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Interlude: They were curious

  The convoy moves slowly through Herzberg east of Leipzig. They head northward through the small ruined town. Escorting civilian refugees to Berlin. Three trucks. People inside packed tight like cargo. Clinging to the sides, to each other and to the idea that the worst of it was now behind them. It was not.

  She walked alongside the lead truck, simple black combat fatigues cover her athletic frame. Her short blond hair braided on one side and the blue eyes watching the ruined city around them with a watchful eye. Walking a bit closer she knocks on the drivers door without stopping “hey.” she calls out and glances up at the driver side window as it is opened “if something steps in front of the truck, don't stop. That's instinct, but bad instinct” The driver looks down getting nervous “What should I do instead?” he is not part of the network or the military, a civilian volunteer. She smiles up at him easy and genuine “you just keep driving. We handle the rest” she says as she reaches for her radio “Section leader Hoffman. I have movement on my side.” her eyes follow the vectors as she checks sight lines, counting rooftops and tracks the hiding shadows. Her perception power already feeding her a whole slew of data, tracing lines and potential firing fields through her sight

  Ability: Threat Geometry

  (Perception · Passive / Reactive)

  Base cost: None

  Current rank: Iron

  Cooldown: None

  Function: The user interprets combat as a system of lines, vectors, and zones of pressure, identifying structural weaknesses, movement paths, and tactical options.

  Iron: Vector Awareness

  I analyse enemy placement and environmental features in real time:

  


      


  •   Identify firing lanes and angles of approach.

      


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  •   Assess cover integrity and destructible structures.

      


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  •   Track enemy movement vectors and potential escape routes.

      


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  Effect: Provides enhanced situational awareness for positioning and tactical engagement.

  Other reports of hostiles come in one by one from the other operatives. They are weary but disciplined. Good enough. The convoy stops at a signal. The air smells old... dead. Her radio cracks, she listens, nods and steps forward. “Hello!” she calls out, her voice friendly, carrying easily over the ruins “we're just passing through. We have no interest in Territorial disputes, becoming food or dramatic rooftop entrances” silence follows her call. Then, a laugh. Dry, thin and hungry.

  Figures peel from the shadows and rooftops. Pale skin, red eyes. Some too wild. Some too graceful. Vampires and their ghoul thralls.

  “Right,” she sighs “my bad for hoping” her voice low this time. Like she made a mental note “Contact hostile. Soldiers, stay with the convoy. Operatives, clear your vectors. Leave the big guys to me.” Hoffman's command is clear, clipped. She is already in motion when the unit starts moving. Stormline materialises in her hand in a blue flash. The assault rifle is futuristic, almost elegant. More like from a game than real life.

  Ability: Essence Arsenal

  (Utility · Core System)

  Base cost: Low

  Current rank: Iron

  Cooldown: None

  Primary Resource: Essence Heat

  Heat Cap: Fixed threshold, overflow impossible

  Doctrine: Heat must be generated and converted. Passive storage is inefficiency.

  Iron: Foundational Cycle

  I maintain three bound firearms, each fulfilling a defined role:

  


      


  •   Longshot: Precision rifle. High accuracy. Increased damage at extended range.

      


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  •   Stormline: Assault rifle. Sustained fire generates Essence Heat per round landed.

      


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  •   Gravemarch: Shotgun. Close-range burst. Applies brief stagger on direct hits.

      


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  Heat Behavior (Iron):

  


      


  •   Generated primarily by Stormline.

      


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  •   Spent through Longshot precision discharge or Gravemarch breach blast.

      


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  •   At High Heat:

      


        


    •   Essence costs increase noticeably.

        


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    •   Incoming damage increases significantly.

        


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  Conclusion: At this stage, Heat is unstable pressure. High Heat is dangerous and must be vented quickly.

  The first burst is not meant to kill but to scatter. It shatters masonry, forces heads down. Heat builds as the rhythm of the vampires is broken “interesting” she murmurs as one ghoul leaps anyway, fast and wild. “you're the aggressive type” She pivoted, firing on the move, Thermal Munition adds a supressive effect slowing the ghoul.

  Ability: Thermal Munitions

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  (Combat · Active)

  Base cost: Channeld

  Current rank: Iron

  Cooldown: Low

  Function: Temporary infusion with condensed mana

  Interaction: Directly modifies Essence Heat flow and conversion

  Iron: Reactive Infusion

  I can infuse the current configuration with additional mana prior to firing.

  


      


  •   Heat generation increases per round fired.

      


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  Weapon-specific behaviour:

  


      


  •   Longshot: Increased penetration scaling weakly with current Heat.

      


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  •   Stormline: Accelerated Heat generation and minor suppression effect on targets.

      


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  •   Gravemarch: Slightly increased stagger per shot, consuming Heat on impact.

      


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  At this stage, the infusion is inefficient. Heat gain is significant, penalties escalate quickly.

