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Mission Log #4

How It Works
Welcome to the fourth mission log in Annexed!
How Mission Logs Work: There will generally be two main missions per month, with different focuses tailored to different skillsets (usually stealth vs. fighting, though other skillsets will be tapped on). Each mission will be posted in phases, with a prompt for the start of each phase. The plotting post will give you a rundown of what the missions are, how they might go, and what might be discovered. Characters may partake in whichever pat of the operation they choose, whether it's a large prominent part or a more supporting role. Characters may participate in both missions, and as many phases as they wish.
Mod Guidance: Players may request occasional scene-setting when they hit a point where they're unsure what might happen next in a log or what their characters might encounter. There will be a "Mod Guidance" comment that players can reply to in order to request this kind of scene-setting.
Completion of Missions: There will be a submissions comment for anyone who's threaded out a portion of the mission. Once a thread has been completed at least halfway, please submit your character's progress and plans for the thread to the submissions thread. These submissions are the main way that the mod will decide how the mission went in the next month's wrap-up post, so they are very important!
Plotting Post: Here!
The Invasion
Several months ago, there was a mission to deliver supplies to an endangered outpost of the Witches Camp. This outpost is called the Northeastern Front, and is in a particularly highly disputed piece of territory. There are constant raids and espionage by the Sylphid, who are trying to claim the area for settlement and to provide a much smoother route of invasion for the Witches Camp itself.
Just this morning, a scout from the Northeastern Front stumbled into the Witches Camp, dehydrated and starving, on foot, to report that the outpost has been completely taken over by the Sylphid, who hit with a surprise attack in the middle of the night. The scout reports that the outpost's inhabitants have been shut into locked cages and are being held without food or water, and that the Sylphid are occupying the camp completely.
The Witch is proposing a mission to retake the Northeastern Front. If this outpost remains taken by the Sylphid, a full on invasion of the Witches Camp can't be far behind, not with such a pivotal location taken over.
The Witch will be calling a general meeting at the Command Center where she will explain the situation and the proposed missions to stop it.
Mission A: Scouting the Scene
Mission Appropriateness: Chipped or Stripped
Mission Focus: recon, stealth
This mission will focus on recon and stealth. Characters will travel on hover-ATVs to the Northeastern Front, where they will park in the jungle outside of the range of scouting by the Sylphid, and approach on foot. They will approach and learn the rounds of the Sylphid guards as well as release prisoners from the cages and take them out of the outpost to be rehydrated and fed.
The first phase of the mission involves the trip to the Northeastern Front, which is a trial unto itself, and working out the rounds of the Sylphid guards that are patrolling around the edges of the city. The biggest challenge of this phase will be getting to the Northeastern Front and parking at the rendezvous location outside the outpost, considering the terrain of the jungle and its inhabitants.
The Northeastern Front is to the northeast of the Witches Camp, nestled in the jungle just at the edge of The Troop. The outpost has been the subject of constant Sylphid attack and espionage since it was founded, but is very necessary for keeping track of Sylphid movements in the area, which is a highly disputed piece of territory. There have been several battles in the area previously, and it is only barely held by the Witches at this time. The trip to the outpost is hazardous, a rough-hewn barely-cleared path that winds through the jungle, and which must be navigated with great care. There are several hazards along the path.
⇝ Jungle Terrain: The path is mostly overgrown and very twisting, which is done on purpose to camouflage the path in the jungle. Only those who have been instructed on how to follow the path can follow it with any kind of confidence or ease. There are shrubs, tree roots, and other natural barriers that threaten anyone who travels the path too carelessly.
⇝ Wild Animals: There are a great deal of wild animals, many of them oversized, that will be both familiar and unfamiliar to people from Earth. There are large sabretooth cats, snakes and insects that have grown to the size of small buildings, wild boars, oversize deer that can take out a hover-ATV with their antlers and hooves, slime monsters, venomous and carnivorous plants, and many others. Be creative and come up with whatever monsters you like!
