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Previous thread: >>371014

The airstrip is probably the busiest place on the entire base. Freikorpsmen and Allied soldiers toss equipment and supplies onto massive transport planes. You even spy a handful of medium walkers striding onto the cargo bays of heavy duty aircraft. Heavy combat walkers accompany their smaller brothers, these are so large that they occupy an entire transport by themselves. Such a display of military might would have inspired confidence in you. But you’re getting deployed into North Africa, a place the Allies have a very tenuous grasp on. You wager the only reason that Rommel and his Afrika Korps haven’t completely routed the Allies from the region was because of recent developments.

You’re startled by a sudden clap on your shoulder, you spin around quickly to face a smiling Josie, already dressed for the hot desert weather of the region. She’s accompanied by Diane, who’s dressed in a short white dress, one that looks like it probably costs more than all of your clothing combined.

“Worried? Don’t be, we’re not goin’ with those big lugs. Command wants us in a prototype stealth plane. Something about radar absorbent materials or something, very hard to spot, unless you’re looking up.”

“That doesn’t make me feel any better y’know.”

Josie shrugs, and wags her finger in your face playfully.

“Well, ya can’t say I didn’t try. Not my fault you’re being a worrywart. Besides, I’d say we’re safer in that than in one of these eyesores.”

Josie drags you with her, away from the main airstrip of Camp Eisenhower. The sounds of propellers beating fill your ears, even when you’re almost a hundred meters away from their sources. A sleek, grey plane that looks like it sprung from the pages of a science fiction novel stands on smaller runway. It almost looks like a B-17, with its bomb bay replaced with a passenger’s compartment. A small group of three Freikorpsmen are getting on the plane. One of them looks rather old, too old to still be fighting at least. His hair is almost completely greyed, his face is pretty wrinkled too. A strange visor covers his eyes, and you wonder how he can see out of that thing. Like all of the other Freikorpsmen, he wears a greatcoat with the FK emblem on it.

[x] Try talking to the strange man
[x] Get on the plane, you’re tired as hell and hope you can catch some sleep on the flight
[x] Write in
>>
>>388693
>[x] Get on the plane, you’re tired as hell and hope you can catch some sleep on the flight
>>
>>388693
[x] Try talking to the strange man
>>
>>388693
[x] Get on the plane, you’re tired as hell and hope you can catch some sleep on the flight
>>
>>388693
>[x] Try talking to the strange man
>>
>>388693
Talk to man
>>
>>388693
>[x] Try talking to the strange man
Also what's a Freikorpsman?
>>
>>388937
The Freikorps were German mercenary bands that existed in the 1920s, formed from war veterans and disenchanted army men. Really hated the socialists. Mostly got disbanded and reenlisted into the Wehrmacht once Germany started getting its act together again.
>>
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>>388741
>>388840
>>388864
You approach the man, upon closer inspection of his face, much of the flesh around his eyes is crisscrossed with scars, what scarred skin is veiny and browned, as if it was recovering from being burned.

He turns to face you as you approach him. You can't quite tell if he's looking at you or not. His choice of accessory has a bright orange light running down the middle of it. Maybe that's how he sees? You consider asking if he's a cripple, but that might be a bit tasteless.

The man gives you a warm smile, as warm a smile as he can manage with a worn face like his.

"You must be the team of hexen we were assigned to escort, right?"

He speaks almost unaccented English. Maybe he's a German American? That's not a very good combination to be these days. The Freikorpsman extends a hand to you.

"Otto von Stein, I'm the current leader of the Freikorps. Some call me Frakenstein."

[x] "Frankenstein, how'd you get that name?"
[x] "Pleasure to meet you. Not everyday you get to meet the leader of the biggest mercenary band in the world."
[x] "If you don't mind me asking, how'd you get that visor?"
[x] "Escort, we don't need an escort"
[x] Write in

>>388937
What >>388956 said, though this group refused to return to Germany, and grew in size and power as time went on.
>>
>>388987
>[x] "Pleasure to meet you. Not everyday you get to meet the leader of the biggest mercenary band in the world."
>>
>>388987
>[x] "Pleasure to meet you. Not everyday you get to meet the leader of the biggest mercenary band in the world."
>>
>>388987
>[x] "Pleasure to meet you. Not everyday you get to meet the leader of the biggest mercenary band in the world."
>>
>>388987
>How did you get that name?
>>
>>388998
>>389011
>>389038
You shake his hand firmly, returning his smile with one of your own. Otto might be an officer, but he hardly seems like the high strung or eccentric officers of the Bureau. Honestly, it feels like you're speaking a different language in with some of them. Otto, on the other hand feels like just another soldier.

"Pleasure to meet you. Not everyday you get to meet the leader of the biggest mercenary band in the world."

He shrugs nonchalantly, apparently indifferent to this. Maybe he's accustomed to the concept of leadership of such a large company of guns for hire.

"It's not that big, only about five thousand or so fighting men. And a few walkers, but I don't count those. I doubt we'd be able to pose much of a threat to any power. Even a group of hexen like you three."

Erika arrives just in time to hear your conversation. She winces as she hears the German word. You glance down at her arms. They're skeletal, eerie looking imitations. Erika notices where your eyes linger, and she quickly hides her arms behind her back.

The pilot of craft whispers a few words into Otto's ears. He nods, and motions for his men to get in. You and the rest of the girls follow suit. Erika still looks troubled by something.

The plane rumbles to life, much quieter than the transports that have all left. You can hardly hear the sound of propellers from outside. Must be some pretty advanced stuff. Diane has her nose in a manila folder, filled with what appears to be maps and diagrams. You can see some sheets with what seems to be bizarre hieroglyphics printed on it. Josie stares idly out a window, on the verge of falling asleep herself.

[x] "What're you reading, Diane?"
[x] "Something on your mind Erika?"
[x] Poke Josie, she's always fun to talk to.
[x] Write in
>>
>>389174
>[x] "Something on your mind Erika?"
>>
>>389174
>[x] "Something on your mind Erika?"
>>
>>389174
>[x] "Something on your mind Erika?"
>>
>>389182
>>389188
>>389238
Erika sits furthest away from the others. She's sitting on her metallic arms, something tells you that she'd be wearing something with longer sleeves if she could. Diane seems to be deeply invested in reading whatever that mumbo jumbo in that folders is; and Josie is fast asleep. You decide that it'd be a very bad idea to interrupt either of them. Erika hardly acknowledges you as you take a seat next to her. You do your best to not stare at her arms.

"Something on your mind Erika?"

She nods, and extends her arms out towards you. Erika curls and uncurls her fingers as she displays her prosthetics to you. You can see the mechanisms of her arm pulse and shift, greasy oil coating the pistons and gears that give the limb life. She scowls at them. Looks like they had to amputate her arms. You recall that one of them was definitely beyond repair

"I hate them. They're ugly and disgusting. I can hardly hold a cup without breaking it." Her hands ball up into gunmetal gray fists.

"Only good for breaking things. I guess they suit me."

"Erika, that's not true. You're a piani-" She cuts you off sharply, her scowl focusing on you.

"I was a pianist. I doubt I'd be able to play now."

[x] Write in
>>
>>389314
Wait OP, do we know what Erika's power is ?
>>
>>389314
Oh fuck, a write-in. Um, something about giving it time, and that training should help her with her dexterity issues, and maybe she could play again someday.

Fuck, somebody with actual social skills say something.
>>
>>389314
You don't have to resign yourself to this. Surely you can learn again. Maybe not now, but given time...you never know. You learned to ride a bike once, right? Treat it the same way. At first it's a cup, then it's plate, and little by little, it can be a piano.
>>
>>389343
Erika is capable of operating a tank entirely by herself, using her mind. Aside from that, she can summon what appears to be a eighty eight millimeter tank gun that she uses like a rifle.
>>
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>>389460
>eighty eight millimeter tank gun that she uses like a rifle
That is an awfully big gun.

Also, is it a form of telekinesis that is specific to tanks, or can it work with other vehicles?
>>
>>389466
Yes, it's specific to tanks. Additionally, if there aren't any other write ins, then I'll start writing
>>
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Erika doesn’t resist as you take one of her hands in yours. You can hear the slight whirring of gears and tapping of metal against metal inside her limb. This is your first time being this close to someone with prosthetics. It’s disconcerting to say the least, your mind expects warm flesh and soft skin when you touch someone. Not the icy cold and rigidity of steel. You can’t imagine that Erika likes it much either.

“This is just like any other wound. It takes time to heal, and it hurts like nothing else when it does. There’s nothing stopping you from relearning what you knew. And besides, I’m sure other pianists would kill to have a pair of hands as steady as yours.”