  Conclusion: Thermal Munitions are usable, but risk overheating without deliberate follow-up expenditure.

  It hits the street hard, bleeding, not dead... yet. She does not stop moving. Heat builds while she advances, boots never quiet still. Her fire steady, controlled.

  “Left side!” one of the soldiers behind her shouts. “i see them.” she replies calmly, already switching. Not just targets but weapons. Stormline dissolving into mana and reforms as Longshot, a hefty, gleaming, black anti-materiel rifle that would look as good on the cover for an anime as it does on the battlefield. She does not aim for the head. Threat Geometry already shows her the movement. The barrel following the line in her vision. The first shot punches a fist sized hole in the ghouls chest and the wall behind it. Stopping the beast dead in its track. The second shot collapsing a wooden gazebo, just as another creature tries to move under it. “Directed effort.” she says softly “someone directs you” the realisation comes as a blur rushes at her. She does not flinch. Blink Step activates and the world skips.

  Ability: Blink Step

  (Utility · Mobility)

  Base cost: Moderate (mana)

  Current rank: Iron

  Cooldown: Short

  Function: Instant short-range reposition that interrupts enemy targeting and resets positional disadvantage.

  Iron: Tactical Displacement

  Instantly reposition a short distance in the chosen direction.

  


      


  •   Breaks active targeting and aim lock.

      


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  •   Does not remove existing debuffs.

      


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  •   Cooldown is noticeable but manageable.

      


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  Effect: Emergency repositioning or angle correction tool.

  Her stomach lurching with the familiar sensation of displacement as she appears behind the vampire. Gravemarch already forming in her hand. The bulky shotgun more grimdark than should be practical but oddly fitting for a monster hunt. It thunders once, point-blank. The young vampire blown from his feet in a bloody spectacle. Heat bottoms out and she switches to Stormline again

  She exhales before calling out “convoy, move. Now! Straight through and don't stop for anything that moves!” she calls out and the drivers react halfway coordinated. Bullets fly again as she concentrates her fire. The Circle starting again, heat building as more enemies go down. Some hesitate. Their mistake. She turns to Hoffman who fights the single bronze-rank leader of the vampires. She locks Masters Mark on him.

  Ability: Master’s Mark

  (Combat · Control · Active)

  Base cost: Low

  Current rank: Iron

  Scope: Single-target prioritization with efficiency and amplification rewards

  Function: By designating a priority target, all offensive and suppression effects are focused and enhanced, encouraging tactical engagement rather than indiscriminate fire.

  Iron: Target Designation

  


      


  •   Select a single enemy as the priority target.

      


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  •   Damage against the marked target is slightly increased.

      


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  •   Heat generation is marginally more efficient when firing at the target.

      


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  •   Mark persists while the user maintains engagement; fades if disengaged.

      


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  Assessment: Basic mark provides incentive to focus fire, reinforcing priority selection without overwhelming the player with bonuses.

  Heat peaks as she fires. “Okay. You had enough.” she says quietly. Stormline turns in to Longshot as she levels the long barrel. The world narrows as she hones in on the Vampire. Her mind following the lines Threat Geometry draws, deciding on the most likely movement. The shot cracks like judgement as she activates her finisher.

  Ability: Final Lesson

  (Signature · Execution)

  Base cost: High Mana, Full Heat + Master’s Mark + Active Combat Flow

  Current rank: Iron

  Cooldown: Long

  Function: A culmination of battlefield mastery. Not an automatic victory. all conditions must be met and maintained. Reward tactical patience, prioritization, and heat management.

  Iron: Initiation

  


      


  •   Requires: Master’s Mark active, Heat at maximum, and Combat Flow fully charged.

      


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  •   Consumes all current Heat, Execution Rhythm stacks, and Master’s Mark.

      


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  •   In addition to high damage following Weapon-dependent effects trigger:

      


        


    •   Longshot: single, high-precision shot that partially ignores armor/resistances, ignores rank disparity.

        


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    •   Stormline: moderate-area suppressive fire in front of user, disrupting enemy actions.

        


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    •   Gravemarch: short-range staggering strike affecting nearby enemies.

        


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  Assessment: First tier demonstrates the principle, a high-reward payoff for maintaining engagement and managing resources, while remaining limited in scope.

  The Vampire does not die instantly, but the projectile rips through his spine. He falls, his legs no longer supporting him. Hoffman capitalizing on it, plunging his combat knife in to his skull. Moments later the surviving hostiles scatter and flee. She lowers her weapon, scanning the area, her breathing deep but steady. The streets now quiet apart from the engines that disappear in to the distance. Hoffman looks at her “nice shot. You okay?” She glances down at the dirt and grime on her boots, then back up, smiling again. Softer now. Her blue eyes shining “yeah. Seems like they were curious” she looks at a dead vampire “looks like we weren't compatible.” he snorts “such a shame.” after a moment he adds “Good job J?ger”

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