The Accumulation of Capital (Syndicate/MCU)

Hey all, I might not be able to update tonight or tomorrow as I have a game dev thing on tomorrow and so I need to make sure my game is working fine.

Sorry about this, but I'll see if I can't figure something out.
 
Relax, there's people that don't update games for months. We're not in rushes here. Just keep it coming as you can.

Side note, it'd be hilarious for the first world to be Crackdown.
 
Voting will close in 15 minutes. I'll need a tie breaker, too.
 
1:5
OOC: This one is likely a little rough as I'm pretty exhausted from yesterday.

[X] Do nothing and allow the sparring match to play out.
No. of Votes: 3
pantherasapiens
https://forums.sufficientvelocity.com/posts/9253540']hcvquizibo[/url]
Nevill

Slowly, the two Agents begin to circle around their common centre; each one looking for weaknesses in the other's guard as they wait for the optimal time to strike. Without warning, Monahan lunges at Webb like a viper and sends a wild haymaker at his kidneys.

Roll: Dexterity (3) * D6 versus Dexterity (3) * D6
Player Roll: 16 versus 14 = Success!

Reacting instantly, Webb drops his elbow by his side and grunts painfully as the blow glances off it and slams into his stomach. Almost as quickly as she struck, Monahan pulls away; only just dodging a counter-blow from Webb that swoops mere centimetres past her face. Circling once more, Monahan smirks as Webb readjusts his guard; his discomfort at close quarters shining through as his eyes flicker across his opponent's tensely coiled body.

An instant later, Monahan steps into reach of Agent Webb once again and sends a backhand chop toward his throat. Ducking hastily, Webb responds with a blow of his own to her elbow that glances off her armoured trenchcoat like rain on metal. Suddenly, Monahan's elbow seems to flicker as augmented muscles fire and a moment later the loud crack of bone on bone rings out as she slams her elbow into the side of Agent Webb's head.

Stumbling, Webb deflects a follow-up jab to his ribs before leaping toward Monahan in a clumsy grapple.

Roll: Dexterity (3) * D6 -2 (stunned) versus Dexterity (3) * D6
Player Roll: 7 versus 12 = Fail!

Roll: Dexterity (3) * D6 versus Dexterity (3) * D6
Player Roll: 12 versus 11 = Success!

Monahan's response is almost textbook. Turning into his leap, she grabs Webb by his right arm before twisting and throwing him over her shoulder. An instant later, Webb slams back-first into the ground with a teeth-rattling *whump* of impact before bouncing into the air. Monahan, still grasping Webb's arm tightly, moves in a way you can't quite follow and in the blink of an eye is suddenly pinning him to the ground with one boot pushing down on his throat and his arm pinned to her chest. Grinning victoriously, Monahan pushes against Webb's elbow and in a cry of pain he slaps his hand into the ground once, twice, three times.

Their sparring finished and the victor decided, the two Agents disentangle themselves and slowly rise from the ground; Webb gingerly rolling his shoulder and Monahan prodding the baseball-sized red and purple bruise on her face that she received earlier. Idly, you check the clock in your DART and notice with some surprise that only a few seconds have elapsed since you and Neill entered the room. In your time away from Agent Operations preparing for this role, you've forgotten how fast Agents can move when they really want to.

Thoroughly self-chastised, you ping the DARTs of the two Agents and an instant later they snap their heads toward you and Neill like wolves smelling blood. Sensing a small shudder run through Neill as the two killing machines begin to walk over, you inwardly feel a sense of satisfaction as you fail to respond to the pressure of their stare in the same way.

At least I can still do that, you think to yourself in satisfaction as the Agents' soullessly shark-like eyes bore into you without effect and they stride over with the same level of purpose as a guided missile.

"Sir," says Agent Monahan brusquely as she halts in front of you, a move echoed moments later by Agent Webb albeit with less challenge in his tone.

While Agent Webb gives you a smile that could be read as anything from respect to dismissal, Monahan doesn't even bother and instead looks at you impassively. Due to a combination of both EuroCorp directives and the genetic traits most useful to the process of making Agents, both Monahan and Webb stand easily over 190 centimetres and you're forced to look up at them. As is always the case with Agents, their skin has taken on a pallid tone from the various augmentations they've received, with Agent Monahan's being almost as pale as a corpse and Agent Webb's coffee coloured skin gaining a deathly lustre.