Erika smiles a bit at this. Perhaps she’s seeing the silver lining around this situation. You finally let go of her hand, before smiling at her.

“You’ll be able to play again someday. Just make sure I’m there to listen, alright?”

Your touching moment with Erika is interrupted by the aircraft diving suddenly. This jolts Josie awake, and almost sends Diane sprawling to the floor. The Freikorpsmen hurry to steady each other. The voice of the pilot through gives you the bad news.

“Contacts! Two of them, on high speed approach! They look like jets! I’ve broken visual contact with them, and they’re in range of the dorsal turret. We’re close enough to the mission site that we can airdrop you, or you can wait until we’ve dealt with the bogies. It’s your call, Victory.”

Oh, right. You were technically the highest ranking officer here. Probably to the chagrin of the Freikorpsmen.

[x] “Engage them, if we bail out now they’ll know that we’re here”
[x] Bail out, that way the pilot can engage without having to worry about passengers.
[x] Write in
>>
>>389536
>[x] Bail out, that way the pilot can engage without having to worry about passengers.
The jets have probably already radioed their HQ
>>
>>389536
>[x] “Engage them, if we bail out now they’ll know that we’re here”

Let's try to sustain the element of surprise
>>
Rolled 1 (1d2)

>>389546
>>389593
Rolling for a tiebreaker
>>
“Engage with them! We drop now and they’ll know about our deployment!” You shout at the top of your lungs, hoping that your voice will carry over into the pilot compartment. The pilot takes a few seconds to comprehend what you just said. You grip onto the nearest item that’s bolted onto the inside of the aircraft, getting pushed back slowly as the pilot accelerates. There’s no way that he would be able to outrun a jet fighter in a prop driven plane like this. But he doesn’t seem to be trying to outrun them. He seems to want to keep them above and behind him, so that the dorsal guns of the transport can engage his pursuers. From what you saw, said guns aren’t peashooters. 20 millimeters, at the very least, enough to shred all but the hardiest of interceptors.

The plane stick to the clouds, probably trying to supplement its radar absorbing properties with visual stealth. You hear the whine of jet engines above you, even through the airframe of the transport. They don’t seem to have accelerated to combat speed just yet. Probably prowling the area, waiting for your radar ping to appear on their displays before pouncing. The dorsal gun opens up, spitting lead at the lead fighter. Shots connect, tearing through the wings of the jet, and sending it hurtling to the ground in a flaming ball of molten metal and death. The other jet responds instantaneously. It rockets upwards, weaving between the stream of bullets the gun is sending at it. The pilot seems to anticipate his opponent is trying, and dives, slowly bleeding speed as he does so, probably hoping the enemy fighter will overshoot his offensive dive.

Roll me a d20 to see how well the pilot flys
>>
Rolled 18 (1d20)

>>389692
SOMETHING SOMETHING ACE COMBAT
>>
Rolled 5 (1d20)

>>389692
God speed!
>>
It seems that the enemy pilot has fallen into your pilot’s trap. You can practically see his eyes widen as the transport doesn’t appear beneath his guns. Instead, your transport is behind him. He has no time to recover from his dive, pulling out of it would still put him in front of the transport’s formidable thirty millimeter spinal gun. He’s dead to rights. It opens up on the unfortunate fighter, raking it with bullets it’s left engine explodes, and it spirals to it’s death. The transport pilot is relentless, directing his fire on the right engine, which erupts in flames as well. The enemy jet is turned into a glider, it speeds to the ground. You can see the pilot open the cockpit and hop out of the doomed aircraft, parachute blooming as he floats to the ground.

You release a breath you hadn’t known you were holding in. Getting shot out of the sky and either burning or falling to your death wasn’t something you were looking forwards to. Your respect for the flyboys grows ten sizes today.

The rest of the flight to Egypt is uneventful. You half expected to be beset by a whole pack of fighters and filled with holes, but none came. You land at the local Allied airstrip in Cairo, a few of the other transports are here too, offloading supplies, troops, and armor.

Otto is reading from what looks like a manifest of some sort, examining it closely as he and his men leave the plane.

“Says here that our contact, Professor Cameron Avdol will be meeting us at the Pharoah Bar in downtown Cairo. It also says here that the Soviets should be arriving at the airbase at around this time.”

[x] Let’s meet with the good Professor
[x] Figure out who your Soviet comrades are
[x] Write in
>>
>>389719
>[x] Figure out who your Soviet comrades are
I'm betting it's Katyusha
>>
>>389719
>[x] Figure out who your Soviet comrades are
Considering that the dossier says their ready, we should probably meet them.
>>
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>>389719

[x] Figure out who your Soviet comrades are

Any excuse to post GuPpies is a good excuse
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>>389734
>>389742
>>389747
You decide to meet with your Soviets. Though they might be Communist, that doesn’t mean they’re automatically bad people. Right? And you don’t have a reason to alienate them, not yet at least.

“You guys should go ahead and meet up with our contact, wouldn’t want him getting suddenly jumped after all.” The Freikorps nod in agreement, and leave for the bar. Josie, Diane, and Erika accompany you to the Soviet occupied side of the airbase. It’s clearly demarcated by a heaping handful of hammer and sickles, and propaganda posters written in Cyrillic. Diane makes a sours face as she looks over the base. Josie, on the other hand is still ecstatic about the dogfight she just went through.

“Damn, how did our pilot know where that Kraut would end up? It was like he could see the future, I wish my foresight was as good as his, I’d be unbeatable in the ring!” Josie’s ranting does nothing to improve Diane’s mood.

“It’s probably why he’s a pilot and not you.”

The hulking form of power armor clad Spetsnaz roam around the base, some with their helmets off, others dressed as if they were in a combat zone right now. A few of them shoot Erika cold glances, which causes her to cringe away from them. You finally reach the airstrip, a small tent has been set up, and it seems that there’s a Spetsnaz officer on guard. He seems too young to be a ranking officer. His hair is cut short, short enough for his patriotic red beret to hide the blonde locks almost completely. The young man seems bored, and is tossing a revolver into the air, before he catches it on a finger, twirling it on his index finger dangerously. He repeats the performance, sometime throwing the gun behind his back. But it still manages to land on his finger.

He’ll shoot someone if he keeps this up.

[x] “Nice tricks. How many people have you shot practicing this?”
[x] “I’m Victoria, I’m supposed to be meeting Blizzard and Cossack here. Are you either of them?”
[x] Write in
>>
>>389780
>[x] “I’m Victoria, I’m supposed to be meeting Blizzard and Cossack here. Are you either of them?”
>>
>>389780
>[x] “Nice tricks. How many people have you shot practicing this?”
>>
>>389780
>[x] “I’m Victoria, I’m supposed to be meeting Blizzard and Cossack here. Are you either of them?”
>>
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>>389782
>>389787
The young man keeps up his gun twirling up, and doesn't seem to be focused at all on what you're asking him. You're mesmerized by the sight of the revolver flying through the air. How doe she manage to always make it land perfectly on his finger? You consider asking him before you remember your reason for coming here.

“I’m Victoria, I’m supposed to be meeting Blizzard and Cossack here. Are you either of them?”

The officer nods, and motions at the tent. He finally holsters the revolver. It's strange to see a Russian using a stereotypical American weapon.

"Da, Blizzard is here. As for Cossack..." He shuffles on his feet uncomfortably.

"Cossack has no-"

He's interrupted by the entrance to the tent flying open, revealing a massive woman. Is this really supposed to be Blizzard? She's more of a magical woman rather than a magical girl if you're being honest. She towers over all three of you, and emits a aura of icy cool professionalism that almost freezes you right then and there.

"You are the Americans who requested our help?" You nod slowly in confirmation.

She pushes the three of you into the tent quickly. You can hardly refuse her. She sits on the other end of a table that's completely coated in maps and other diagrams.

"It is not like you Amerìkānskī to be so sociable with us."

She crosses her legs, as she sips from a cup of steaming...something.

"Come to just 'shoot' the breeze', or you perhaps you have information."

[x] You seem a bit old to be a magical girl.
[x] What's you're take on the mission
[x] Who's the guard?
[x] Write in
>>
>>389821
>[x] What's you're take on the mission
>>
>>389821
>[x] What's you're take on the mission
>>
>>389821
>[x] What's you're take on the mission
>>
>>389825
>>389828
>>389833
You sit across from Blizzard. It's pleasantly cool in the tent thanks to her, that's probably why she can wear that uniform and not suffer heatstroke in a matter of minutes. Her piercing cool blue eyes stare into you, as if trying to judge your soul, to see if you're worthy to keep occupying her time. You finally muster up the courage to ask her something.

"What's your take on the mission. What kind of information did SMERSH give you?"