⇝ Sylphid Agents: The area is also swarming with Sylphid agents - scouts and hunting parties searching out the path itself and threatening the rendezvous point. Avoid these parties, or take them on, either is completely acceptable.
⇝ Magical and Mechanical Traps: Some of the Sylphid scouting parties have found portions of the path from the Witches Camp to the Northeastern Front, though they haven't yet found the rendezvous point yet. These scouting parties have set up various traps of both magical and mechanical types. Some of these traps can be deadly - pits with spikes at the bottom, flying logs, magical tripwires that disintegrate parts of the people caught in them. Again, be creative and feel free to come up with traps of your own.
Once the group has made its way to the rendezvous point, they will sneak up to the Northeastern Front and take their places in the jungle surrounding it, well-camouflaged with gear they've carried on their hover-ATVs such as ghillie suits, and watch the rounds of the guards to get a good idea of the best points of entry. These should be marked on a map of the area that will be provided for download on their personal devices.
Once they have divined the pattern of rounds that are run by the Sylphid guards, the recon and infiltration crew will be tasked with sneaking around the camp and mapping it out, as the Sylphid have rearranged it after taking it over. This includes the movements of the people inside and the location of the cages that the previous residents of the outpost are being held in and the movements of the guards that are keeping watch over them.
There are some notable locations within the camp:
⇝ Mess Hall: Where the Sylphid are being fed and where they congregate when not on duty. The mess hall serves meals but also functions as a sort of bar and communal hanging out location with a few pub-style games like darts and a pool table. Here is where you'll find a large amount of the Sylphid at any given time. Best mapped but otherwise avoided.
⇝ Armory: Where the Sylphid go to collect body armor and weapons. The best place to get armed in the outpost. There's less of a congregation of Sylphid here, but the ones that are seem to be quite ready for a scrap. Another place mapped but otherwise avoided, unless you want to try to steal their weapons out from under them - a dangerous idea.
⇝ Tents: The bulk of the outpost is made up of tents that each house four Sylphid. These were taken wholesale from the previous occupants of the camp and redistributed to Sylphid, without being moved. In the area of the camp that's just tents for housing Sylphid, the maps as they are still apply.
⇝ Cages: Brought in by the Sylphid and with rebels packed into them like sardines, the cages are kept at the 'back' of the camp, in a relatively dark area that's close to the jungle. There are consistently 6 guards on duty, all of which will need to be subdued before any liberation of the rebels within can occur. Each cage holds about 8 rebels, and there are 12 cages in total. The cages are each solid metal and under the influence of an anti-magic spell, one per cage, intended to keep the inhabitants of the cage from doing magic and rendering any spells to unlock the cages useless. The cages will have to be opened using lockpicks or brute force, with saws that will make quick work of the locks having been provided by the rebels for this mission.
The final phase of the first mission will focus on liberating the rebel residents of the Northeastern Front from the cages they've been imprisoned in. This sounds simpler than it is, considering this phase of the mission is meant to be as stealthy as the previous phases, hopefully retaining the element of surprise for the takeover battle that is to follow.
Characters who have been watching the camp will have found that the guards watch the prisoners for a shift of 6 hours before being relieved by a new wave of guards, and that other than these guards, there isn't much attention paid to the cages. The Sylphid are quite confident that the inhabitants are too hungry, thirsty, and magic-blocked to get out of the cages, and that the guards watching them will catch any dangerous business before it happens.
The best bet would be to silence and take out all the guards as quickly as possible after they start a new shift, preferably at night. Under the cover of darkness, these infiltrators can then open the locks as quietly as possible and free the prisoners, taking them back to the rendezvous location. The prisoners will be quite sick from dehydration, hunger, and abuse, but will recover quickly once given rations and water, and be ready to aid in the battle to retake their home. The people of the Northeastern Front are very hardy people, who take pride in maintaining their independence and their hold on this dangerous and highly-contested piece of land - they do not take kindly to being taken over, overpowered, and locked up. They'll have a lot to prove to themselves and, in their minds, to The Witch, once freed.
Try to make the liberation quick, though, because once the prisoners are released, there is only the remainder of that guard group's shift before the next shift arrives and discovers that the prisoners are missing!