Even with Monahan and Webb's attempts to come across as impassive and pleased, respectively, this close to them you can almost feel the desire to commit violence exude like a static tingle that sends goose bumps running up your arms even after so many years spent around Agents. Glancing between the two of them, you pause for a moment as you watch their multitude of injuries heal and fade as their bodies repair systems get to work stitching up cuts and healing bruises. In the time it took for the two of them to get over here, the ugly bruise splashed across Monahan's face has faded from a red-purple to a yellow-green and is visibly fading even now, while Agent Webb's cuts have turned into tiny pink lines.
====

What do you say (pick two):
[] Compliment them on their fighting abilities
[] Ask their opinion on the mission.
[] Ask their opinion on the facilities.
[] Ask how best to utilize them.
[] Write in?
 
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[x] Ask their opinion on the mission.
[x] Ask how best to utilize them.

The facilities can't be changed right now anyway as far as I know and the guy in charge seems to know his stuff.
 
1:6
[x] Ask their opinion on the mission.
[x] Ask how best to utilize them.
No. of Votes: 2
Nevill
Asmodemus

Total No. of Voters: 2

"So," you say slowly as you look from one Agent to another, "what do you think of our mission? Asset Realization in another universe?"

Blinking in surprise, Agent Webb adjusts his stance as discomfort spreads across his broad face and he sends an uncertain glance towards Monahan before looking off into the distance behind you. With no small amount of irritation, you realise that, like most EuroCorp Executives, whoever was in charge of his missions at Cayman-Global must have treated him like a disposable tool and not bothered to ask for his opinion. At your side, you feel Neill stirs uncomfortably as if to speak up and you resist the urge to give him a warning glance. While Agents are normally broken out like fire-and-forget weapons to be used and then returned to storage, so to speak; your mission calls for different treatment.

"The logic is somewhat understandable," replies Webb stiffly after an uncomfortably long pause.

"But I don't understand why we are doing it now," he continues awkwardly, "there are still enemies to fight here." For a moment, the confused look on his face hangs frozen as he looks off into the distance before sliding off his face as he turns his attention back to you.

"But I am a weapon," he says with a cadence that's too precise to be anything but practised, "command me."

Okay, that will take some work, you think to yourself as you give an exaggerated nod for his benefit, and almost at once, his body language changes as he relaxes and steps back.

Before you can even ask Agent Monahan, she gives you a grin that, on her bruised and severe face, seems sharklike and sinister before replying eagerly.

"Asset Realization missions are always fun," she says as she stares into you unerringly, "people put up much better fights when you're trying to take something from them."

Pausing for a moment, a quizzical expression flashes across her face like lightning before she shrugs.

"Plus, we're going after people we haven't seen before," she continues, "I've gotten bored of dealing with Pravitel and Tao security."

Nodding slowly, you mentally mark down Monahan's enthusiasm and with one part of your brain wonder if her expressiveness makes it more or less disturbing before discarding it as a topic for later. Glancing at the timer hovering in the corner of your vision, you realise that you have only a few minutes left until preparations are complete and decide to move on to your next question. How they should be used.

With none of his earlier hesitation, Agent Webb responds to your query instantly.

"My shooting scores show that I excel at long range combat," he says robotically, "while my DART's enhanced cyber warfare capability allows me to shut down my opponents' networked systems during a firefight. It can also aid in the infiltration of facilities by myself or others by suppressing or avoiding alarms. As my past missions have shown, I am capable of tasks ranging from assassinations to information retrieval or industrial sabotage."

Satisfied, you nod slowly before turning towards Monahan. For a moment, the Agent says nothing before running a hand through her short straw-blonde hair and shrugging.

"Frontal assault," she says simply.

"Shock and awe are more effective at throwing guards off balance than any kind of hacking is and I can handle myself in everything from ranged combat to hand-to-hand," she explains as you give her a querying look.

"Plus," she drawls with a bored tone, "others can take advantage of the confusion to slip into sensitive areas or to exfiltrate with soft assets while I go after hard assets or bring down the building."