Her eyes narrow, and you brace yourself for her wrath. Maybe asking a member of a Soviet counterintelligence agency about information wasn't such a bright idea. Blizzard's eyes soften, and you exhale slowly.

"I can not imagine we were told different things. Our linguists and scholars say that the Hexenkraft are after the ruins of Babylon. They want something specific in those ruins too. We intercepted a message about it, and even after we decoded it, things are still fuzzy."

She sips from her cup again, shooting a glare at Josie as the girl examines a map, marked in Cyrillic.

"They are looking for a place, but there is no direct translation from Babylonian to German, and it was even harder to translate to Russian as to what this place is. The closest we could get is 'place where the momentarily dead are kept'"

[x] "Momentarily dead? What's that supposed to mean."
[x] "Hmph. How intriguing."
[x] "Isn't there supposed to be a second magical girl with you? Where is she?"
>>
>>389859
>[x] "Hmph. How intriguing."
>>
>>389859
>[x] "Hmph. How intriguing."
>[x] "Momentarily dead? What's that supposed to mean."
>>
>>389859
[x] "Hmph. How intriguing."
>>
>>389861
>>389863
>>389868
“Hmph. How intriguing. What could momentarily dead mean?” You wrack your brains as to what such a weird term could possible mean. It could just be a mistranslation, or maybe a grammar mistake on the part of the translators? You sigh in frustration and give up. If trained linguists and other kinds of smart people couldn’t formulate an answer, then you doubt that you could. Blizzard raises an eyebrow as she hears you muse, and gives you an unhelpful shrug.

“Maybe it means that the dead have only been dead momentarily. Or that they’re only going to be dead momentarily. It’s unfortunate for us that Babylonian is a dead language.”

“Just like in that movie, Night of The Hungry Dead! They were only dead momentarily, but then rose from their graves to eat people!”

You raise an eyebrow at your companion, and Blizzard does as well. You haven’t kept up with movies or radio shows, or whatever it is that people do to keep themselves entertained when they’re not fighting a war.

“It’s as possible as anything else, I suppose.”

[x] “Tell me more about this movie, Josie.”
[x] “Erika, you were part of the Hexenkraft, did they ever tell you anything about this?”
[x] Write in
>>
>>389890
>[x] “Tell me more about this movie, Josie.”
>[x] “Erika, you were part of the Hexenkraft, did they ever tell you anything about this?”
Any info is good info.
>>
>>389890
Seconding >>389894
>>
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>>389894
>>389899
You can't believe that you're doing this, but you're desperate for information right now. In any other circumstance, asking Josie about a movie wouldn't be considered mission critical And besides, there's no harm in learning a bit more about American culture.

"So, what exactly are these Hungry Dead, Josie?"

She responds giddily, like a child being asked to recite their favorite passage in their favorite novel. It's almost endearing how much enthusiasm she has.

"Well, after some creepy old guy cast a spell on a cemetery, the bodies dug themselves out of the dirt, and then proceeded to attack whoever he told them to, by biting them. Though the hero managed to kill a lot of them by throwing gasoline on them and lighting them on fire with a match!"

Blizzard's has an incredulous look on her face. You doubt she's seen many movies, or much Western media in general.

"I will never understand you people. You enjoy watching this happen?"

You ignore her as Josie explains the concept of horror to the Soviet, and turn Erika for answers.

"Yes, I was. The Hexenkraft wanted a perfect army. A lot of people had different ideas as to what that was, but Dracula seemed to think that meant an army that could fight after death. Maybe even fight better after they died."

She swallows as horrid memories come rushing to the surface of her mind.

"So she had Mercy try to figure out how to do this, but she never had an answer for our leader. It took a lot of people and experiments before she came to that conclusion."

Both of your sources are telling you about the living dead. There's no guarantee that it's what the Hexenkraft want, but some leads are better than none.

The thunderous boom of explosions catch your attention. The sounds of destruction are quickly followed by the staccato bursts of automatic weapons. It sounds like it's coming from the city.

Oh dear.

And that'll do it for me for tonight, I'll be here tomorrow, at 7 PM EST for more dieselpunk magical girls!

As always, feel free to discuss among yourselves until then
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>>389930
thanks OP 'ave a good one.
>>
>>389930
Thanks for the thread, OP, looks like it'll be a fun session tomorrow.
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>>389930
damm time ones and life, thanks for read
>>
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Your comfortable little gathering of magical girls is interrupted by the guard outside of the tent. The look of worry on his face doesn’t suit him very well. Blizzard looks up at him, expectantly. She hasn’t lost her cool at all, and continues to sip from her drink as if she was on vacation instead of heading a major military operation

“Komandir, there’s chaos in the city. People are attacking each other. What’s worse is that Cossack has reported sighting Hexenkraft troops in the city. Requesting permission to deploy.”

The magical girl makes a dismissive motion with her free hand.

“You should know the answer to that already, Majeór. Show some more backbone and initiative, da? And take these fine ladies with you, I wager that your troops won’t be enough to dislodge Hexenkraft from the city. If that what that halfwit says is true.”

The Major glances at you and your team before nodding at his superior. Blizzard rises from her seat, and leaves the tent as well. You almost want to see what this magical girl is capable of. With a codename like ‘Blizzard’, you’d figure that it probably involves ice, or snow. But Ruskies are always full of surprises.

“Are you coming with us?” She shakes her head.

“I will be preparing for a counter attack. We can’t allow those fascist dogs to strike us without retaliating.” She leaves the tent, which immediately grows several degrees hotter without the ice queen to keep you comfortable.

The other three magical girls rise from their seats, Josie stretches out her arms, while Diane fans herself with a hand.

“Jeez, what was her deal? I feel like she was trying to freeze me to death in there.”

Diane rolls her eyes in response. “She’s a Soviet, what do you expect.”

Erika doesn’t speak, seeming to be absorbing and processing the news you’ve just received.

“Marionette. I think Marionette might be here.”

[x] Accompany the Spetsnaz into the city
[x] Go alone, find out if the Freikorpsmen and Professor Avdol are safe
[x] “Marionette? What are you talking about Erika?”
[x] Write in
>>
Forgot to mention that you voting to ask Erika about Marionette doesn't mean you can't vote for your next action too.
>>
>>391808
>[x] “Marionette? What are you talking about Erika?”
>[x] Go alone, find out if the Freikorpsmen and Professor Avdol are safe
>>
>>391808
>[x] Go alone, find out if the Freikorpsmen and Professor Avdol are safe
>[x] “Marionette? What are you talking about Erika?”
>>
>>391866
>>391940
“Marionette, huh? Who or what’s that supposed to be?” You’d bet money on this Marionette being another Hexenkraft magical girl. Who’d go around with a name as silly as that? An expression of anger occupies Erika’s face, and she confirms your suspicions. It seems that she has some kind of history with this Marionette girl.

“She disgusted me, if I had to spend any more time with her I would have probably killed her myself. She turned people into her toys, and they were powerless to resist. She even looked happy as she forced her enemies to fight for her. She took prisoners too, and I shudder to think of what she might have done with them.” Erika’s hands turn into fists, and she looks ready to pound this girl’s face in.

“Mind control, huh? Is there some way to avoid this?” The German girl nods slowly.

“Don’t let her strings wrap around you.”

Well, this magical girl seems scarier than Mercy did. You hope that you’re agile enough to avoid whatever these ‘strings’ are. The four of you make it to Cairo unscathed. The streets are completely devoid of people.

“Well, I don’t see any Hexenkraft here, or any magical girls. Maybe we scared ‘em off?” Josie offers. You doubt that the Hexenkraft would give up on their quarry that easily.
[1/2]
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>>391990
“Well, I don’t want to get caught unawares by some Hexenkraft lowlife.” Diane says quietly before transforming into Magical Girl Epeiste. The sound and light of her doing so probably drew more attention than you would have liked, if your enemies didn’t know you were here before, they’d have to be blind to not be aware of you now. The French maid outfit wasn’t helping her, despite making her look cute. She keeps her hand on her rapier, ready to draw it at a moment’s notice.

“Yeah, I’m in the mood for a good fight.” Josie becomes Magical Girl Uppercut, the sports bra and boxing shorts makes her look more at home in the ring than on a battlefield. The aura of power around her fists glow and shimmer with a rainbow of colors, the same aura surrounds her lower legs too. She throws a punch at a hapless building, smiling as the concrete turns to dust under her fist.

You decide to hold off on transforming just yet. No reason for you to show your full hand yet. Erika, on the other hand follows the other girls’ example, and she’s clad in a suit of shining armor that looks more suited for a knight. Iron crosses are emblazoned on the pauldrons. Your eyes almost pop out of their sockets as she summons what you can only assume is her weapon. A massive 88 millimeter gun floats close by her. You’d feel bad for whoever’s going to be on the business end of that gun, if they weren’t a Nazi.

