So I go off for the holidays and apparently this got started while I was away?
Waitlist me please
((Waitlisted! You can spawn in with the respawn wave, after four players die. If you want to join sooner, bug Egan to kill people faster~))
Keep moving with the team and continue to cover the rear.
I really do not have a choice but to keep moving forward frankly
Onwards and Upwards!
hope for the best and keep moving
The four of you continue, picking up the pace now that the team knows the magical girl isn't down here. The remaining trek passes quickly, but you stop near the mouth of the mine. Kevin once again notices a subtle detail due to his magical power; the dirt in this part of the cave has been disturbed, in a path leading to one of the side tunnels. He cautiously checks it out while Bob covers him, and finds
a set of three rocket launchers, and a crash assault rifle, leaning against the passage's wall. Just far enough down that they're not visible from the main passage. They seem to have been placed here relatively recently; there's no dust on them or anything. They were probably stolen during one of Emine's recent raids on military bases. Worryingly, it proves she definitely
has prepared anti-tank weapons, and that she knew you were going to come to her.
Magnus and Joe move onward, checking the entrance to the mine, only a stone's throw away. As they step out, into the odd "daylight" given off by the barrier dome above, they survey their surroundings. The area outside the mine is overgrown with plantlife, with no clear path through it. Ruins peek through the greenery... and the shiny metal hull of Gerald's mech sticks out like a sore thumb. Luckily, he's not so incompetent as to open fire on you. Assuming he didn't get distracted and simply hasn't noticed you stepping out of the mine.
((You won't be slowed down if you mess with the rocket launchers before leaving.))
Hold the line. Make sure you're not about to get stabbed in the back while you're at it.
Patience. She'll be through here or she won't.
You both sit and watch the mine entrance, waiting for Emine to appear. Or at least to link back up with more of the team. It's boring, and takes a little while... but nothing happens in the meantime. You just sit there and wait, until a figure appears at the mouth of the cave. You both tense for a moment, fingers ready on your triggers, but a moment later relax as you recognize Joe. And that nuke on his back.
Joe waves at Gerald, which Gerald returns... before remembering he's inside a cocoon of metal and cannot be seen.
keep moving forward
You continue hacking through the woods, annoyance growing. Your exoskeleton and magic ensure it's not truly
tiring work, but this is taking far too long. The comms are quiet too, so everyone else is either as bored as you, or being killed without the chance to scream.
Eventually, you finally spot a clearing, ahead and off to the side, on a spot where the slope mostly flattens out. You change direction towawrds it until you reach a point where you no longer need to hack through the woods to make progress. You bullrush through the last few bushes, and then look around
[Spot check: 1]
There's an old, decrepit cabin in the middle of the small clearing. It's starting to fall apart, the roof visibly beginning to give way. Clearly uninhabited. You frown. There's windows, but you can't really make out anything inside. It's surprising to find a cabin here, there wasn't any such thing mentioned in your briefing, but it's probably not important; nobody would choose to live in that awful little shack when they could live inside a nice, naturally air-conditioned mineshaft.
Yeah, she's definitely not inside the house. She's probably further towards the peak or something.
Just outside mine entrance: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!
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
Just inside mine entrance: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.
Cabin: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.