Nodding, you thank your Agents for their time before leaving them to their final preparations as an alert from Ellie pops into your HUD telling you to prepare for departure. It seems that you have a somewhat eclectic mix on board, you realise as you go over the last few details of Agent Operations with Dawson, though they do have complementary skill sets. It might take awhile to get your Agents on the same page let alone comfortable with one another, but if you can manage it you'll have one hell of a force. Leaving Dawson to wrangle the last few details of Agent Operations before launch, you take the elevator to the control deck and step onto the bridge.

As you step through the bulkhead door, you're immediately assaulted by the chaotic wash of a dozen murmuring voices as reports and orders flow from person to person as each crew member checks and rechecks their area of responsibility for any signs of fault or unpreparedness. As your single footstep rings out, someone suddenly barks out 'commander on deck,' and with a clatter of feet your bridge crew rise from their seats and turn toward you, arms held stiffly by their sides. Taking the age-old tradition seriously, you nod stoically before ordering them to return to their positions and as they do, you look around your operation's centre appreciatively.

Easily ten meters wide and twenty long, the room is surprisingly airy by the standards of similar rooms despite being buried deep within the hull of your space-starved airship. Aside from being densely packed with both people and equipment, the room itself is surprisingly spartan with its walls covered in an inoffensive grey paint and illuminated with gently bio-lume lighting. Towards the front of the room, the floor gently ramps down into a depression deep enough that you can see the glittering broadcast lenses of the densely-packed workstations that fill it from your position standing at the rear of the room.

Seated before each station in a raised couch that cradles their bodies like a cupped hand, a single crew member stares into the glittering lens of each station and twitches and murmurs as they interact with screens that only they can see or hear. In the rear of the room, a similar scene plays out, though two armed and armoured guards stand watch near the entrance. Between the two areas and with a line of sight to everything, you see the commander's chair sitting empty and with a gentle stroll, you take your place upon it.

Instantly, the character of the room changes as the ship recognizes your authority and grants you access to everything. Like a trickle turning into a flood, the murmurings of your bridge crew swell into full blown conversations as your DART accesses their audio feeds and pipes them into your brain, carefully filtering them by your focus and their relevance to you. A split second later, the once grey walls shimmer and ripple like water in a river before suddenly turning as clear as air as you focus your attention on them.

For a moment, you allow yourself the thrill of seemingly floating in mid-air as you look around the artificial reality produced by the airship's hull camera's before dismissing the view and allowing the walls to return to their neutral grey state. Glancing from post to post, status reports and information panels suddenly blossom in mid-air like digital flowers as you experimentally ping their processors and with a series of micro-gestures, you arrange them in a semi-circle in front of you.

Agent Operations: Ready
R&D: Ready
Flight Crew: Ready
Enforcer Corp: Ready
Stealth Systems: Ready
Gateway: T-minus two (2) minutes


"There's just enough time to make a speech, boss" comes a familiar voice from beside you, and turning you see your assistant Ellie seated nearby.

"You know," she says quizzically, 'I think you also get to name the ship."
===

What do you name your airship?
[] Write in

What does your speech focus on?
[] The Risks
[] The Rewards
[] The Crew

OR:
[] Write in
 
[x] Return on Investment
[x] The Rewards

Colony Wars:Red Sun players may recognize the name. Hopefully our mission goes better!
And people work better given motivation.

Loot, loot, loot.
 
1:7
[x] Return on Investment
[x] The Rewards
No. of Votes: 2
Asmodemus
Nevill

As quietly and inexorably as the tide, the name of your airship flows into your mind and settles lightly. Leaning back into your seat, you allow yourself a brief smile as you picture the expression on the faces of the marketing department before allowing it to slip away as you signal the airship's control systems for the public address system. Taking a deep breath, you force your body's rhythms to slow as you prepare to give a speech you've been planning since you first learned of your mission.

With a musical tone and a ping to the DARTs of your crew, the PA system activates and the bridge crew halt. Waiting for a moment to make sure that everyone is listening, you swallow once and then begin.

"Condense, if you will," you say solemnly, "the 50,000 or so years of human history into half a century."

"In these terms, we know little about the first forty years except that by the end, humankind had learned to use the skins of animals. Then, ten years ago, we emerged from our caves to construct other kinds of shelter out of wood and the bones of the Earth. Only five years ago man learned to write and use a cart with wheels. The printing press came this year, and less than two months ago, the steam engine appeared. Last month telephones, aircraft, and cars appeared. Last week we developed penicillin, nuclear power, the theory of relativity, and the internet.