The band proceeds to the bar you were supposed to meet your contact at. The building is in tatters, and most of its former occupants are dead. Diane turns her face away from the scene of the carnage. This must be the source of that explosion. You find a middle aged man huddling in a corner in terror, surrounded by the Freikorpsmen. One of them motions for you to keep your heads down. Otto leans in close to you.

“It’s a good thing you got here when you did kameraden. The Hexenkraft turned tail when some other magical girl showed up. But I think they’ll be back. They brought one of their hexe with them. She...she’s a weird one.”

[x] “You should stay put, we’ll find an escape route for you.”
[x] “You should stay put. Do you know where the other magical girl went?”
[x] “We’ll go together. We’ll have a better chance of survival that way.”
[x] Write in
>>
>>392058
>[x] “We’ll go together. We’ll have a better chance of survival that way.”
>>
>>392058
>[x] “You should stay put. Do you know where the other magical girl went?”
Might as well try the whole rescue everyone thing.
>>
>>392058
>>[x] “You should stay put. Do you know where the other magical girl went?”
>>
>>392077
>>392079
You weigh your options carefully. If the Hexenkraft have pulled back, then the Freikorpsmen would have an easy time extracting the egghead. What worries you is the idea of those crafty bastards only pretending to retreat, so they can ambush your men when they think it’s safe. You can hear police cars arriving at the scene, accompanied an armored walker.

Otto’s eyes follow the walker before he turns to you, seeming to remember something important. “This was an ambush and from what I saw, they were wearing their armor under plainclothes. Be careful about people out there.” You nods. That complicates things.

“You should stay put, do you have any idea where this other magical girl went?” One of the Freikorpsmen answers for Otto. “That should be easy, just look for anyone who looks like they’ve been killed by a lance wound. Or maybe with crystal lodged in their skull. She seems to like doing that. I doubt she’d be very far from the site. I last saw her headed to the northern part of the city.”

A lance wound, or with crystal shoved into their head, huh? You can’t imagine that would be a common sight in Cairo. Shouldn’t be too hard to find her then. You nod and give the trooper a thumbs up.

You follow the trooper’s instructions. It seems that whoever this is has been forcing the Hexenkraft into a rout. They don’t even have time to pick up their dead. You kick a corpse over, and spot the Hexenkraft logo covertly printed on the body’s clothing. Those rats.

“Motion ahead of us, they look like they’re armed.” Erika whispers, trying not to attract the attention of those she’s speaking of. You spot them, seven Hexenkraft operatives, who look quite rattled by something. One of them is carrying their wounded comrade on his back while his commander urges them to move faster.

[x] Attack them now, don’t let them regroup with the other troops.
[x] Follow them, maybe they’ll bring you to the rest of their unit
[x] Wait, stay hidden. Maybe this magical girl is stills talking them.
[x] Write in
>>
>>392138
>[x] Follow them, maybe they’ll bring you to the rest of their unit
>>
>>392138
>[x] Follow them, maybe they’ll bring you to the rest of their unit
>>
>>392138
No telling what that magical girl is up to in the meantime, just murderize them and move on
>>
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>>392141
>>392156
They’re doing more good alive than dead at this point. You hope they’ll lead you right to the rest of these goons. Who knows, maybe the magical girl who’s hunting them isn’t done with them quite yet. They’re trying to keep their weapons hidden, but their cover’s already blown wide open. Traveling in broad daylight like this is sure to draw suspension. You suspect that they’re banking on the chaos they’ve caused to allow them to escape. They probably didn’t account for you.

You’re shocked they haven’t noticed you yet. Though Erika’s done away with her monster of a weapon, your group is sticking out like a sore thumb. Worse than one. Maybe they’re choosing to ignore you for now, or until they have the numbers to deal with you. It’s your turn to be shocked when you hear a high pitched battle cry ring out. The enemy squad freezes, rifles aimed at any possible direction.

A small blonde girl charges headlong into them. One of them shouts in surprise, spraying at her with his weapon, sending sickly blue anti-magical bullets. She summons slabs of crystals to block the shots, or at least to deflect them away from her. A few of them find their mark, and dig into her main arm, some graze her face leaving stripes of red on her pale skin. She doesn’t seem to care, and keeps charging, until she spears an unfortunate Hexenkraft operative through the chest. The tip of her weapon emerges from his back, and she flings the lifeless body into his comrades, bowling one of them over. She twirls her lance in her hands before she plants it onto the ground.

“Ha! What’s the matter? Can’t fight someone who can fight back? I’m just a little girl!”

[x] Jump in and help her. [Roll a d20, I’ll take the highest out of 3]
[x] Keep watching, she can handle things herself, and she’ll probably be more willing to talk when she’s not killing people
[x] Write in
>>
>>392197
>[x] Keep watching, she can handle things herself, and she’ll probably be more willing to talk when she’s not killing people
She can probably deal with them, and if reinforcements come, we can in turn ambush them.
>>
>>392197
>[x] Keep watching, she can handle things herself, and she’ll probably be more willing to talk when she’s not killing people
>>
>>392197
>[x] Keep watching, she can handle things herself, and she’ll probably be more willing to talk when she’s not killing people
>>
>>392233
>>392252
>>392254
You watch in awe as the magical girl continues her grisly work. The Hexenkraft operatives are in total disarray. The fact that she’s so close to them makes it difficult for them to bring their rifles to bear on to her. Even then, their chances of shooting a teammate are just as high as them hitting her at these ranges. Some of them take the hint, and draw knives of all kinds, one of them even has an entrenching tool that looks like it hasn’t seen use since the First World War. Josie watches in sparkly eyed awe as the brawl commences. Even Diane is watching the fight intently.

She makes the first move thrusting with her lance, which makes her target hop back. The other five take this as their sign to encircle her and follow up. She spins on the ball of her foot with the grace of a ballet dancer. She batters the two to her left with the flat of her weapon, sending them sprawling to the ground. The four aren’t fazed by the loss of their compatriots, and slash or stab at her. One of their blades goes through her upper arm, close to the shoulder. You can see Diane wince as blood oozes from the wound like sap from a tree. She scowls at the source of the wound before summoning a shard of glimmering crystal into her hand. She flings it at the ground below his feet, and the shard erupts into scintillating shrapnel, cutting through the unprotected parts of the Hexenkraft agents’ body. The trio to her right falls over, dead or dying. The lead officer yells something in German, and the two soldiers on the ground get up and start running. The officer on the other hand stands his ground and yells as he liberally sprays her with anti-magic bullets. Crystalline shields emerge in response, saving her from the worst of the storm. You can hear Josie gasp as even more bullets enter the magical girl’s body. She falls to one knee as a round penetrates her thigh. The The girl still hardly seems fazed. She limps as fast as she can. The soldier’s weapon clicks. Empty.

“Ura!”

A lance tip emerges from the back of his head. The girl limps to the side of a building, resting on her lance, before slumping to the ground, quiet.

[x] Quick! See if you can’t fix her up!
[x] Bring her back to the bar, maybe the Freikorpsmen have a medic with them.
[x] Write in
>>
>>392298
>[x] Bring her back to the bar, maybe the Freikorpsmen have a medic with them.
>>
>>392298
>[x] Bring her back to the bar, maybe the Freikorpsmen have a medic with them.
Unless one of us has healing powers or medical training/supplies. Then the other option.
>>
>>392298
>[x] Quick! See if you can’t fix her up!
>>
>>392306
>>392308
"We gotta help her!" Josie cries. You're thinking the same thing. The girl is breathing, shallowly, but still breathing. The cut is already starting to heal, but the bullet wounds still drip with blood, soaking her uniform. Her eyes are glazed over and she mumbles something unintelligible as you heft her over your shoulder. What little medical experience you have tells you to keep pressure on the wounds until first aid can be applied, and you do that. She seems to be fading in and out of consciousness as you hurry back to the bar, and deposit her limp form onto the floor. Otto seems to recognize what you want.

"Adams! Get to work, now!" A Freikorpsman nods as lays his satchel of equipment down, and proceeds to attempt to save her life. Otto watches as the medic digs bullets out of her flesh.

"Looks like her luck ran out."

"She took many of them with her. Braver than anyone I've seen." Diane is oddly respectful of her. If only she treated Josie like this.

