Tools of the Trade
22st of July 2006 A.D.
It takes about half an hour to make all three of the EMP generators, not so much the making part as the 'find a place where you can play nuclear MacGyver'. Sure there is nothing alarming about you wanting to buy cheap cameras, copper wire, iron rods or simple switches. That is all innocuous enough for your dad to get from the first Radio Shack you find. The nice lady what works there even asks if there's anything she can help you with. She
really can't. Gard has to phone Marcone who has to make his own calls to open up an old garage, the kind of place that may or may not be selling cars one piece at a time, though the owners apparently don't work weekends...
"Ware Bokkr on the war path," Gard murmurs under her breath as delicate many jointed contraptions of black iron unfold from the heart of your power and begin to solder the devices together hissing and clicking faster and faster as though growing excited at the purpose these are to be put. At your curious looks she explains: "One of the dwarf smiths of old, the one who sewed Loki's lips shut."
"Well then let's hope that's a good omen for how quiet we end up being," you say as you clip on the plastic mold to the last of the emitters. "What...?" you ask as you see your dad looking at your funny.
"I wasn't expecting...."
"Oh yeah, I remember gangsters in the old days would hide guns in the cases of guitars so I figured why not make them look like that? It won't stand up to
close scrutiny, but it should keep people from noticing us in the streets." Not that a lot of the locals in a primarily black neighborhood would miss Karl's Tats' and Piercings. The place was apparently new and it already had a reputation according the the saleslady at Radio Shack, not for being Nazi necromancers or anything just bad enough that she had thought to warn you away when you showed an interest in it.
Lost 1 Essence
Gained 3 EMP Emitters (Disguised as guitars )
So you are not that worried about being seen when you go around the place looking for where the phone lines are. Gard makes quick work of them with a small hand axe before Hendricks does the last turn around the south side. If he thinks it's odd that you want him to park next to the side with no doors he doesn't show it.
That is when you take a diamond tipped saw to the brickwork, lasers being apparently beyond the scope of what you can make unfortunately beyond the scope of what you can conjure.
As you call for dad adn Gard to follow you can just hear curse under the sound of collapsing brickwork, but you have other stuff to worry about.
Looking at the bright side of things there are four people in the room so if you handle them that's most of the thralls dealt with, but on the other hand there are four people and they are heavily armed.
The guy closest to you wearing what you can only think of as a disinterested dad's idea of what dressing their kid as a Hell's Angel is toting a
very serious looking double barrelled shotgun where as the fellow over by the couch who had just enough time to dive to cover had the barrel of an all too familiar semiautomatic pointed towards dad.
As for the other two, there's the guy next to the fire alarm, getting ready to break it with the but of his own riffle and the last one is shouting and cursing up a storm... while aiming what looks like a bloody AK 47 of all things at you.
Also the only one in body armor, Usum notes though you don't think that will do him much good against your sword or Gard's axe.
Maybe you should try to capture them you think, though the memory of bouncing Gorfel around the inside of the van and getting shot again for your trouble is still all too vivid in your mind.
What do you prioritize?
[] Capture them, you don;t want to risk killing anyone
[] Put them down as fast as you can, there's a kid's life on the line
OOC: My internet has been terrible since midafternoon, but I managed to get this up eventually. Good night guys, comments and rolls in the morning.