And now, at the razor edge of human knowledge, we will have journeyed further than any other people in the history of humankind before midnight tonight.

Not outwards, into the vast depths of space and to the unblinking stars above; and not inward, to the roaring, beating heart of the world. Instead, we will go sideways into the what-ifs, into the what-might-have-been, into the endless Earth.

Such a pace cannot help but create new problems, new ignorance, new problems, new dangers. Farming brought deforestation and new diseases. Exploitation of coal and oil brought forth climate change. The conquering of the air brought mass devastation and conflagrations, and the conquering of space brought forth new and terrible weapons that circled overhead with machine hearts and machine minds.

Surely, the opening vistas of the multiverse promise high costs and hardships. But equally, it promises new rewards.

If this capsule of the history of our progress teaches us anything, it is that we are, in our quest for knowledge and progress, determined and cannot be deflected by strife and difficulty.

We set sail on this vast and unknowable sea because there is new knowledge to be gained, new rights to be won, new histories to be uncovered, and new technologies to be replicated.

In the last year, EuroCorp has been engaged in the single greatest scientific endeavour ever attempted by mankind. Hundreds of scientists supported by tens of thousands of staff and wielding the latest innovations from quantum computers to evolutionary algorithms dedicated thousands of person-years to studying the phenomenon we are about to experience. Without hesitation, EuroCorp devoted billions of credits, thousands of tonnes of resources, and the best of its engineers, thinkers, and leaders energies in the firm belief that it would be worth it.

The growth of our science and education will be enriched by new knowledge, by new technologies, by new cultures, and by new tools for industry, medicine, the home as well as the school. This effort has already created huge numbers of subsidiaries, and tens of thousands of new jobs. Related industries are generating unparalleled demands in investment and skilled personnel, and we, our friends and our families will share in this growth.

We are the best of EuroCorp's personnel being sent to unknown worlds in the best of EuroCorp's matériel to return with items we can't yet imagine. Others will ask if you, the crew of the Return on Investment, will fail in this task. They will ask if EuroCorp was wrong to send us out. They will ask why we do this when there is so much left here to explore. To that I say this:

We choose to travel to new worlds. We choose to do this not because it is easy, but because it is hard, because it promises unknowable riches, because this challenge is one we are willing to accept, one we can't postpone, and one which we intend to win."

As you finish your speech you close the PA channel and settle back into your command chair, gamely allowing the seat's padded surface to shift and crawl behind your back as it adjusts to your body.

"We may leave when ready," you tell the ROI's helmswoman and with a grimace, you prepare yourself for the transition.

Far below you and only in sight of the ROI's hull cameras, floating in the gentle Caribbean sea like a water-lily covered in a thick forest of spines, the Gateway Generator begins to wake from its slumber. Guided by one of the most powerful AIs ever developed by EuroCorp scientists and watched over by a nervous team of scientists, the labyrinthian network of power conduits buried inside the gateway's structure feels the first faint stirrings of power from its three nuclear reactors. Slowly, almost sluggishly, power flows into the spines like ink into a pen and a quiet hum appears from nowhere.

Seconds stretch into minutes as power continues to flow into the spikes and the hum increases in volume. Beneath the surface of the gently lapping waves, fish, sharks, and dolphins flee in every direction as their primitive minds tell them that something terrible is coming while below, like a pot on a stove, the water beneath the gateway's lily-pad form starts to warm as heat from its reactors bleeds into it.

Almost unnoticeably, the air above the gateway starts to shimmer and small rainbows explode into existence as if from a vast faceted gem. Gradually, a stiff breeze starts to pick up and with the inevitability of an ocean tide, slowly pulls the ROI towards the column of air.

"Hold steady," you say the helmswoman, a short Iranian who responds with a curt 'Aye' before flicking an invisible control pad. Almost immediately, you feel a new vibration appear in the hull as the ROI's station-keeping hover pads ramp up and steady it against the wind.