[x] Wait for the magical girl to wake up before planning your next move
[x] "You need to get out of here now, take her with you if you have to."
[x] Write in
>>
>>392344
>[x] Wait for the magical girl to wake up before planning your next move
>>
>>392344
>[x] "You need to get out of here now, take her with you if you have to."
>>
Gonna take another vote and then I'm gonna write
>>
>[x] "You need to get out of here now, take her with you if you have to."
Probably should have helped her out in that fight instead of just standing there like a bunch of rubes
>>
>>392344
>[x] "You need to get out of here now, take her with you if you have to."
>>
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You can’t watch as the medic sews her wounds up. She moans and groans in pain, you can only imagine how she’d sound if she was awake for this procedure. The Professor is flanked by two Freikorpsmen, much calmer than he was when you last saw him. The situation seems to have stabilized, you can spot Allied troops patrolling the streets. Some of them are even riding combat striders through the streets of Cairo, vigilantly scanning the city from their lofty perches. There’s no way that the surviving Hexenkraft would show their faces now, not after the thrashing they just got, not with an Allied mechanized unit roaming the city. But still it doesn’t hurt to be careful.

“You should get the Professor out of here. Bring the girl with you, if you can.” Otto seems to understand, though Adams seems reluctant.

“If I may, moving her now might irritate her wounds.” Otto stares at him, visored stare piercing deeply into the other man. He caves quickly, and sighs.

“We’ll get a stretcher for her, besides, she if she survived all that, I don’t think some movement is going to kill her.”

Erika crosses her arms, and taps a foot in thought. She stares grimly at the ground as she comes to a conclusion.

“If Marionette really is here, then I don’t think this is over. She’s not going to let the loss of a dozen or so men stop her from getting what she wants.” Both Josie and Diane give her confused looks.

“I don’t get it, but they just got destroyed. How can she be hiding more goons in the city?” Erika’s face darkens.

“Anyone in the city could be her ‘goon’”

This is a concerning development.

[x] Search the bodies of the dead Hexenkraft, see if they have any clues
[x] Check in with the troops, maybe they’ve seen something weird. You could use the extra firepower too
[x] Write in
>>
>>392463

>[x] Search the bodies of the dead Hexenkraft, see if they have any clues

Less troops to mind control less friendlies we have to take down hopefully. Do we have any sort of artillery or do we only have Erika?
>>
>>392463
>[x] Search the bodies of the dead Hexenkraft, see if they have any clues
Wait, which troops are we referring to? Freikorps, Allied, or Soviet?
>>
>>392463
>[x] Search the bodies of the dead Hexenkraft, see if they have any clues
>>
>>392463
[x] Search the bodies of the dead Hexenkraft, see if they have any clues
>>
>>392473
Erika and her 88mm is the only big gun you'll have available to you if you go by yourselves

>>392473
Allied
>>
“We should check the bodies, see if they’ve got anything on them that’ll help us out.” Josie rubs her chin in thought, while Diane checks a map of the city.

“But Hexenkraft is supposed to be a top secret organization, would they really be carrying stuff on them that says ‘Here we are, please come over and punch our faces in!’ what do you expect to find?” Diane pokes her companion in the ribs.

“Of course not, but what about instructions to get back to their hideout? I’d rather not run around Cairo blindly and hope to run into them.”

The four of you make your way back to the site of the battle. The scene is pockmarked with bullet holes and dead bodies. You get to looting one of them, and find nothing. Magazines full of anti-magic rounds that burn your fingers when you grip them, you toss it away in disgust. This one seemed to have a small coin marked with the Hexenkraft logo on both sides of it. An interesting find, but not particularly useful either. It’s not until Erika stands up from her looting that your group finds something of worth. A slip of paper, with what seems to be an address. Erika translates it from German for you.

“3 Tiger Warehouse.” She squints as she reexamines the slip. “That doesn’t make sense.”

Diane has her nose back into a local map, examining it close. She reaches an epiphany in a short amount of time.

“There’s an old commercial district on Tiger Street! And there’s probably warehouses there!”

Looks like that’s your destination.

The district is abandoned, you wonder how long it’s been since someone’s set foot here. It seems like perfectly good real estate, too? Why shut this place down? Regardless, a creepy abandoned place like this would be the perfect place for Hexenkraft to set up shop.

You’re approached by three, muscular men, who look like locals. They grin viciously, like a pack of hyenas, circling around you slowly.

“What’s a buncha pretty girlies like you doing here?”

The second finishes the first’s sentence.

“Don’t you know what happens to pretty girls like you who get lost?”

“They get lost forever.”

Oh great, thugs.

[x] Take them out without using magic
[x] Take them out with magic. You don’t have time for this
[x] Distract them, and run
[x] Write in

Give me a d20 with your votes too
>>
>The second finishes the first’s sentence.
I guess enemy mind control MG is here then,

That being said.

>[x] Write in

Try to kidnap one of the thugs and get the hell out of dodge. Maybe study our volunteer and see what sort-o magic makes 'im tick.

Also OP, what sort of items do we have on ourselves right now? Are we actually just a bunch of "unarmed" girls in a warzone or do we have service firearms?
>>
Rolled 8 (1d20)

>>392548
>[x] Take them out without using magic
CQC!
>>
Rolled 4 (1d20)

>>392548
>[x] Take them out without using magic

>>392552
I think he means they're just playing the intimidation game in co-op mode.
>>
>>392552
>a bunch of "unarmed" girls in a warzone
This, though nothing's stopping you from requisitioning some back at base. Victory and Panzer are no stranger to conventional firearms, but Uppercut and Epeiste are
>>
Rolled 13 (1d20)

>>392548
>[x] Take them out without using magic
Give them to the boxer
>>
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>>392555
>>392557
>>392565
“Oh? Is that so? What happens if one of the girls is a boxer?” You ask rhetorically. The first thug seems taken aback by your odd question. Enough time for you to push Josie in front of the group. She seems to get the hint, and drops into her fighting stance. They brandish shivs and shanks, obviously crudely made.

“Go get ‘em, Josie!”

She taunts them by dropping her hands to her sides, pretending to be defenseless. One of the thugs lunges at her sloppily, and she easily sweeps the legs out from under him, sending him crashing painfully to the ground. Josie steps on his back, resulting in a muffled groan of pain from her victim. The other two are a bit more careful when approaching her, the sudden realization that they’re dealing with a trained fist fighter has probably drained their confidence. They continue circling her, waiting for an opening to exploit. Josie doesn’t let her eyes leave them. They strike simultaneously. Josie grips one of their arms, and twists harshly, resulting in the cracking of bone and a howl of pain from the thug. The second one has more success, managing to cut into Josie, tearing her skin. Big mistake. She delivers a kick directly into the thug’s chest as he takes a few seconds to celebrate his short lived success. He’s easily knocked to the floor, gasping for breath. He’s at Josie’s mercy now, and she spares him none she mounts him, and deliver a series of punches to his face.

You make a mental note to never make Josie mad. You’d hate to be on the business end of those fists.

The one Josie swept is attempting to crawl away.

Not so fast. You grab him by the collar of his shirt, and drag him into the middle of your group

[x] Are you working for someone? Who?
[x] What are you doing here?
[x] Does the name Hexenkraft ring a bell?
[x] Write in
>>
>>392593
>[x] Are you working for someone? Who?
>>
>>392593
>[x] Does the name Hexenkraft ring a bell?
>>
>>392593
>[x] Does the name Hexenkraft ring a bell?
>>
>>392593
>[x] Are you working for someone? Who?
We should ask for some conventional arms and grenades when we get back, so we don't always pull out the Magical Girl card at the first sign of trouble.

Also damn we're naive ops in a warzone.
>>
File deleted.
The fallen thug glances between the four of you, and then at his fallen comrades. You can practically see his heart sink as he realizes how dire his situation really was, you glance at Josie, who only smiles at you. She probably expects you to tell her to start punching people again. You might just oblige her.

“Well, we’ve come to an agreeable situation, don’t you think. Now, I have a few questions for you.” The thug doesn’t respond, prompting Josie to give him a rather hard smack to the back of the head.

“Does the name Hexenkraft ring a bell? Are they who you’re working for?” He remains quiet, another smack is enough to make him talk. Jeez, Josie, he’s going to forget everything if you keep hitting him like that.

“Yes, but I didn’t know that they were Nazis, I swear. They never used that name! I’d never work with them if I knew that.” Yeah, yeah, likely story.

“And where are they now?” He points a shaky finger at warehouse marked with a big three.

Well, you have no use for him now, and you’d rather not have someone running off to alert your quarry. You have Josie deliver a final punch to the face, and he falls unconscious. You approach the warehouse as quietly as you can, and you raise your head in there.

Two power armored soldiers. Uh oh.