Mission B: The Battle
Mission Appropriateness: Chipped or Stripped
Mission Focus: open battle
This mission will focus on open battle to take back the Northeastern Front. Once the prisoners have been removed and taken to safety, a force will approach the outpost on hover-ATV and suit up in body armor and arm themselves with weapons to retake the outpost. This will be a knock-down drag-out battle, straight up, with characters routing and taking down Sylphid, capturing prisoners for interrogation, and trying not to destroy the infrastructure of the camp.
Before the final battle to retake the Northeastern Front, the troops must gather at the rendezvous point for briefing, to help with reviving the prisoners who've been freed from the cages, and to generally get on the same page for a plan of attack. The Witch herself will be at the rendezvous point, ready to give an empowering speech and to personally participate in the battle, wielding powerful magic and carrying a magitech sword that she's very skilled at using.
Characters who are attending for battle will face the same dangers coming to the rendezvous point that the first crew faced, with the jungle terrain, animals, Sylphid scouts, and other dangers applying just as much as it did for the stealth group. Once they reach the rendezvous point, they will find that it's set up almost like a mini-camp, complete with patrolling guards and a tent where they can pick up a bowl of mushroom and rabbit stew to fortify themselves before battle. While they eat, they can look at a map that's been set up in the tent with a cohesive and well-scouted layout of the camp. It's recommended that people coming in to participate in the battle familiarize themselves with the map and know where everything is located within the Northeastern Front.
The battle will be beginning anywhere from 5 hours or less after the liberation of the prisoners, and this time can be spent helping revive prisoners, memorizing the map, making plans with fellow rebels, and coordinating with The Witch and her people. There will also be a round table discussion of the battle's plan of action, so if you have a good plan, this will be the time to speak up and make yourself heard.
Before the opportunity arises for the Sylphid to raise an alarm, the group ready to carry out the attack on the Northeastern Front will sneak their way through the jungle to the clearing and descend upon the enemy all at once, from all sides.
This is to be a relatively straightforward attack, and between the new extrauniversal arrivals and the NPC rebels, there should be enough people to be on an equal playing field with the Sylphid in the area. This will be a knock-down drag-out fight, with both sides going hard and fast, sword against sword, magic against magic, and skill against skill. Both sides will be heavily armed and wearing body armor and will be pretty evenly matched.
About halfway through the battle, however, anyone may find the Sylphid commander in the mess hall tent with the radio, asking for backup. Before anyone has a chance to stop her, unfortunately, there will be a call sent out for backup from Zephyr. But realistically, how could they get here with any semblance of time to spare, right? Right?
Just as the tide of battle is starting to turn in favor of the rebels, the backup from Zephyr arrives in the form of three powerful mages with their equally powerful familiars, arriving via a teleportation spell.
These mages are the most powerful the Sylphid have in their arsenal and won't be easy to win against. The mages and their familiars are as follows:
⇝ Silhara and Dragon: Silhara is the name of the first mage to arrive. She is possessed of powerful fire magic, including fireballs, flmespouts, and the ability to manipulate fire, and has a dragon as a familiar. The dragon has stone skin, almost impossible to penetrate and powerful fire breath, as well as vicious fangs and claws. The dragon stands approximately 12 feet tall and is about 20 feet long from the tip of the tail to the snout. The dragon does have one weak spot - a place at the base of the throat where the plates of the stone skin overlay each other, which must be hit with a precise cutting blow while the dragon is inhaling in preparation to unleash its fire breath.
⇝ Dark'ness and Hydra: Dark'ness is the name of the second mage to arrive. They are possessed of powerful shadow magic, including the ability to take control of a person via controlling their shadow, the creation of complete darkness, and they have a hydra as a familiar. The hydra has 4 heads and with each head that is cut off, two more will grow from the neck, with each head bearing vicious poison-dripping fangs. The hydra stands at approximately 10 feet tall and is about 25 feet long from the tip of the longest snout to the end of the tail. The hydra does have a weak spot - the heart, which must be pierced in order to kill the thing, or all of the heads being beheaded at once so no heads remain.