Suddenly, you spot a black sphere spring into view at the centre of disturbance. Like a flaw in the universe, utterly unaffected by the strengthening gale, the sphere hangs there ominously and you begin to wonder if it's an error in the ship's processing brought about by the chaotic environment. Before you can call the crew floating below you for confirmation, the dot suddenly flickers and in the blink of an eye, it explodes into motion, devouring the space between you and it like a ravenous creature from primaeval times.


One hundred meters reads the ROI's collision avoidance alert

Eighty meters

Sixty meters

Forty meters

Twenty meters

Ten meters



As quickly as it began, the sphere's expansion stops. Like a portal to the end of the universe captured and brought to Earth, the perfectly smooth, perfectly black surface of the sphere hangs there hovering in the air and devouring all light. A heartbeat passes, and then another, and then, like a light turning off, the sphere flickers and is replaced with an ashen-grey disk that emits a pale blue light.

"Formation looks good," reports a crewmember.

"Gateway generator crew report that the connection is stable and the AI agrees, Mr Cain," says another.

Well, you think as you force yourself to breathe deeply and slow your hammering heart, nothing ventured, nothing gained.

"Take us in," you say as you fight to keep a grin off your face
====

OOC: I'll update with part 2 this tomorrow. I was hoping to do some game dev, but I've gotta sleep.
 
2:1
With the dull thrumming of barely constrained energy the ROI's thrusters flare into brilliance as the helmswoman throttles up. With all the grace of an elephant, the 200-meter long vessel slowly lurches towards the blue aurora of the portal hovering before you. Slowly at first and then with increasing speed, the Midas-class airship accelerates towards the portal to another world like a spear aimed for the heart, and without any hint of effort or ripple in the grey curtain of the portal, the airship plunges into the ashen-gray surface of the disk.

Time seems to slow as you watch the portal swallow your ship. Meter after meter of grey hull plating and black flight top plunges into the unwavering throat of the portal, the only sign of their passage a sudden flare in the intensity of the blue light that spills out of the portal's mouth. Steadily, the grey wall inches its way down the hull of your ship until it emerges from the furthest wall of the control room like a cyclopean wall made of exotic matter and near-impossible physics. Like a wave, silence ripples across the room as the murmurings of your crew vanish as the wall swallows them one by one in flashes of crisp blue light.

Here we go, you think as you stare up at the approaching surface of the portal. For an instant, you swear you can see the tightly curled, dark grey arms of a million fractal tentacles writhing across the portal's surface, and then the wall swallows you.

For a moment, all is quiet and then the universe shudders, cracks, and is reborn.

With an impossible howl, a million different thoughts slam into your mind and pull it in all directions.


**
We cannot fail the empire-

**
Comrade Zelinsky must ha-
**
We do this not because it is easy-
**
Bet the bastards never thought I'd be here-
**
If dad could see me now-
**
God, the backbiting was worth it-
**


Over and over, thoughts that are both yours and not-yours slam into your mind like waves breaking on a beach, the power of them smothering you and pushing your thoughts into the background. Grimly, you fight the tide and try to close your mind like a vice as snatches of thoughts try to wind themselves insidiously into your mind. Seconds stretch into minutes into hours as you consciously force yourself to breathe as the weight of the thoughts press against you like a physical force, each breath hardwon in the face of multitudes.

Like worms burrowing into the loamy earth, memories that belong and don't belong screw their way into your mind and flash across your brain like lightning.


**
London in winter, pristine snowflakes
fall gently on the glassy black plain of the scour. Beside you, the others of your party prepare to record holos for transmission through the Springer. Your culture was founded because of this war, you owe it to the dead to remember them.
**
A field of blood-red fruit stretches before you as far as the eye can see; the only illumination the flash of lightning bolts which spear across the pitch-black sky. Inside one pod, you see a shadow figure twitch before it's snatched up by a machine the size of a building.
**
Your stomach churns as you think over the implications of what they're saying. Eighteen months before all life on Earth is rendered extinct. Project Zero Dawn a lie to give them the resources needed to send a beacon into the future. To give life a second chance. Christ.
**


Outside your mind, you dimly become aware of the murmurings of your crew reappearing as the grey wall flows past your head. Heartbeat after heartbeat, the murmurs multiply towards infinity and assault your ears as if you were standing under the thundering spray of a waterfall. Slowly, you notice that everyone on the bridge is surrounded by a ghostly multi-coloured aura that shifts and vibrates, seemingly at random.