>Hexenkraft Trooper 「Hexenjager」

[x] Try to evade them and get into the warehouse
[x] Transform and take the out
[x] Write in
>>
>>392650
>[x] Try to evade them and get into the warehouse
Sneaking time!
>>
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Forgot that I'll need rolls for this too, also forgot my better picture
>>
Rolled 9 (1d20)

>>392655
Rolling for sneak!
>>
>>392650
Err, what's our purpose here? Are we supposed to be getting information or killing Nazis?
>>
>>392667
Find and kill Marionette, or interrogate her and the Hexencraft for information
>>
>>392667
Ideally you'll do >>392670 but getting away with information isn't bad either
>>
Rolled 3 (1d20)

>>392670
Well in that case I guess it's with sneaking in to see if we can surprise her and not have to wade through a bunch of maybe-innocent puppets
>>
Rolled 11 (1d20)

>>392650
>>
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You creep past the two hulking masses of metal that pass for soldiers. You’d rather not tangle with them right now, not when they might alert the other Nazis in the makeshift base that they’ve established here. You see one of them turn around as he makes his rounds on this level of the warehouse, and you swear he spots you, but he doesn’t, and continues on his rounds through the building. You find a trapdoor, and unfurl a ladder into the bowels of the building. You keep low, trying your best to avoid the sight of the Hexengrenadiers marching through the compound. They’re eerily silent, until Josie accidentally slams her foot against a metal crate. The Hexengrenadiers are quick to pick up on this with their enhanced senses, and one of them has an underling investigate.

You quietly beg any power to keep you hidden from his eyes, but it’s no use. He spots you and runs for what you assume is an alarm, shouting all the way as he flees. He’s almost half way down the hall now. Those other Hexengrenadiers will be on you in no time.

“Damn it Josie, you dolt!” Diane doesn’t help things by speaking so loudly, but you figure that the time for stealth has passed. She summons her rapier in her hands, and readies for contact.

[x] Go for the one who’s trying to sound the alarm
[x] Stay with your friends, help them deal with the larger group of Hexengrenadiers
[x] Write in
>>
>>392706
>[x] Go for the one who’s trying to sound the alarm
>>
Actually, I think I'm going to call it for tonight, I'll continue tomorrow at the same time, as usual (7 PM EST), feel free to keep voting while I'm gone
>>
>>392725
Thanks for running
>>
>>392706

[x] Go for the one who’s trying to sound the alarm

>>392725
See 'ya OP
>>
>>392706
>[x] Go for the one who’s trying to sound the alarm
>>
That Hexengrenadier could easily compound your problems with the press of a button. You can’t let that happen. Your spike maul and sprint after him, he’s a few meters away from you, but only a few inches from what you can only assume is an alarm klaxon. You bring your hammer into the ground and feel magic surging through your arms, through the maul, and finally into the ground. The concrete beneath you writhes shifts at your command, a wave of concrete charges towards your target, knocking him off his feet and flat onto his back. You don’t break your stride, and slam the maul into the prone Hexengrenadier’s temple with all your might. Problem solved. You look back at the battle unfolding between the other magical girls and the Hexengrenadiers. Diane and Josie have both closed with their prey. Josie’s fists flare with barely constrained power, and her punches send her victims flying through the air. She laughs happily as she delivers a crippling uppercut into a Hexengrenadier’s jaw, you can hear the breaking of bone from here. Diane’s significantly less enthusiastic about her work, an almost disinterested expression on her face. Her blade is barely visible as it slices through air and flesh alike, Diane swipes it to and fro like a conductor’s baton, finding the weak points in Hexengrenadier armor. She jabs the blade through an unfortunate trooper’s throat, his blood flying off of it as she slashes at his squadmate. They’re wise to keep their distance from them. One of them raises a sidearm, and fires off a series of anti-magic bullets, one of which catches Diane right in the chest. This seems to knock her out of her trance, as she gasps and her eyes widen in shock.

Erika is having a much harder time with the Hexengrenadiers, they easily dodge the ponderous, sweeping strikes that she’s using her 88mm gun for. They now as well as she does that firing off such a massive gun in these close quarters could be disastrous for all involved.

[x] Erika’s more vulnerable here, and you can cover her easily.
[x] Diane and Josie could be in trouble
[x] Write in
>>
>>394337
>[x] Erika’s more vulnerable here, and you can cover her easily.
>>
>>394337
>[x] Erika’s more vulnerable here, and you can cover her easily.

The other pair should be covering each other as well
>>
Sorry for the wait, was pulled away unexpectedly, writing now
>>
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Erika grits her teeth in frustration as the Hexengrenadiers circle her, confidant that they have the upper hand on the magical girl. The girl does her best to try to keep them from harming her by forcing them on the defensive, using her gun as a bat instead of what it was intended for. She’s relatively successful in this, but you don’t know how long she can keep it up for. And you don’t intend to find out. You leap into the fray, slamming your hammer into the chest of one of the soldiers. You meet resistance, but his armor is no match for the sheer force of your weapon, and it cracks his ribs and crushes his lung easily once it make contact. The other trooper turns his attention on to you, which gives Erika time to press her advantage. She shoves him onto the ground, and batters away with her gun, a frantic, desperate look in her eyes. You smile at her as she looks up at you, adrenaline slowly fading from her system.

Josie and Diane are doing their best to cover each other, but it’s clear that the anti magic bullet embedded in Diane is taking a toll on her. Her once precise and elegant strikes are slowing, and her breathing seems to be laboured. Any enjoyment that Josie might have had has been replaced by anger, and the Hexengrenadiers feel the full force of her wrath. She ducks under a Hexengrenadier’s arm and delivers uppercut after uppercut with such force that you’re sure that his arm would have been torn off. Diane’s no slouch either, and manages to skewer a soldier through the arm before slashing his throat open. She clutches her chest with her free hand, blood seeping through her fingers.
“C’mon you Krauts! Lay a hand on her you’ll regret it!”

Josie’s furious defense pays off, and most of the Hexengrenadiers fighting them lay dead. She rips a strip of cloth off of a dead Hexengrenadier’s uniform, and wraps it around Diane’s wound. She grits her teeth and squeezes her eyes shut as pain wracks her body. You think you can spy Josie crying. Once the makeshift tourniquet is done, Diane stands shakily, breathing slowly coming closer to normal.

“Do-don’t worry about me, I can still fight. Th-this is nothing...”

[x] “No, you can’t. Go back to the base with Josie.”
[x] “No, you can’t we’ll fall back for now and deal with these Krauts later”
[x] “If you say so...”
[x] Write in
>>
>>394659
>[x] “No, you can’t. Go back to the base with Josie.”

This isn't our main thrust, go rest and heal up. We'll need you at 100% if that bitch really is here
>>
>>394659
>[x] “No, you can’t we’ll fall back for now and deal with these Krauts later”
>>
Rolled 2 (1d2)

Rolling for tiebreaker
1: >>394674
2: >>394794
>>
Blood continues to pour out of the neat hole in Diane’s chest, soaking the dark fabric of the bandage. She leans her weight against Josie, who’s oddly quiet through this ordeal. Despite what Diane’s pride is telling is her, she’s in no shape to keep fighting, especially if there was another magical girl here. You’d rather have her fit to fight rather deal with Marionette now. Josie strokes her ailing friend’s hair as you weigh your options.

“No, you can’t. We’ll fall back for now, these Krauts won’t be leaving any time soon. We can come back and finish them off.” Diane shoots you an angry glare, it’s still rather intimidating, even in her diminished state.

“We’re just letting this Marionette slip through our fingers? I’m telling you, a bullet wound won’t stop me, I’m too strong for that.” It’s quite obvious that she isn’t. You return her glare with a withering one of your own.

“We’re leaving.” You motion for Josie to bring her with you, regardless of what she thinks. The bigger girl picks Diane up and fireman carries her, despite the fencer’s protests and squirming in her arms.

You trek through the city back to the base, Diane’s fallen unconscious in Josie’s arms and is resting her head against the boxer’s chest. It seems that things have normalized, people are walking the streets again, laughing and carousing as you make it back to the more hospitable parts of the city. The three of you return to your ordinary human forms, few people would bat an eye at your presence, if Josie wasn’t carrying Diane the way she was. It draws a few whispers and giggles from passersby, Josie seems too perturbed by her friend’s wound to care much about it.

The medicos practically have to wrench Diane out of Josie’s arms to bring her to the medical tents. Josie follows them silently, and sits by the tent, hardly moving. You spot a familiar face, the blonde magical girl from the fight earlier is waving frantically at you.

