Bravo, and Pass me one of those soul trackers!
Bravo and pass me a soul tracker!
charlie and a soul tracker
You each are given one of the soultrackers. They're bulky, the size of a tablet or large book, but most of that mass is apparently hardening to make them nearly impossible to break. The actual functional parts are quite simple: a switch you're supposed to flick once the magical girl is captured, which will bring bring down the perimeter wall once all three switches are flicked, and a button which sends out a ping to detect the magical girl's location. A small screen in the center will show an arrow pointing towards her, once activated.
Bravo team:The four of you quickly make your way to the mine entrance. It's difficult to find; the road that once led to it has completely fallen been reclaimed by the wilds, and the entrance itself is quite small. You all miss it at first, walking directly past it, with Kevin only noticing as he brings up the rear. His sixth sense detects the hollow, and calls everyone to look.
Directly behind a large bush, there is a gaping hole in the earth. The entrance has partly filled up with dirt, forcing you to crouch if you wish to enter. That said, when Bob activates his helmet's light to look inside, he reports that the cave looks nice, clear and somewhat roomy. He says they'll easily fit inside and won't have trouble heading through, especially not Joe since he doesn't have bulky armor. Which the rest of the team recognizes as Bob's characteristic optimism--being realistic, it'll be a little tight for all of them except Joe, and they might have trouble if it comes to a fight, but they shouldn't have any difficulty making progress.
Charlie Team:The Whisperer and the Australian both head into the wilderness, finding their own paths through the untamed woods. While they take roughly the same route up the mountainside, their methods of traversal are entirely different. The Australian, used to hunting in the wild, sliently grapples from tree to tree. His experienced eye keeps watch as his heavily-armored partner below simply bulldozes a path through the undergrowth. Wielding a warglaive in each hand, the Whisperer smashes through the vegetation as much as he cuts into it. Between the raw power his exoskeleton grants, and his natural talent for destruction, he makes progress nearly as fast as his agile friend above. It's impressive to watch, much as the Australian disdains the amount of noise the ironically-titled Whisperer is making.
Alpha "Team":Gerald advances alone along the main road, heading up the mountain alone in his minimech. Despite the fact that his mech was described as being "slow", he is very happy to find that it's really not a problem when he has time to get up to speed; it accelerates slowly, but once it gets into a sprint it can really eat up distance. The main problem is that this is a mountain road, and as such has
lots of tight turns that force him to slow down, and then slowly resume accelerating on. Still, he's easily outpacing what he could do were he on foot. And all in the comfort of his padded cockpit, with the leisure time to look around at the scenery through the many external cameras. This really is a beautiful area, almost untouched woods as far as he can see. He decides that, after the magical girl is captured, he's gonna get out of the mech and find a nice spot to sit and take in the view. He
did bring a packed lunch in the small cargo space of the mech, today looks like a perfect day for a picnic!
Everyone:Suddenly, a deep rumble comes through the air. It's not like an earthquake; nothing rattles, or shakes. Instead, it's felt internally, inside your bones and inside your skull. It makes you feel unsteady, wobbly, like you're being shifted from side to side, even though your body doesn't move at all in response. The disorienting sensation builds, and for a brief moment you feel like you're looking at yourself from a distance, in third person--and then there's a sudden snap, and it's all gone, with your body feeling totally fine.
You look upwards, and nod as you realize what has happened. The previously bright blue sky has been replaced with a featureless white. The perimeter barrier has been put up, and the mission is starting for real.
The hunt has begun.
Alpha Team:Name: Gerald Verital
Armory:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Woodsman Minimech: A three-meter tall bipedal mech armed with miniguns instead of hands. Has the best armor available to you, including a fair degree of magic resistance, and the dual miniguns allow you to make two attack rolls per turn. However, it is slow, bulky,
limited in close quarters, and tends to instill a false sense of overcondidence.
Magic: Determination. You are an inspired, brave, and happy individual, full of indomitable hope and optimism! Nothing gets you down; you're totally immune to fear and sadness! You don't need any fancy magic to win this, you'll do just fine with your issued equipment!
Bravo Team:Name: Kevin
Gear
Comms with the team.
Basic Crash assault rifle.
Black patrol uniform.
Magic jetpack
Heavy powered armor
Magic
Sixth Sense
Name: Joseph Martins
Armory
0: Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
0: Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
0: Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
3: Tactical nuclear backpack bomb: These generally are much more effective against us than against magical girls, but we have a lot in stock, so... here. The casing is heavily armored and extremely magic resistant. comes with a dead man's switch.
Soultracker (Activate to ping magical girl's location)
Magic
Triage: Touch one or more living people. You may transfer any or all wounds one of them has (including yourself) to any other person you are in contact with (including yourself). ANY wounds work, including loss of limbs or bisection.
Name: Big Bob
Gear:
Comms with the team
Basic Crash assault rifle
Black patrol uniform
Resistor
Heavy powered armor
Light Machine Gun, Advantage at medium range, scores multiple hits
Magic:
Determination
Name: Magnus Victorinus (Really its Allen Leopold but he would never admit that)
Magical Power:
Beacon: Causes you to glow with an inspiring light. Provides all nearby allies with strong resistance to magical debuffs, and makes it difficult for an MG to target them rather than you. This power always alerts the magical girl to your position.
Gear:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Heavy powered armor. Weakly antimagic, and makes you very resistant to harm without slowing you, but the weight and strength of the powered system just about cancel out. Purely defensive.
Neurally integrated Exoskeleton: Makes you strong enough to fight toe to toe against any child, and improves your speed and reflexes to boot! Comes with a heavy melee weapon of your choice to utilize your new strength. DOES NOT offer any real protection, but works well with powered armor.
Resistor: An improved version of the standard issue suit which grants you very strong magic resistance, and has a woven-in kevlar vest. Does not interfere with your own magic. Magic resistance can be impaired by damage.
Sledge Hammer: My weapon of choice for the Neurally integrated Exoskeleton package not much else to say.
Charlie Team:Name: Whisperer. That's all he answers to.
Magical Power:
Close combat: You have advantage in melee combat, and have moderately heightened physical strength and reflexes.
Gear:
Comms with the team. Biometric locks disable them for anyone except you, so you don't need to worry about children spying on your chatter.
Basic Crash assault rifle. Very lightweight and maneuverable, without being as weak as a submachinegun.
Black patrol uniform. Provides no armor, because anything cheap isn't really gonna help. Optionally comes with face concealing gasmasks or balaclavas in case you want to hide your identity; the press seems to dislike us for some reason.
Heavy powered armor. Weakly antimagic, and makes you very resistant to harm without slowing you, but the weight and strength of the powered system just about cancel out. Purely defensive.
Neurally integrated Exoskeleton: Makes you strong enough to fight toe to toe against any child, and improves your speed and reflexes to boot! Comes with a heavy melee weapon of your choice to utilize your new strength. DOES NOT offer any real protection, but works well with powered armor.
Resistor: An improved version of the standard issue suit which grants you very strong magic resistance, and has a woven-in kevlar vest. Does not interfere with your own magic. Magic resistance can be impaired by damage.
Dual Blood Warglaives: A pair of Warglaives. They seem to always be dripping with blood.
Name: Duncan Long, better known as "The Australian"
Power: Mobility
Gear:
High-Grade Firearm: Sniper Rifle (Sniping, Very High Damage Ammo)
High-Grade Firearm: Shotgun (Close Quarters Combat, Wide Spread Ammo)
Wrist-Mounted Grappling Hooks
Comms with the team
Basic Crash assault rifle
Black patrol uniform