The Australian raises an eyebrow at the absurd spectacle in front of him. Her other corpse hasn't vanished yet, so this whole situation is clearly outside the realm of normality, but something about this fiasco strikes him as even more suspect.
Take a sniper shot at one of her guns. Observe reaction.
[
3,
2]
You track the girl's falling form, watching the guns follow her down. They've ceased firing, and move predictably--until they suddenly disappear, along with her. You're confused for a moment, until you hear the gunfire resume, now from within the clearing. You swing around and try to take aim with your rifle braced against a treetrunk, but unfortunately the first floating object you align your crosshairs with
is a flashbang grenade.You look away just a moment before it explodes, and then immediately scope back in. Emine is running through the clearing, though you focus on one of her guns, currently firing wildly, clearly without intent of actually hitting anything. You still fire your shot, but the rifle jerks out of the way just as you pull the trigger. And then it disappears entirely.
...It takes you several seconds to realize, but it's not just the rifle. Emine is gone as well. Or at least, is out of sight.
Find the enemy and point my LMG at it and fire upon said enemy until it is dead or gun is empty.
okay, from now on, my gun is always in full auto unless otherwise specified. charge her, shooting until I get within glaive range.
Move forward, prepare to sweep any contact with almost sufficient amounts of dakka.
Zultan: [1]
Blackpaladin: [5]
Vermilion: [2], [3]
All three of you continue shooting at Emine as she falls through the air, moving to intercept. But before any of your bullets land, she disappears again. She reappears in front of Gerald and Bob, however, so it shouldn't be a problem for them to redirect their fire down into her. That is, if not for the flashbang she tosses into the air just as she arrives. It explodes just as they start to acquire her as a target, and they're further distracted by bullets pinging randomly against their heavy armor. Both are virtually immune to such small arms, but neither of them are mentally prepared for being suddenly blinded and attacked; they reach instinctually, by firing their weapons randomly forwards, while trying to back away from the magical girl.
"You all made a mistake coming here! If you win, things will only get worse for the world. Lay down your weapons. If you truly--"
Whisperer keeps a cooler head. He doesn't realize where Emine's gone until he hears the flashbang go off, and as such, isn't blinded by it. He turns on a dime, and sees her running towards him while shouting, her colorful clothing marred by multiple bloodstains. He spares neither her words nor her appearance any thought, immediately firing at her legs, sweeping his rifle back and forth to make the shots harder to dodge. This works surprisingly well, catching Emine in a leg as she runs, and cutting off her little speech before it can really begin. The magical girl tumbles to the ground roughly, one of the rifles above her swinging around to fire at him instead. Not that it has any effect, the bullets pinging uselessly against his chestplate.
Whisperer is about to fire a burst into her prone body, when Kevin comes rocketing into view, Joe held in his arms. Joe reaches forward, trying to grab the girl--and she reaches back, a vicious grin on her face. They make contact.
...And then they're gone. Emine, Joe, and Kevin; the only hint that they were even there a moment ago is the panicked weapons fire of Gerald and Bob, who take a few seconds to realize their target is gone.
Whisperer limps out of the brush, growling as he reloads his rifle. This is such bullshit! She just keeps getting away!
quietly Crawl towards the Magical girl- if someone knocks her down to me- I can grab-ahold of 'er and transfer ALL this fine damage straight to her! bloodloss AND limbholes included! worst case- I die right underneath her where my backpack can do the most damage.
(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. ~ I'm not *supposed* to count magical girls as 'persons' but I suspect they count as a target for this.)
"She's pretty good at what she does, huh? It's sad that a child was forced to learn such things by the alien menace."
Kevin's eyes tear up at this tragic sequence of events. Kevin considers using Joe as his puppet, it shouldn't matter much, he is dying anyway!
Pick Joe up and carry on shoulder until the magical girl is distracted enough, throw Joe on top of her when that happens. if Joe misses, pick him up again and wait for the next opportunity.
Kevin starts to fly down towards Joe just as Emine's knocked off of her branch. Her flashbang goes off nearby as he descends, disorienting both him and his crippled teammate--but not his magical jetpack, which quite literally has a mind of its own. Kevin scoops Joe up into his arms, and then turns to look at Emine. Just in time to see her go down. Joe reaches towards the girl, demanding that Kevin fly him closer, and Kevin doesn't hesitate. The two of them go rocketing towards her, like a heavily armored missile with a cripple warhead.
Joe grimaces as he feels
another bullet impact him, hitting his ribcage. He's already familiar enough with the sensation to realize Big Bob shot him
again, but there's no time to yell at Bob. Also, his lungs are collapsing, and he probably cannot yell anymore. Instead, he reaches towards the magical girl. Who looks up at him and makes eye contacts a second before he arrives. She grins, reaching up to grab
his hand the moment he's close enough.
A lot happens in that instant. Joe instantly shunts all his wounds into the already wounded magical girl, his body refilling with blood and flesh. More surprisingly, both Joe and Kevin's vision goes completely black. They fly forward, slamming into the magical girl. Joe keeps a firm grip on her, even though he can't see anything at all. He starts to fumble, wrestling her and trying to maintain his hold, while Kevin commands his magjecpack to hover in place.
"AGHH! JESUS MARY IN A GODDAMN EGG BASKET!"
Get my head down and find some cover from this telekinetic psycho NOW use my companions as meat shields if I gotta! I know she can see where I'm at but I need time and space to fix this damn visor! If I die who knows what magical bullshite she will pull off on the rest of the team! Also im keeping my ability on. (Honestly I just prefer not to die)
(Also you put the visor "wound" under the wrong person unless Magnus gained the ability to transfer armor wounds while I wasn't looking)
(Edit: Also also if we all blow up cause crazy refuses to do literally anything to save himself im gonna laugh and cry.)
You panic, clumsily crawl-running away from the terrifying child with magic powers. Miraculously, she doesn't resume shooting at you, though you hear continued gunfire and yelling. You cower behind a tree until the noises stop, then peak out to check. Your damaged visor makes it really hard to make anything out, but through a clear-ish spot in your peripheral vision, you can sort of scan the area. Your teammates appear to all be fine, though you can't see where Joe went. And there's no sign of the magical girl.
Which, unfortunately, likely means she's right above you. You look up, but can't... really make out anything. At all. Except the color green. But you're
pretty sure there's nothing moving above you, and also last time she shot you the moment you looked up, which in hindsight makes you feel a little dumb for looking up again. Maybe she went somewhere else? Maybe inside the old cabin in the clearing?
You either know where you are, or you know that you don't know: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
Name: Kevin
Gear
Comms with the team.
Basic Crash assault rifle.
Black patrol uniform.
Two rocket launchers
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.
Injuries: Totally healthy!
Name: Big Bob
Gear:
Comms with the team
Basic Crash assault rifle
Black patrol uniform
One rocket launcher
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.
Soultracker (Activate to ping magical girl's location)
"Wounds": Mostly blinded by visor damage.
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.
Injuries:
Left leg armor destroyed. Left leg crushed in armor. All other gear intact.