⇝ Dendrite and Chimera: Dendrite is the name of the third mage to arrive. He is possessed of a type of magic that hits people in their nervous systems, allowing him to cause immeasurable pain without touching someone or to completely immobilize someone with a timed strike of his fists against sensitive parts of the person, and he has a chimera as familiar. The chimera has the heads of both a lion and a goat protruding from the large catlike body, and a snake for a tail. It has powerful headbutting abilities with the goat's head and vicious fangs in the lion's head, along with powerful claws and a venomous bite from the tail. The chimera stands at about 8 feet tall and is about 14 feet long from the tip of the snout to the end of the tail. The chimera does have a weak spot - it is exceptionally weak to beheading, and will lose control and go berserk if either head is removed, completely losing control and refusing to obey its master's commands, though a berserk chimera is a very powerful thing. Best to remove both heads at once if possible.
Once these three mages have been defeated, the tide of battle will turn, and the remaining Sylphid will flee the camp, leaving it to be taken over by the rebels and returned to normal.
Questions.
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Re: Questions.
But how successful could he be in trying to use the Force to attempt to wrest control of the dragon from it's mage? Could he get a sense of it's mindset and emotions? A name? Etc?
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Mission Submissions.
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Link To Thread: Here
Summary Of Thread: The two sneak around the overtaken outpost to do some recon, locating the prisoners and making note of the security.
Characters Involved: Marc and Tech
Link To Thread: Here
Summary Of Thread: Marc and Tech work on freeing prisoners.
Characters Involved: Vader and Tech
Link To Thread: Here
Summary Of Thread: A Sith Lord and a clone trooper face off against a mage and a dragon.
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Link To Thread: Here
Summary Of Thread: Codi (in a magical disguise) and Link (just regular disguised) tour the Armory, where Link is given a shiny new murder tool and Codi formulates her future Armory destruction plans.
Characters Involved: Codi, Tech
Link To Thread: Here
Summary Of Thread: Codi blows up the Armory, Tech comes to inspect the rubble and finds Codi in it. They make their escape using Pass Without Trace.
Characters Involved: Codi, Juhani
Link To Thread: Here
Summary Of Thread: Codi and Juhani's Tether brings them together on the battlefield, where they combine their respective magics to try and take back a key point on the river.
Characters Involved: Codi, Donatello
Link To Thread: Here
Summary Of Thread: Dendrite and his chimera find Codi, but they also find Donatello. The four of them have a pitched battle that eventually results in Dendrite having to put down his own familiar after it loses a head and berserks.
Characters Involved: Codi, Morgan
Link To Thread: Here
Summary Of Thread: An alternate version of the Dendrite fight, where Codi interrupts an ongoing spar between him and Morgan.
Mod Guidance.
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Tech remembers the previous trip to the outpost well enough. Making a delivery without the additional concern for speed and time then hadn't made the trip any easier. He fully expects things to be more complicated this time around, especially with Sylphid on the prowl. Familiar with the twisting, difficult path as it is, it's no surprise that he volunteers to drive one of the transports out. He remembers the route and its rougher areas to traverse.
"Keep an eye out for the wildlife," he advises whoever's along for the ride. "And anything else that might be out there." Getting chased by another giant creature isn't something they need right now.
A-Ib Recon
It's all on foot from here. Tech moves carefully and quietly, apparently no stranger to this sort of operation. True, his squad usually prefers louder approaches but he can handle stealth when it's needed, and Wrecker isn't here to get impatient about things.
His visor down, the clone slows to a stop, bringing a fist up to signal that he's doing so as he continues to look out ahead. "...I'm picking up a few heat signatures from what I'm assuming are a roaming patrol. There are a few areas of concentrated bodies, but we'll have to get closer to discern anything more as to who's who," he says quietly.
A-III Liberation
"Clear."
They're still running on a tight schedule, but at least taking out the guards currently posted by the cages has gone without a hitch. It's nice having capable people to work with, and it means for less things to worry about. However even a capable team can only be so effective depending on external factors. Tech scans the surrounding area, both with and without the infrared of his visor.