[x] Talk to Josie, she must not be taking this well
[x] Meet with the blonde girl
[x] Write in
>>
>>394897
[x] Write in

Say hi to the blonde girl but ask to be excused for the moment as one of our friends is in critical danger while the other is still in shock.
>>
>>394905

Seconding this
>>
>>394897
This: >>394905
>>
>>394905
this>>394897
>>
There’s no reason to abandon Josie in her time of need, but at the same time, there’s no reason to neglect your guest. You do your best to smile despite everything that’s transpired in the day. It seems that the blonde girl doesn’t have any trouble doing so. Her smile is broad, genuine, and almost childish. It’s good to know that she can still stay in high spirits despite getting mauled by anti-magic rounds. She doesn’t even have any casts or bandages around her. The tiny girl runs up to you and wraps you in a tight bear hug.

“You were the one who saved me, right? Thanks!”

The force of her charging hug almost knocks you clean off your feet. You consider trying to get out of the constricting bear hug, but it’s no use. The girl has the the tightest grip you’ve ever felt, and it feels like she’s trying to squeeze the air right out of your lungs. She’s must be deceptively strong to use that lance like she does.

“Um, yeah! You did good out there! You can let go now.” This only results in her hugging you tighter. It takes her a few seconds to register what you say, and she finally lets you go free, giggling nervously as she does.

“I’m Lyudmila Fyodorovich, oops, I mean I’m Cossack!” You remember that name. Cossack was one of the Soviets who were supposed to support you. You glance over at the tent Diane’s being treated in, Josie’s looks like she hasn’t moved an inch. You pat her head. She’s not lacking in enthusiasm, that’s for sure.

“I’ll see you around, I have to deal with something.”

You take a seat on the warm ground next to her, she doesn’t speak at all. You wave a hand in front of her face, and only then does she react to you.

“I-I couldn’t protect her. I-I promised Holly that I would protect her” Josie looks up at you before shifting her eyes back to the ground. You pat her on the back, in an attempt to comfort her. The silence is deafening as you try to think of some way to lift her spirits.

“She’s not dead, that’s protecting her, right? Diane’s right you know, I don’t think a single bullet’s going to be enough to take her down. And besides, things would have been much worse without you with her.”

She smiles slightly, and nods.

“I guess that just means I’ll have to work harder then. There’s no way I’ll let her come to harm again. As long as my name is Josie Jonas.” You continue to sit with her, as her confidence recovers. The warmth and energy that you’ve come to associate with Josie slowly returns to her.

You spot the Major who was standing guard for you earlier. He’s flanked by that giant of a woman Blizzard, and her much smaller comrade Cossack. A devilish smile is written across Blizzard’s face.

[1/2]
>>
>>395051
“I’ve made progress against the Hexenkraft. They’re digging for something around the Great Pyramids, and from what I gleaned from a prisoner, they’re not expecting an attack. There should only be archaeologists armed with books. Would you be so kind as to accompany us?”

[x] “No, we have our own problems in the city.”
[x] “Sure thing, sounds like a milk run.”
[x] Write in
>>
>>395059
>[x] “Sure thing, sounds like a milk run.”

Except take out the milk run part, that's just asking for everything to go to shit
>>
>>395059
>[x] “Sure thing, sounds like a milk run.”
Maybe tell everyone who isn't coming about the mess we left behind.
>>
>>395059
>[x] “Sure thing, sounds like a milk run.”
>>
>>395059
>[x] “Sure thing, sounds like a milk run.”
>>
>>395059
>[x] “Sure thing, sounds like a milk run.”
>>
File: pyramids.jpg (813 KB, 2560x1600)
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“Yeah, about that. We did some some work ourselves and found a Hexenkraft hideout in the abandoned commercial. Had a whole bunch of Hexengrenadiers, and even a pair of Hexenjagers. Dunno if that’s their main hideout, but with those kinds of people hanging around, I’d put my money on yes. You might wanna get some people around there in case they try something funny.”

The Major rubs his chin in thought before he nods. “I can get some of my Spetsnaz there, they’ll be ready for anything.” You recall the sight of those hulking suits that the Spetsnaz wore. You almost wish you could be there to watch them duke it out. From a safe distance, of course.

“Alright then, sounds like a fun outing. Count us in!” Cossack cheers, quite enthused about the idea of fighting with you.

“Diane’s going to be missing out, but that can’t be helped.” Josie answers, clearly looking for some way to repay the Hexenkraft for their wound on Diane. Blizzard leads the group to a halftrack, and within minutes the team is in the middle of the scorching desert. The driver quiets the engine as you crawl up a dune. The major draws a bolt action rifle from the storage compartment of the transport, and looks down the scope.

“They’ve been busy.” He hands the rifle to you and you do the same. There’s a gaping hole in the sands, it’s flanked by two massive Pyramids. You’ve always wanted to come here, you’ve never thought you’d be fighting the Nazis too. The dig site is swarming with activity, some are dusting slabs of stone, doing their best to examine the hieroglyphics imprinted on them. What looks like body bags are scattered around the area too. One officer catches your eye, he stands tall among the rest of his fellow Nazis, silently observing their work.

[x] Get a closer look, see what is it they’re looking for
[x] Blizzard wasn’t kidding then she said this was a milk run, jump on them
[x] Write in
>>
>>395163
[x] Blizzard wasn’t kidding then she said this was a milk run, jump on them
Time to jump in, hit them hard and hope we don't hit too many possible info sources
>>
>>395163
>[x] Get a closer look, see what is it they’re looking for
>>
>>395163
>[x] Get a closer look, see what is it they’re looking for
>>
>>395163

[x] Get a closer look, see what is it they’re looking for
>>
>>395178
>>395187
>>395196
You can’t win a battle without knowing what you’re up against. And considering how busy these Hexenkraft members have been you must be going up against something big. It’s curious how they’ve managed to accomplish so much in an Allied country, but then you remember the warehouse from earlier. How they managed to stage an attack in the heart of the last Allied country in North Africa. You resist the urge to slide down the sand dune as if it was it was a snow covered hill. Instead, you find some more stable ground, and slowly make your way down, closer to the work site. The site seems to be a deep hole rather than a wide one, it’s much more impressive down here than from your vantage point on that dune. They’re ferrying body bags and other personnel down there, the archeologists chatter about something excitedly amongst each other. Maybe they’ve found what they’re looking for. Other scientists are scribbling down notes. An old man speaks excitedly to the officer, who barely responds, remaining as cool and stoic as ever. The two of them also descend down into the depths of the desert. All that’s left above ground are the odd scientists and workmen.

[x] Follow those two. The civilians can easily be intimidated into shutting up while you go down.
[x] Raid the aboveground site, the more info the better
[x] Write in
>>
>>395245
>[x] Raid the aboveground site, the more info the better
>>
>>395245
>[x] Raid the aboveground site, the more info the better
>>
>>395245
>[x] Follow those two. The civilians can easily be intimidated into shutting up while you go down.
>>
>>395245
>[x] Raid the aboveground site, the more info the better
>>
You return to the others high on that hill. Josie’s taking the down time to relax, lying on the warm sunbaked sand. Erika’s holding a pistol, probably given to her by the Soviets. Good choice, you’d rather not have Erika be near defenseless in close quarters. She’s examining the sights of the pistol, seemingly displeased with them, but she doesn’t have much of a choice in weaponry.

“Digging for something? And taking their dead with them? Maybe they’re digging their own graves?” You assume this was Blizzard’s attempt at humor, and brush it off as just another Soviet quirk you’ll never get used to. The Major seems to be taking this more seriously on the other hand. “That prisoner Blizzard, er, questioned said that they were looking for ways to significantly extended lifespans, and that the Babylonians had figured that out. That’s all he managed to say before she sealed his head in ice.” The prospect of an immortal Hitler is one of your worst nightmares. You hope that they’re wrong, that they’ll never find this key to eternal life that they so desperately want.

“The site’s mostly defenseless, but I think that won’t be the case downstairs. Let’s pay them a visit.” Cossack nods enthusiastically, and Blizzard seems to agree with you. The six of you barrel down the dune, the people below barely have time to register you approach. You shout as loudly and scarily as you can, hoping to cow these people into compliance. Josie and Cossack block the entrance to the dig site, and Cossack jabs at anyone who comes too close with her lance, an angry scowl on her face. Meanwhile, Blizzard, the Major, Erika, and you rummage through the documents left behind by the Hexenkraft. The Major unzips a bodybag, and he recoils as the smell of a rotting, baking corpse assault his nose.

“Well, that solves that mystery.”

Erika is flipping through a binder. She calls out her findings to the rest of you in English.

“Says here that they’re looking for a place called the Babylonian Mausoleum. Where they ‘fixed’ their dead’ and ‘fed their kings death’” Her brow creases in confusion. “Has my German gotten worse since I defected?” She mutters under her breath. Looks like they did find what they were looking for. Drat.