Forcing yourself to look down at your hands cradled in your lap, you see a hundred ghostly hands laying beside and through them as if your eyes are struggling to focus. With a startled gasp, you throw your hands into the air and their ghosts follow suit, most following close behind your hands, some leading, and others deviating in seemingly random directions. Looking towards Ellie, you see a thousand different faces staring back at you in overlapping, ever-shifting expressions of surprise, concern, and horror.

Then, as suddenly as it started, reality reasserts itself. Like shadow fleeing from light, the thunderous murmurs disappear with nary an echo, the alien thoughts and memories receding like the tide, and the ghostly auras vanishing without a sound.

"Holy shit," someone says after a heartbeat.

Despite being inclined to agree, you ignore the lapse in decorum and instead take a breath to steady your mind and body and slow your racing heart. Exhaling slowly, you focus on the grey wall in front of you, in the corner of your eye seeing the rest of the bridge crew doing the same, and like a soap bubble bursting, it disappears as your DART overlays images from the ROI's external cameras onto it.

For a moment, you half expect to see a ravaging tide of machines swarming across the land or fetus fields sprawling out to the horizon. Instead, to your great relief, you see a pristine blue-green ocean stretching out before you; illuminated by the noonday sun that hangs high overhead. Despite the aching familiarity of the Caribbean Sea, the lack of the Gateway platform and the ship's stubborn refusal to connect to positioning or satellite signals tells you that you're not in Kansas anymore, so to speak

Rising from your seat, dimly aware that the rest of the bridge crew is numbly following, you stare at the familiar yet alien sea for several seconds as a wave of giddiness bursts into your mind.

We did it, you think to yourself as you struggle not to grin dumbly, we're the first crew to travel to another universe.

Before you can celebrate, however, a shrill tone bursts into your mind accompanied by a warning from the ROI's management system. Moments later, a nearby crew member who your DART helpfully tags as Marco Tsoukas leans towards an AV pillar and peers into its glittering black lens before cursing.

"We have two bogeys on an intercept course, Mr Cain," he says hurriedly as he scrabbles into his chair, and an instant later the rest of the crew begins to follow suit.

"They're moving fast," he continues as he straps himself in, "and will be in weapon's range in one minute, visual range in two."

"Why didn't we spot them earlier?" You ask the bridge crew as a whole as you access the alert from the ROI, a holographic view of the area surrounding the airship suddenly blossoming in your mind.

"They must be stealthed," replies the sensor officer beside Marco as she flicks the air.

"Not up to par with modern gear," she says, "but good enough to hide from our sensors until they got this close."

Acknowledging the explanation, you study the map in your mind carefully. In the centre of the view, you see a glowing gold model of your ship hovering steadily above undulating blue waves and surrounded by concentric circles denoting your weapon and sensor ranges. Meanwhile, approaching from the northeast corner of the map and curving towards you at Mach 1.8, two red triangles denoting aircraft thunder ever closer on an intercept course.

Either they know for certain that we're here, you think as you narrow your eyes at the glowing red triangles, or they're just checking out something suspicious.

"Orders, sir?" Asks Ellie.

===
[] Secrecy is paramount and the Return on Investment is decently armed. Shoot them down while they're still far enough away and with luck, their disappearance will be put down to an accident.
[] Activate the diffraction field generators and move out of the area. Hopefully, your engines won't give you away.
[] Activate the diffraction field generators and go to silent running. Staying in one place is risky, but it'll minimise tell-tale signs
[] Write in.
 
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[X] Secrecy is paramount and the Return on Investment is decently armed. Shoot them down while they're still far enough away and with luck, their disappearance will be put down to an accident.
 
[X] Activate the diffraction field generators and move out of the area. Hopefully, your engines won't give you away.

If they're stealthy enough that our sensors have difficulty detecting them, and the fact that there's two of them, makes it so the 'It was an accident' explanation for their disappearance highly unlikely.

Which means that the area we're in is going to get absolutely combed, including looking back on the satellite surveillance. Let's just hide and move off a bit. Because if their stealth technology's not as good as ours, then it's likely their sensor technology is also not as good. So by leaving the area we make it harder for them to accidently discover us, and by concealing ourselves they can't find us in other ways.
 