"No alarms have been sounded that I can tell. We need to hurry however. I'll keep an eye out for the next guard shift. Will you need assistance with the cages?"
B-II Invasion into B-III Survival
The typical chaos of a battlefield, while not unfamiliar to him, is something Tech finds he has not missed. Things are ultimately just a little more difficult to keep track of when he can't efficiently multitask. That however doesn't mean that he isn't effective in holding his ground as needed as he is still a highly trained soldier, and he makes each shot count with the two blaster pistols he wields.
Used to fighting with a squad, it's not unusual to find him gravitate towards others to lend his support, watching their backs if they're otherwise preoccupied with something or someone in front of them. Woe to any Sylphid that might think they have the upperhand with some tech-aided weaponry as somehow they just stop working in mid-combat whenever the clone's around. It might be funny to see him holding a hand out almost Jedi-like in some instances, right before some energy weapon cuts out.
It's a little later as things wear on that Tech suddenly lifts his head, bringing a hand to the side of his helmet. Whoever's nearest him will get the grim report. "I've just caught an outgoing transmission. They're calling for reinforcements." But surely that can't be too bad. Things look to be falling in their favor, although the longer things go on, the more worn out the Rebels will be.
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...whatever Tech might have been anticipating by way of reinforcements, a dragon is not one of them. But then neither are any of the other creatures that come with the mages that have apparently answered the Sylphid commander's call.
His eyes widen behind his goggles as he stares at their latest opponents. "That...does not look good." And yet it's not as though they can simply retreat. ...of course when a dragon is getting ready to hurl fire at you, you only have so many options and most of them aren't all that great.
((OOC: Will match format!))
A-Ib Recon
"I can look," he says softly. In fact...he pulls out his Slate, opening up the camera rune before showing Tech. At first, it just shows the jungle in front of them. But after a tap of the screen, the picture zooms in.
Link looks back at Tech. They'll still have to get closer - but maybe not as close, if they use the Slate as a telescope?
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AIII
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whoops sorry for missing this one
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B-III
But if he'd not known, Vader quickly corrected that by squaring up slightly in front of Tech.
What was it said of the famed Hero With No Fear? He'd look the (krayt) dragon in the eye and never even slow down.
"Steady Tech." Slow down? Not even a hair. Shift his body to shield Tech? Without hesitation.
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Bucky Barnes AKA the Asset | MCU | Heba (but brand new)
In the latest round of new faces, there's a silent, dour sort of person. He doesn't say much. He makes regular prowls, almost patrols, around the outside of the camp and methodically up and down its streets, and there's a tight, pinched look to him, like maybe moving hurts. He might occasionally loiter in alleys staring out at people as if trying to figure them out.
He pokes at the clothes shops, because he's mostly wearing things scrounged from the trash-- washed, sure, but still pretty ratty-- but he looks like he doesn't quite know what to do with them. The multiple layers of sleeve he keeps pulled down over the knuckles of his metal arm, trying to keep it as inconspicuous as possible.
B-I. Preparing
It's only been a handful of days since the fluffy-haired girl broke him out of the Sylphid cell, and he's been given no orders. No maintenance. No direction. Nothing at all.
But then there's the briefing. He's not suited for infiltration. He can sneak, he knows how not to be seen, but usually in cities or suburban areas, not jungles-- and not against magic. He doesn't have enough intel to really be of much use for that. (Yet.)
But there's an attack. That he can do. Despite a few half-hearted protests about recovery and acclimation, he still shows up at the rendezvous point and waits for the recon teams to return, loading up with whatever weapons they'll let him take, absorbing as much of the plans and layout as he can from the scouts and freed prisoners. He doesn't say much, but he's clearly alert and focused on the mission ahead.
B-II. Assassin
At first, he keeps to the trees, letting others rush out into the fight. He doesn't have his strength and speed, now, not like he's used to. But his aim hasn't suffered any from whatever the Sylphid did to him, through that chip thing. So he paces back and forth from behind the main line, sniping enemy combatants with relative ease: head and eye and throat shots whenever one or another is unprotected, wing shots and kneecaps and gut shots when he can't get at those.
