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Post by Spinister on Jul 24, 2010 19:54:25 GMT -5
Spinister is not like Kup, eager to burn himself on the edges of the door. He waits for it to fully cool, watching as Kup cradles the girl who, for all he knows, has a bomb in her or is covered in robot-eating poison or... whatever.
He jumps down, landing hard and stumbling a bit before he gets his balance back, and then he straightens, super-charged flamethrower at the ready, wary and ready for an attack. He looks all around, up at the ceiling, down on the floor, everywhere.
Kup is probably going to ask him to get the girl to a hospital. Spinister's much faster, after all. However, saving the girl is not Spinister's objective. He's here to kill a murderer, say the killer was resisting arrest, and close some old case files for good.
Setting off fusion bombs until he takes out the whole complex probably isn't as discreet as the department wants, though.
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Post by SceneMod on Jul 25, 2010 10:33:21 GMT -5
This room is a large loading and unloading area, the doors big enough for the appropriate-sized trucks to back in as needed. There are a few pens, probably for holding live animals, and humane-kill set up next to the pens. Most everything looks as if it hasn't been used in years, and is covered in rust and grime.
Everything, that is, except for the floor they are standing on, and the space between them and the open door. There's a thin path that shows a myriad of drag marks of varying ages, drag marks and trails of blood and fluid. Off to one side is a large pile of shoes, and some scraps of treads.
The drag marks all abruptly end two feet from the doorway. Between the last mark and the door is a perfect, undisturbed layer of dust and dirt.
A keen eye (or optic) will notice that there are two sets of drag marks. Those that go toward the door, and those leading away.
Jill twitches and gives a startled little chirrup when Kup speaks, then another when he starts to pick her up. She actually tries to struggle, though between her injuries and overall weakness, her struggles are really ineffectual.
Her words and voice lack as much strength as her body, but she's obviously still fighting. "Have...out...my own...said..."
There is the sharp whine of metal on metal, and the large, thick loading doors starts to swing shut.
Another pained, scared sound, "No. Nonononononono. Can't...again..."
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Post by Kup on Jul 25, 2010 16:37:11 GMT -5
"And you think he'd let you out even then?" Kup growls, moving to grab her up as gently as he can while still moving quickly. Then he starts to run towards the closing doors, moving full tilt to try to make it out before the loading doors slam shut. One arm moves in front of the girl protectively, both to keep her safe from anything that may be falling from above - that untouched area looks pretty suspicious - and because if he doesn't make it, if he has to go through that door, it needs to be with his arm.
"Think, lass! There'd be some other 'rule' you broke or were never told about or something. This is a rigged game!"
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Post by Spinister on Jul 25, 2010 19:38:03 GMT -5
Jill might be able to describe the killer or killers, though she looks a bit added, and the guilty may be a shapeshifter. Spinister draws a bead on the door hinges thoughtfully as the doors start to close. He could melt the hinges, keep the doors from closing, maybe even blow the doors off their hinges, and they'll never close again.
But what good does it do him if he lets Kup and the girl get away? Better that he should shoot Kup in the back, make a puddle of him - what is one more body in this charnel house?
Spinister shoots the hinges anyway and then flips out his badge, demanding flatly, "Describe who did this to you, ma'am."
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Post by Kup on Jul 25, 2010 20:50:50 GMT -5
OOC: Swapping order with scenemod as per request.
Kup reaches the door when they're almost closed, but Spinister's work keeps them from closing completely, making it easier for Kup to smash his way out through the partial opening with his forearm.
Once out into the loading yard, however, he hears what Spinister is demanding and spins on him, glaring.
"What are you, nuts? She's in no condition to be answering questions like that!" He glances around now that he's outside, looking for the nearest escape route. Argh! So frustrating! So close to the bastard, but... Jill.
Well, maybe the glitch isn't in this building at all, anyway.
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Post by SceneMod on Jul 25, 2010 21:42:12 GMT -5
Jill whimpers and huddles against Kup as he knocks down the door and takes her out into the sunlight. She isn't struggling anymore, but the morning light seems to hurt her, making her try to curl up more.
For that matter, the sun probably doesn't feel too good to Spinister, either.
Kup and Spinister seem to have won through. At least, they've saved the girl, yes?
Speaking of Jill, she's fainted, finally giving in to the pain, most likely. She's still trembling terribly.
In the sun, the black streaks of necrosis spreading out from under her makeshift splint are rather noticeable.
OOC: skippable until you guys settle out a direction
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Post by Spinister on Jul 25, 2010 21:53:25 GMT -5
Spinister drops to one knee at the sunlight and glares up at the sky and then at Jill, who frustratingly cannot answer his questions. Refusing to explain himself to Kup, he looks at the necrosis and murmurs, "Probably Blight. Mother Theron has people who can get her off it. Inanna." He stares up at Kup. "I have a vial of medgrade." Three, actually, but he won't tell Kup that. "Could help her last."
Could also kill her.