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[x] Activate the diffraction field generators and move out of the area. Hopefully, your engines won't give you away.
 
FYI, I edited the times a little because I did the math and realized that 4 minutes away at Mach 1.8 is 150km away and that seems a little far. Turns out that aircraft move quickly; who could have possibly guessed? :V
 
I spotted the Matrix and Horizon Zero Dawn.

[x] Activate the diffraction field generators and move out of the area. Hopefully, your engines won't give you away.

We can fall back on shooting them down if this fails. Better than being a sitting duck.
 
2:2
[X] Activate the diffraction field generators and move out of the area. Hopefully, your engines won't give you away.
No. of Votes: 3
Pyro Hawk
Asmodemus
Nevill


Attention focused solely on the rapid approach of the two red triangles that denote the aircraft. With the kind of lightning-fast decision making you honed during your tenure at Agent Ops, you settle on a course of action and rapidly bark out a series of orders to your crew.

"E-War, get our diffraction fields up. Helm, take us away from the intrusion zone. I don't want to be here when those things get close. Sensors, go to passive only."

Before you've even finished speaking your crew snap into action, fingers flicking invisible buttons and mouths forming silent commands as they get to work. Idly, you notice that the Return is already trying to determine the nature of the contacts from its sensor feeds through their, somewhat limited, stealth systems are hindering the effort.

Yeah, like it'll figure it out, you think to yourself as you watch your crew work.

"Two minutes to visual contact," someone says, and a moment later a flashing red timer appears in your vision as your DART reads your attention and interfaces with the Return's sensors to produce a countdown.

"Cloaking at ten percent complete," reports your E-war officer as he grimly stares into his station's broadcast lens.

Tearing your attention away from the map that hovers in your vision like a mirage, you watch closely as the Return's control systems eagerly respond to the bridge crew's commands; power flowing to and from subsystems as the power-hungry diffraction fields suck down electricity like a half-drowned man would air from every system. Slowly, a rumble runs up through your legs as the Return's engines throttle up and with a gentle sensation of pressure, you feel the massive thrusters slowly start to haul the bloated vessel through the air; their power drawn straight from the Return's reactor.

With a quick glance to the display walls, you see the air around the Return gain a silvery shimmer that shifts and flows in strange eddies as if your airship was caught in a vast thermal, and below you, the ocean starts rolling by as the Return starts to pick up speed.

"One minute to visual contact," comes the voice again as the shimmering around the hull intensifies.

"Cloaking at forty percent," follows your E-war officer, "all diffraction field generators are charged and are spinning up."

As you watch, some of the Return's hull-plates start to grow fuzzy and indistinct as if covered in a sluggish blue-grey haze, and you feel your eyes start to slide off them as they struggle to focus. Comparing the timer in your HUD with the estimated time until the fields are completely up, you realise that it's going to be a tossup as to what happens first; discovery or cloaking, thanks to the power drain of your engines.

"Forty-five seconds," comes the status report again as the smoky-haze crawls across the hull like an oil spill on water; a note of stress starting to creep into the cold professionalism of the officer's voice as you spot them starting to fidget in the corner of your eye.

"Cloaking at fifty-five percent."

We better make it, you think as you stir uneasily in your seat.

Returning your attention to the map, you spot the supersonic triangles just as they cross the threshold of the second to last circle surrounding your ship. They're now well inside the range of your missile systems and approaching your CWIS limit, and the temptation to shoot them down is growing steadily harder to ignore though you try your best to ignore it. Slowly, an odd feeling starts to settle on your mind like the gossamer threads of a spider web as you stare at the map.

"Thirty seconds."

"Cloaking at seventy-five."

Outside the ship, the smoky blue-grey haze of the cloaking field suddenly disappears and with it go the wide sections of the hull that it covers. Still, large splotches of the Return's hull remain resolutely visible, and you can't help but feel nervous as the timer in your vision counts down.

What am I missing here? You ask yourself as your crew continues calling out times and readiness. We have aircraft on an intercept course a minute or two after we arrive here, but how? No one could have warned them, and they can't have detected us as the hull absorbs RADAR, we were mostly running passive sensors on arrival, and the active sensors we were running were disguised.

As you watch the steadily approaching markers, the odd feeling suddenly crystallizes into suspicion and you narrow your eyes as you ponder the possibility.