He's protective. He's covering his team. Anyone on his side of the camp who finds him or herself in hot water will swiftly find bullets raining out of the trees or from behind a burning tent to take out the worst threat.
Then he dives in with his metal arm swinging, deflecting bullets and punching people out of the way, when somebody really needs a rescue.
B-III. Grudgematch vs Hydra
The asset has to be told what that multi-headed monster is called, because while his previous handlers had been clear about the whole heads-growing-back thing, he'd never considered it as being an actual monster. It was a metaphor. A fancy name for a secretive political group.
As soon as he hears the name of that beast, though, he has a moment of wavering before his mission goes crystal clear. A hydra. A hydra. Belonging to a person who controls shadows. He, a thing made to live in the shadows, is going to fucking murder the shit out of it. He can't cut off its heads? Fine. He'll shoot them through the eyes before lobbing grenades at them.
That's basically what he does. He circles widely, shooting at the beast and hurling the occasional well-timed explosive at it, taking advantage of debris, tents, and as many other soldiers and attackers as possible to keep it and the mage distracted.
I
Eventually Codi figures that she has as good of a picture as she'll get from indirect observation. He's obviously a new recruit and likely an extra-universal abductee, judging from the tattered state of some of his clothes and the awkward mismatching of the newer ones he has, respectively. And yet, in spite of the obvious fish-out-of-water look of the guy, he's got a process going. He knows how to stay out of the way and, if he knew the location a bit better, probably out of sight. Codi's also not the only person he's been staring at. Taking notes, perhaps? She's tempted to clock him as a Sylphid spy, but surely they would make more of an effort to blend in or stay hidden, rather than sitting in this weird middle-ground that the asset has chosen.
There's only one route left to take, now: The direct approach. Waving her goodbyes to a magical trinkets vendor on the other side of the street, Codi casually crosses the crowd of people between them, making her way to the alley at a sedate, but purposeful pace. Her expression is carefully neutral, though unavoidably curious, and she's deliberate about the amount of distance she keeps between them, wanting to get close enough to be heard but far enough away to keep from scaring the guy off. That ends up being the far wall of the alley. She leans her shoulder against the cold stone, like she's catching up with a fond friend.
"Can I help you, stranger?"
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I
She sees, too, how far his sleeve has been tugged down, how much of the metal hand it covers, and so when she strolls up to smile at him across one of the tables of textiles like he's an old friend, she offers in lieu of greeting, "You might want to consider gloves. A bit less fiddly."
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Marc Spector + Steven Grant | Moon Knight | Tian
Marc circles the camp, slow and quiet, taking in layout, routes in and out, possible obstacles to knock over or place himself carefully beside to avoid detection from certain angles, spells in place around the cages, and the faces and conversations of of the guards.
He hushes whoever's buddying up with him today, and points silently at a pair of guards on patrol, coming up on their hiding place. He motions for them to withdraw to discuss their next move a little further from sharp Sylphid ears.
A-II. Infiltraiton
After mugging a couple of those patrolling guards, Marc has cast illusions of their faces on his own and his current partner's. "In and out. Maybe see if we can't steal some cage keys, huh?" he grins, under the now-familiar sensation of a face that isn't his own.
He shrugs into the guard's jacket, hefts the guard's rifle, and starts into the camp.
B-I. Battle Prep
A full assault is not something Marc and Steven are really... great at. Give them hallways and corners, two- or three-man missions to get in and out, but open air battles? No cover? Nah.
Instead, Steven is out, and he is casting Mage Armor and Bless on everyone he can get his hands on, until he runs out of spells and energy. "Hold still," he scolds whoever he's grabbed now. "This will help keep you safe! Or, well. Safer, anyway."
B-I
"Bwuh?" he blurts, taking a moment to register Steven.
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sorry for the delay! had company for a few days...
you're fine!
