Camo Cloak and Power Dagger OOC

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The Archivist said:
*IRL, overloaded*
I'll try and get on top of everything by this weekend. Homework has been piling up and I'm fed up of a just in time work schedule.

I feel ya. Been squeezing in my posts over the past few days as I work on assignments.
 
Right, time to repair this RP. Now there are two inactive people and one who's no longer playing (I hope that's right, Ysbriel?), so if spiney gets Leonara and the NPC out of there I might blow the half-track up. The RP is downsizing, in effect, so I'm going to wrap up this mission. Grogg, you find yourself face to face with Veso. Han and Marc are still in the empty room. Leonara and Lewis are outside, as is the NPC Celia.
 
Archi I've posted Lewis taking a back entrance, so you can stick him where you like in the building. Either that or I help recover the half track people..
 
So hang on, do I just sit here in pain and wait to be rescued, or do I shakily point a gun in Celia's face and tell her to carry me out (well, support me, not fully carry... Leonara's small but quite well-muscled and I doubt flak armour is exactly light. And Celia's hardly going to be a weight-lifting champion...)
 
The Archivist said:
On another note, I've been a bit skimpy on the description front throughout this roleplay, due to the need for people to search out details. Do you think I should be a little more descriptive with the layouts of rooms?

That may help me, I'm kind of lost where I am right now.
 
Okay, two major things about scenery to bear in mind:
1. Your team is based in a Kroot Warsphere, so forget about there being space above the buildings: there is no rooftop, only the floor above. Similarly, space efficiency dictates the streets be effectively large tunnels. All the buildings are built next to each other, and the entrances are again tunnels or doorways of some description.
2. When roleplaying, I generally give a simple outline of what you might see upon entering an area, plus anything else that the dice or roleplaying dictates catches your eye. Don't assume something is or isn't there. Since this is a cloak and dagger RP, I can't tell you about the assassin in the duct lining the scope up with your head. You have to check the room to whatever degree you deem reasonable: one quick glance may tell you all you need, or you might spend several moments searching the drawers and files before continuing on.

A really good example of how I'm trying to play this is Ysbriel's (may he rest in pieces) cursory glance of the radio room. When the fight moved out into the corridor, he stayed behind and found a sheet of paper with guard numbers and affiliation on it. He then used that information by working out how many guards were left in the building.

As a refresher as to the current scenary, the building is a warehouse. There are office buildings inside, and there is a high wall that doesn't touch the ceiling that cuts off a part of the warehouse. There are a large collection of storage crates in one area, while the rest of the warehouse is relatively open. There are gantries high up near the ceiling. The entrance is a short tunnel large enough for a half-track or forklift.
 

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