<Plot target course,> you order you DART and an instant later two red lines spring forth from the markers and spear towards the Return. An instant before they intersect the airship's location, however, you see the lines pass behind the ship. As you watch, the distance between the ship and the intercept point grows larger and larger as your engines push you away from the intrusion zone.

They don't know we're here, you realise suddenly, they know something happened, but they don't know about us.

"Fifteen seconds," reports the sensor specialist, and a moment later the weapons officer reports that the CWIS system is ready to go on your order.

"Cloaking at ninety percent," reports your E-war officer as he hunches forward and rapidly taps the air. "It's going to be dicey."

Glancing to the display walls again, you see more of the airship's hull slowly disappear as the cloaking field continues to languidly spill across its surface and you can't help but agree with his statement.

"Five..."

"Ninety-two percent."

"Four..."

The sensor operator's voice starts to strain as she counts down towards arrival and you can almost taste the electric atmosphere that hangs heavily over the control centre.

"Ninety-four percent."

The E-war officer purses his lips together tightly, face blanching as he stares at a screen that only you and he can see.

"Three..."

"Ninety-six percent."

"Two..."

Clenching your fists, you wince as you feel a sharp pain flare in your hands as your nails dig into the soft flesh of your palms.

We can't be detected already, you think as you force yourself to unclench your hands, your stiff fingers stubbornly taking their time. Not this quickly.

"Ninety-eight percent."

"One..."

Heart thundering in your chest like a stampeding horse, you can't help but lean forward in your seat as you study the swiftly approaching aircraft on your map. As you watch, you see info panels rapidly flicker around the aircraft as the Return's sensors continue their never-ending struggle to pin a profile onto the triangles. <SU-38 Razorback, Eurofighter Hailstorm, A-22 Slamhound, F-42 Rav->

"Ninety-nine percent."

"Zero."

"One Hundred percent. The cloak is engaged and field is fully stable!"

Almost shouting, the E-war officer springs bolt upright in his seat and pumps a fist in the air as the cloaking field fully covers the Return. Moments later, you spot two rapidly swelling dots appear in the display wall to your left and in a heartbeat, they're right on top of you.

Screaming past with barely a kilometre of separation between you and them, two aircraft coloured the same dull grey as the Return power into a long curve that sheds incredible amounts of speed and takes them right through the area you previously occupied. Responding to almost subconscious queues, your DART immediately brings up a zoomed in image of one of the aircraft from the hull cameras outside, and you get your first good look at the visitors.

Diamond-shaped wings spread out a full five meters to either side of the aircraft's body with similarly shaped tailplanes mounted on a flat tail section that contains a single gigantic engine. Given that the aircraft approached at Mach 1.8, you can only imagine how much thrust the engine has to put out every second for that to be possible. Consisting primarily of viciously sharp angles undoubtedly designed to mess with RADAR, the aircraft has the same aggressive profile common to all modern fighters, and the heavy load of missiles slung underneath each wing are all the argument you need to convince yourself that you made the right choice in avoiding a fight.

As the slow-motion video plays out, you spot a small black blur splashed across the side of one of the fighter's many missiles, and with a single thought to the Return's control systems, you order the airship to use its massive processing capacity to try and salvage something from the image. Waiting, you watch as the fighters circle the area like hawks hunting for prey for thirty seconds before, without warning, they curve away and start heading north at a 45-degree angle from their original heading.

As the fighters pull away and start accelerating back up to Mach 1.8, the electric tension in the air fades away as the crew Returns to normal operations, and the Return gently pings your DART to alert you that it has finally identified the aircraft and finished processing the image. With a flick of your finger, the proximity map fades away and the report unfolds in your vision like origami art.

Amongst a large amount of dry technical data, you spot a designation for the fighters, F-35C, and note that the reason the sensors had trouble identifying them was that, thanks to interference by Syndicates, their designs were never completed before the US government was made defunct.

Well, that's not the case here, you think to yourself as you wonder what weird set of events could have conspired to allow their existence. Pondering the implications, you replace the report with the processed image and 'huh' at the unfamiliar name.

"I wonder who Stark Industries are," you ask the air.

===
[] Follow the fighter craft as they head North
[] Backtrack their previous heading (towards Cuba)
[] Write-in
 
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