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B-I. Battle Prep
"What does it do?" he asks, curious, as he feels Steven's magic settle upon him.
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sorry for the delay! had company for a few days...
it's all good, I was slack on tags for the last few days anyway
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A-II
She falls into step with him easily in spite of his longer stride, noting the placement of the tents that form most of the housing, clusters and alleyways and spots where a useful distraction might be staged.
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B-II
Blue-ringed light eerily lights up the hazy air as he fires at some of the Sylphid who run to investigate the scene. The clone pulls his visor down to help him better navigate the area as he closes in, stepping into the smoking husk of the armory. He keeps his guns at the ready but most of the people that had been inside look either knocked out or worse, flung like ragdolls from the explosion.
His HUD picks up another form in the back and he moves towards the changing rooms.
"...Codi?"
He shoves one of his pistols into a holster to free up a hand as he touches her shoulder, checking her over for injuries.
CW: blood, head injury
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B-III hope this works
A familiar green figure bats away soldiers with expert spins and thrusts of his staff, finding it easy to look irritated at the appearance of the Sylphid reinforcements rather than the welling fear he feels given that the mages came along with mythical creatures! Never mind that this is an alien world of magic and technology and that he's actively fought little dragonish pests the month prior, how dare..!
He kicks away another Sylphid, blinking as he sees one of the mages taking interest in a target. Most likely his chimera isn't far behind. Donatello pulls down his goggles down, zooming in after the lunging Dendrite and all the more glad he's worked on tweaking the mystic readouts. Oh, isn't that what's her face?
It must be a hero thing. Raph's got it trained into them. He'll file a formal complaint later. If there's a later.
It's a side thought even as he careens towards Codi and the mage, his battle shell's flight rotors unfolding and sending him zooming in, backlit by a fuchsia blaze. That same glow envelopes his bo and lights up the rectangular markings on his skin as the head of an articulate mechanized mallet traces into place over the staff when he swings it to the battle cry of "Fibonacci!"
ye!!
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AII
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BIII, shock of shocks
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Juhani | Star Wars: Knights of the Old Republic | OTA
Phase I
Through several missions, she has become something of a known quantity to those who fight for the Witch's uprising. Some of them, in turn, are familiar faces to her, as well - both sides being seasoned veterans of this sort of fight. She can be found with some of those soldiers, arrayed around a table - eating a quick meal of that stew while they study the map.
"They would be foolish not to have this open area zeroed in," she said, putting aside a newly empty bowl and pointing. "Look here, this ruined village on the far side - that would be a nightmare to fight through. We'll have to flank it."
There's a tone in her voice that even those that know her might now have heard before - a Jedi like Kenobi would have been familiar with it, however. The confidence of an experienced front line combatant. A leader of same.
'We could work along this old embankment, over the culvert,' one of the soldiers suggested, drawing a pencil along the map. Juhani nods.
"We'd be in cover up to...what, the last fifty meters of that village? If we attack from vehicles we can be in their positions before they can begin to turn their guns around. Excellent suggestion, that's our way in." There is a rumbling of general agreement at that. They know they can rely on Juhani. She knows she can rely upon them. They can risk death together. And they will.
Phase II - Invasion
The culvert turns out to be built into a decently sized embankment, earth long ago heaped over a stone construction to allow water to be taken elsewhere - and Juhani is peering over the top of it with a pair of binoculars, while her troops below have a last moment for pre-battle preparations. A few see to their light vehicles, others check the heavier weapons that will provide cover for the last dash; a few consume the local equivalent of a last smoke. Juhani slides back down, with a nod, looking at those around her.
"No sign they've seen us," she says, "so the plan remains the same. I hope to see all of you after the battle. May the Force be with you."
The soldiers don't know the Force, but they know her, and so the chorus of replies comes with some confidence. Moments later, the vehicles roar over the culvert, and surge toward the village. Juhani rides the lead one, lightsaber in her hand, gripping tight to a seatbelt to maintain her balance.
For the first thirty meters, nothing happens - and then a slow array of fire begins as the Slyphid in the village realize the sudden peril. As the first troop carrier slides into the village, turning broadside to give exit cover, she leaps from it with the Force, somersaulting in the air and the bright blue blade of her saber flashing into life.
