Sep 07, 2009 20:58
This is our time, without a doubt
Time to ignite
We're not going down...without a fight!
This is the second day of endgame in Project Daisychain
During Day Two...
BREAKOUT! Your characters can't be contained for long, and most everyone has broken out of their cells and dispatched a lot of the guards. A team managed to snag weapons from the weapons storage on the Ultimatum, so a few people on the Ultimatum and the Threshold have their weapons back. In addition, all of the characters on the Ultimatum have been healed, thanks to Larsa's use of Kida's crystal. The Healers have been freed from their cell, and are working as hard as they can to heal the crab virus with the limited amount of power they have. They do, however, need to be sent to the Pinnacle and Ultimatum.
Unfortunately, Tagruato is more than aware of all of this...their plans are not going nearly as well as they'd like.
They've still got some advantages. The scientists are aware that your characters have spent a lot of energy escaping, and know they'll start running out of steam. Characters that did not receive Luis's vaccine will find themselves a lot weaker today as the virus starts to kick in hard. Tagruato still have control of all three ships, and battling them will only get tougher from here on out.
The captains have ordered the bridges and secret areas of each ship to be sealed off and guarded with special precautions. The hallways to the upper decks AND the secret areas are guarded with special tech called teleshields: small, portable versions of the magical teleporting barrier that surrounds all of Manhattan. No magic or physical attacks will get through these teleshields, although unlike the barrier around all of Manhattan, they do not extend across an entire deck...just the hallways where they've been set up. If your character tries to run through these, they'll be bounced back about five feet. They can be disarmed, but the device creating these barriers is always on the side Tagruato controls. Even worse, because these barriers are invisible, your characters won't even know they're there until they run into one.
And beyond these teleshields? Expect to find guards in full riot gear, complete with steel shields and full-face helmets. They're using not only tranq guns, tasers and normal guns, but also a new weapon developed especially for your characters: suppressant bombs. These nasty devices act like smoke bomb versions of the power suppressant: one whiff, and your characters' special abilities will be completely knocked out for five to six hours (one day in real time)...on top of temporarily blinding them. They'll use those on your characters without hesitation if they figure out a way past the teleshields, knowing that they only have to exhaust your energy long enough for the virus to do the rest of the work. They're aware that some characters can teleport, and their scientists are already working out a way to counter this by day three.
So what can your characters do now? The next step is for your characters to establish themselves a stronghold on board each of the ships...a place where those that are injured or cannot fight can be protected, while those still able to fight can push forward in search of the secret areas. Particularly the power suppressant antidote, since giving that to the Healers will allow them to begin healing your characters en masse. It's also a good idea to grab some of the still-living guards and begin pressing them for information. There's no time to waste!
New threads will be set up for each ship for day two, and with these there will be three subthreads each: one for the cell deck for any characters still there, one for the "safe place" stronghold characters establish, and one for the upper deck where the telebarriers have been set up. New subthreads will be added for new events or locations as needed.