However, Kup is forgetting something very important, and Singe, still a gun combined with Hairsplitter, points it out, "A freaking shadow with teeth picked us up and dropped us in there. What makes you think we've gotten away? This ain't over. Screw around with the girl if you want - we're finishing the job."
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Post by Kup on Jul 26, 2010 15:53:58 GMT -5
Kup looks down, examining Jill, then looks up and narrows his eyes suspiciously at Spinister. For all that Spinister is saying, there's volumes that are going unspoken. And Kup's betting that Spinister's not going to be too willing to explain how he knows what he knows, either. But perhaps he will clarify one part... "How do I contact this Inanna?" he demands, not yet asking for the medgrade Blight.
Then he looks down at the gun and his lips pull back in a snarl. "Maybe I haven't 'gotten away,' but I've got to try. If this lass dies because this 'shadow with teeth' won't let me get her to help... someone is gonna pay."
He'd like to say that he'd make them suffer the way the girl's suffered, but he knows he can't be that monstrous. Sadly, anything he does would be a mercy, but whoever would do something like this to another living being has no business living themselves.
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Post by Spinister on Jul 26, 2010 16:06:15 GMT -5
Spinister holds up the card that Inanna gave him but does not move to give it to Kup. He'll let Kup read it, but Spinister is keeping the card. There's even a number he can call.
Spinister just looks back at the meat packing plant. He's going back, to do as quick but thorough a search he can, though he knows it is hopeless. There are ground level exits, windows, the roof, and the sewers. His prey could be long gone by now. If Kup would just leave, Spinister could call in Decepticon help... but dare he endanger his peers?
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Post by Kup on Jul 26, 2010 21:34:16 GMT -5
Kup does read the number, and nods before gently setting Jill on the ground and transforming.
"Before you go back in, put her in my bed," he orders, not carrying that he's attempting to boss around a Decepticon, a cop, an assassin, or whatever else.
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Post by Spinister on Jul 26, 2010 21:57:24 GMT -5
Spinister will do that much for Kup, but he warns, voice raspy, "If she wakes, call me." He gave Kup a frequency earlier. It isn't his, that mocking pre-war Iacon police band, but he'll be listening to it all the same. Holstering his weapon for a moment, he gently places Jill in the truck and murmurs to her, though she can't hear, "Live. Live to tell me the killer's face."
Then, he turns his back on Kup and arms himself again, heading back toward the grinder.
Just one thing, as he walks out of the painful sun and comes away into the shade. Spinister needs to make some calls.
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Post by Kup on Jul 26, 2010 22:25:22 GMT -5
Once the girl's in place, Kup attempts to leave the loading yard, driving as quickly as he dare with the injured bird in his truck bed. He activates his cellular protocols and starts dialing the number on the card Spinister had shown him.
Hnh. Seems to take a few tries before he can manage a dial-tone...
OOC: Out of thread.
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Post by SceneMod on Jul 26, 2010 23:24:49 GMT -5
Kup is able to leave without issue, though he may have that itchy feeling as he does that he's being watched.
Spinister can make his calls, but they will never reach their intended recipients. Certainly, the helicopter will notice that his calls aren't returned in a timely manner, but other than that, there is no indication that the radios aren't going through.
He will feel better once he's out of the sun. However, if he's running diagnostics, he may notice that the decay in his body has spread quite a bit in the past while.
Spinster can go back in the way he and Kup came out. He can make his way into the rafters and use one of the ventilation ducts. There's also a door on the ground level at the far end, near the loading pens.
Which way?
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Post by Spinister on Jul 27, 2010 10:30:53 GMT -5
Crawling is slow, and Spinister is feeling pretty sick. Sick enough that he chugs a vial of medgrade, meaning that he only has two left.
He enters over in the loading pens, because while the killer can just move into any of the places Kup and Spinister checked, Spinister at least wants to cover new ground.
He doesn't think much of his calls not being answered, just yet, but next round, he'll probably call Wreckage - the guy reminds him of a less annoying Bludgeon.
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Post by SceneMod on Jul 27, 2010 19:01:13 GMT -5
Potion consumed. +200HP
>_>
Spinster feels better! Almost instantly better, actually, and his diagnostics will show some of the newer decay to actually be reversing. The shakes and weakness, and the clumsiness are also gone, and Spinster should feel very, very alert. Alert, and on edge, just shy of being too tense. His senses are also dialed up, while his pain sensors are dialed down*. There's a pervasive...numbness of mind that may set in as well, a detachment from emotional involvement or personal bias.
The door leads to-SURPRISE- another long, lonely, dimly-lit hallway, much like those that Spinster and Kup already traversed. This hallway has no drag marks, but something has been moved along the floor regularly, something with (probably) rubber wheels.
The door behind Spinster locks as it falls shut. A panel slides across the hall a good way down, blocking it off.
It's getting very, very hot in the hallway. Not Singe-hot. But hot enough that most robotic circuits would not be happy.
*Keep in mind that you can play up or down the drug's abilities as you desire, due to it not being calibrated for Cybertronians.
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