She lands, blade dancing in an arc around her head, deflecting a blast back at an unfortunate Slyphid who emerges from cover to try and down her in the opening moments. And then she's off, into a house. The sounds of combat can be heard, the slashing sounds of the saber, the shouting of the Slyphid, counter-fire; one Slyphid comes flying out of an upper window, slamming into the ground below. Finally, there is silence, and Juhani shortly afterwards emerges from a ground window frame, ready to proceed.
Above her, the majority of the building detonates - she'd apparently found one of the enemy's artillery positions - and neutralized it.
But combat shows no sign of stopping. You may find her later in the fight, covered in dirt, soot - most of the village has fallen but the last few buildings now contain the vast majority of the remaining defenders. It's becoming a slow grind, and that's not what the rebels need in the long run.
So what remains needs to be cleared by a Jedi. And perhaps her allies.
Phase III - Last Stands
The village is barely held and cleared before the counterattack begins. Juhani barely has an hour or two to try to regain some energy through meditation and rest before she's forced back into combat.
And it is a desperate thing. And the counterattack is just beginning to break when there is a roar upon the skies, and Juhani looks upwards, wearily.
Wonderful. It's a dragon. And that is when Silhara chooses to strike, launching a fireball at Juhani, who just barely raises her Heba-granted shield in time to deflect it.
'It is your time to die,' Silhara says, stepping forward, the Dragon alighting on a half-destroyed building behind her. 'So perish now, in fear and fire.'
Juhani stood tall, tired but prepared - be this victory or a last stand.
"I fear neither death nor pain, villain," she practically spat, the lightsaber coming to life again in her hands. "But before the end? I am certain you will."
But now would be a very, very good time for aid.
II
What she doesn't fully realize is that 'somewhere safe' is, according to her brain, wherever Juhani is. Not until she's close enough to see the woman's lightsaber flash in the fray and recognize what's happening.
Balls, not again.
Oh well - might as well lean into it. At least Codi had the sense to cast Pass Without Trace on her dash across the settlement-turned-battlefield, and she keeps it up now, even after she breaks her cover by running up behind a Sylphid soldier whose gun is trained on Juhani and unloading her pistol into the base of his head. He crumples, boneless, Codi barely waiting for his corpse to hit the dirt before she leaps over it to put her back to Juhani's.
"You're late!" she teases over her shoulder.
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The battle had been going well for Link, right up until the point where the darkness mage and her hydra had appeared.
Link had moved straight for the hydra, Mipha's Lightscale Trident flashing as he struck at the beast. He loped one head off, then another - but soon they grew back. And worse, before Link had the change to try an new strategy, Dark'ness took advantage of his distraction.
The mage's shadow stretches forward, like a living thing - until it connects with Link's. He stiffens, sensing that something is wrong - but when he tries to look, he can't move.
Not until his shadow moves, and that moves him.
The mage laughs, victorious and delighted. "Take that, prep!" she crows. "You're mine now."
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Rey shouts as she drops down from somewhere, having done her best to lop off yet another head fast enough that the others with the same idea could catch up to its regeneration. There weren't enough of them yet; this wasn't going to work without better timing.
She spies Link having suddenly frozen when just seconds ago he'd been hacking heads off the thing with abandon, and the mage's words are just audible over the rest of the clamor of battle. With a snarl of her own, she flings out a hand and gives a solid shove through the Force in the direction of the mage.
"Leave him be!"
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Boba Fett | Star Wars Legends | OTA
b.iii: the hydra
b.iii
But he can take orders, as well. And whittling down heads, if it does work, will make getting at its body easier.
So he grunts in answer to the order, and lunges at the beast itself at his first opportunity, apparently heedless of his own safety, to take his larger knife and hack at its extended neck while it tries and fails to chomp on his metal arm.
cw: beheading-related body horror/death
Re: cw: beheading-related body horror/death
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sorry for the delay! had company for a few days...
no problem!
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