battle. Garlic: Is tasty, but ultimately useless to vampires. They get their nutrition from blood, after all. It is, however, also completely ineffectual in stopping them. They don't even balk at the scent unless they are silly enough to take a big whiff. Death: Killing a vampire is both easier and more difficult than contemporary fiction would have one believe. Some accounts, for instance, suggest that the vampire be staked through the heart with white oak, his head removed, his mouth stuffed with garlic, his body drawn and quartered, and then burned before the ashes are scattered to the four winds. This method, though very thorough, is more than a bit of overkill. A vampire may be killed if his body is completely burned away, his head removed from his body, or a wooden stake is pushed through his heart. Only one of these methods is necessary, not all three. Fire: Most vampires have a bit of a disdain for fire, as that it is one of the only ways to kill them, and about the only way in which they can be killed as easily as a mortal. However, they have no special weakness to it, and it may be argued they are even somewhat more resistant as that so long as the vampire survives the initial burning he will eventually heal. However, a vampire burns as quickly as a human Reproduction: A vampire can not mate and reproduce as a human can, and certainly can not reproduce in such a manner WITH a human. Further, vampires have a slightly harder time of spreading their curse than they do in contemporary fiction. Being a vampire is as much the 'curse' as it is the carrier's wish to continue living--even as a monster--at least at the time of their change (once the choice is made a vampire lives until it has been killed, simply regretting the choice does not result in death, though a stroll in the park at noon would). As a result, no vampire may be created without the permission of the human he or she wishes to grant immortality. In order to grant the curse a vampire must first feed upon the human, allowing their blood to mingle with the vampire's own in their body, and must continue to feed until the victim is on the verge of death from exsanguination. At such a time, the vampire will then wound themselves along a major vein or artery--usually upon the wrist--and allow their 'victim' to feed upon the vampire's blood. The victim will then appear to die, only to awake again as a vampire at the next sunset. The stronger the 'sire' the more powerful the new vampire will become. However, if the human receiving the curse does not wish to change, the curse is rejected violently, causing the human's body to burst into a magical flame that travels through the given blood and into the 'sire' vampire's veins. This rarely results in the death of the sire, but is excruciatingly painful and leaves the older vampire weakened for many days as the wounds within his body struggle to heal. As a result most vampires will ask a mortal if they are sure they wish to become a vampire before changing them. Once a vampire has been created, it maintains an empathic link with its creator thanks to the closeness of their blood. This link makes it somewhat difficult (though not impossible) for the newly created vampire to go against the wishes of their 'sire', as well as making it nearly impossible for them to strike or otherwise purposefully harm him or her. In addition the newly created vampire wishes to be near his or her creator. These compulsions may be removed at any time, but may only be removed in one of two ways: their sire must die in some way, or they must drink their sire's blood. Vampiric Powers: Vampires have access to a number of abilities, and gain more as they age. Each vampire's exact abilities differ, however, as they may choose to focus on only a few abilities or to gain all of them in much weaker forms. Nick has only focused on those listed on his sheet, obviously. Strength: All vampires, no matter how young, are stronger than they were as a human, often meeting what would be considered the pinnacle of human physicality. This advantage only increases with age. Speed: Again, as soon as a vampire is turned they become faster and more dextrous than they were as a human being, again, often reaching the pinnacle of human ability immediately upon becoming such a creature. This advantage also increases with age. Endurance: Vampires do not get tired. Mind Tricks: When a vampire gets old enough they may begin to develop various psychic powers such as the vaunted ability in most vampiric fiction to overpower the senses of a victim, effectively charming them into compliance. Pyrokinesis: Some very old vampires can create and even control fire. A useful ability, particularly if they don't get along well with their brethren. Shapeshifting: Again, once a vampire has gotten old enough their flesh becomes malleable. At first they become capable of things like Nick's claws, but those vampires who focus on this power (or merely live long enough) can learn to take on the forms of animals such as bats or wolves, as in many vampire legends and truly powerful practitioners may even be able to warp their bodies in completely different and terrifying ways. Others: Truly ancient vampires may have learned even more esoteric abilities, such as flight or the ability to walk on water. Others may have managed to advance a more common power to levels that makes it seem like a totally new ability (such as advancing the control of heat inherent in pyrokinesis enough to drain heat from an area as well as inject it). These powers are varied, but extremely rare--only being accessible by very old vampires, whom have lived for a millenia or more. Nick: At 300 years old, Nick could have learned many of these powers, but he has focused only on his speed and strength, merely dabbling with the malleability of his body. As a result he is considerably stronger and faster than most vampires of his age, but he lacks their larger bag of tricks. Further, Nick's sire is dead, killed shortly before he signed onto BBW. It is this event that made him worry for his 'life' if he continued as he had been.
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Last edited by Krylo; 05-08-2010 at 02:33 AM. |
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