‘We should get inside, there’s no telling what they’re doing down there.” Josie and Cossack let you pass into the mining shaft, and make sure none of those scientists and workers follow you. The desert heat is soon replaced by an unnatural chill as you walk for what must be the better part of an hour. Guess you found the Mausoleum. The floor is made of marble, practically undamaged. You look to the sides, and find rows and rows and rows of coffins that reach up to the ceiling. You could fit the population of New York in those, and still have plenty left over. There’s signs of activity, recent activity too, but no sign of any Nazis. Until Josie spots something.

[1/2]
>>
“Those coffins are open! They musta been putting their dead goons in there!” She points to a hall right in front of you. Some of the lower rows coffins are indeed open.

[x] Check it out
[x] Ignore it, keep going down that hall
[x] Write in
>>
>>395378
>[x] Ignore it, keep going down that hall
>>
>>395385
>[x] Check it out
>having the power of an 88 but not being allowed to use it.

</3

Also all those living dead and mind control enemy MG's makes me want to be careful.
>>
>>395402
>not being allowed to use it.
This place is massive, Erika has a much lower chance of blowing herself up with it here
>>
>>395385
>[x] Check it out
>>
>>395385
>[x] Check it out

>>395416
You said Erika can swing the 88 around right? Is it strictly usable like a bat because of sheer size, or does she have enough fine control to use it like a polearm?
>>
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>>395402
>>395419
There’s no harm in checking out a few coffins. What’s the worse that you’ll find? Probably some dusty old bones or something. Nothing worse than that, you’re sure of it. It’s not like they’re going to be holding some dead Nazi ready and waiting to rip your throat out with his teeth. That would just be absurd. But, you decide to bring someone with you, just in the extraordinarily small and very unlikely chance that does happen. Erika accompanies you, her pistol at the ready. You creep together to one of the open coffins and...

Nothing. It’s just a corpse, a pretty fresh one too. Looks like he died from a bullet to the head. It’s not until Erika tries to shut the coffin that all hell breaks loose. The corpse spasms and writhes, limbs moving erratically, flailing everywhere. It smacks Erika in the face with a bony, rotten hand. Erika releases a shrill yelp in fear and unloads her pistol into it. The first few shots to it’ chest does nothing, and it isn’t until she fires on it’s head that it stops moving. A stinking black oil oozes from the bullet holes, making you squeeze your nose shut. Erika reloads, and then empties another magazine into the once dead corpse. She looks up sheepishly at you, as she tries to regain your composure.

“Ahem, le-let’s try not to disturb the dead, they don’t like being woken up apparently.”

“Let’s hope they stay in these coffins.” Josies strides up to meet with you, a bizarrely ecstatic look on her face as she gazes upon the once living dead. She pokes it with a finger, making Erika jump back. The corpse doesn’t react to her touch.

“It’s just like in the movie! Neat!”

Not the word you’d use to describe this situation, but you’re not going to be the one to burst her bubble. The Soviets seem to be fixated on something further down the hall. You follow their gaze and spot your enemy. They’re surrounding a massive sarcophagus, and the chamber it resides in. They’re quite busy. Worse still, you can spot Hexengrenadiers coming your way, probably attracted by the sounds of Erika’s gunshots.

[x] Engage them head on
[x] Lure them back and eliminate them quietly
[x] Try opening a few coffins, see if their contents will attack them.
[x] Get back and wait for them to pass
[x] Write in

>>395467
>Is it strictly usable like a bat because of sheer size, or does she have enough fine control to use it like a polearm?
Yes, given enough space, she can wield it like a polearm if the situation calls for it
>>
Also give me a d20 with your vote
>>
Rolled 4 (1d20)

>>395516
>[x] Lure them back and eliminate them quietly

This arc has a really Indiana Jones feel to it.
>>
Rolled 12 (1d20)

>>395516
>[x] Lure them back and eliminate them quietly
>>
Rolled 5 (1d20)

>>395516
>[x] Lure them back and eliminate them quietly
sneaky time
>>
Rolled 19 (1d20)

>>395516
>[x] Lure them back and eliminate them quietly
QM, is this a best of three system?
>>
File: Afrika Korpsman.jpg (2.98 MB, 2236x3380)
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You decide that handling them in a more quiet manner would be prudent in this situation. You’d rather not deal with the main force yet. And there’s also very unlikely and near impossible possibility of the Nazis sending their undead after you. Considering how much punishment a weak one took, you’d rather not have to deal with one at full capacity. If that was possible. Of course, it isn’t. You motion for your team to move backwards, and prepare for an ambush. The Soviets nod, the Major takes up a firing position, and Blizzard hides behind him. You and your two magical girl hide behind the coffins, ready to strike once they pass. You count six Hexengrenadiers converging onto you. The Major’s excellent marksmanship takes care of one, while Blizzard follows up with a shot from her sidearm, the round going through the man’s head. Cossack on the other hand is less than subtle, and charges into the third, lance at the front. You count yourself lucky that she didn’t shout or make any noise. You suppose that’s that counts for quiet for her. The remaining three decide to retreat. Not so fast. Josie leaps at one of them, with her forearms around the man's throat. She squeezes until he drops to his knees and slumps over. Erika takes a fallen Hexengrenadier's rifle, and fires bursts at them. Smart, they'll think her shots were from a friendly. As you move further down the hall you see the old man from before, holding a book with glowing pages. The sarcophagus glows sympathetically with the book. He looks startled as he sees the sarcophagus glowing faintly, and nods at the officer he’s accompanying. Several open coffins are glowing as well, radiating that blue light.

[x] You don't know what he's doing, but you don't like it. Handle him before he gets to finish.
[x] Watch what he does
[x] Write in

>>395569
Yes
>>
>>395581
>[x] You don't know what he's doing, but you don't like it. Handle him before he gets to finish.
>>
>>395581
>[x] You don't know what he's doing, but you don't like it. Handle him before he gets to finish.
>>
>>395581


[x] You don't know what he's doing, but you don't like it. Handle him before he gets to finish.

Maybe ask our Ruskie friends to lob grenades?
With extreme prejudice?
>>
>>395591
What about Erika and her gun?
>>
File: Nazi zombie.jpg (90 KB, 1000x667)
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The old man begins chanting and the glowing grows brighter and brighter as he does. Streams of blue energy flow from the coffins into the sarcophagus. Or maybe it’s the other way around. No. No no no. No. You’ve had enough of the Hexenkraft and their insistence on twisting the forces of nature to their whims. You’re going to stop this before the man gets what he wants.

“Erika! I want to see your 88mm in action! Show me what it can do to that big coffin!” You yell, and she complies. The massive tank gun materializes slowly. Along with it, shells do too, and they hop into the breech, and load themselves. With a thunderous boom, she sends high explosive shells of death speeding towards her target. The old man and the officer hardly have time to register you before she sends another one into the sarcophagus. The streams of blue become angry sparks as the sarcophagus cracks open, revealing nothing but pitch blackness inside.

“Du narr!” The old man screams as the book bursts into blue flames, singeing his hands.

The coffins on the other hand are a different matter entirely. The blue sparks energize the corpses, and they shoot from their resting places, looking around hungrily. They climb from their coffins and begin charging towards the Hexengrenadiers. Even their anti magical bullets are having little effect on them, and some fall victim to the undead, their razor sharp teeth easily cutting through the soft meat of the unfortunate soldiers. The old man’s fear has been turned to fascination as he watches his own troops get devoured

To make matters, there’s a loud, rumbling thumping coming from below the main chamber of the room. A massive, skeletal hand bursts from the ground, grasping at whatever it can find, another follows it, crushing another unlucky Hexengrenadier under it’s massive bony palm.

Well, you stopped him, right?

[x] Deal with the zombies first
[x] Wait for the zombies and the Nazis to duke it out, and then clean up whoever remains
[x] Focus on that massive skeleton monster that’s trying to make it’s way up here
[x] Write in

I'll need d20s for this too
>>
Rolled 2 (1d20)

>>395634
>[x] Focus on that massive skeleton monster that’s trying to make it’s way up here
Smash it to pieces!
>>
Rolled 16 (1d20)

>>395634
>[x] Wait for the zombies and the Nazis to duke it out, and then clean up whoever remains
what the fuck
>>
>>395634
> focus on the massive skeleton!
Quick while the Nazis deal with the rest of them.
>>
Rolled 11 (1d20)

>>395634
>[x] Write in
RUN AWAY!
>>
>>395634
>Write in
More artillery, get in some 88 shells and indiscriminately bullshit everyone
>>
Rolled 6 (1d20)

>>395634
[x] Focus on that massive skeleton monster that’s trying to make it’s way up here

Focus Fire!
>>
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The chaotic sounds of battle rings out in the Mausoleum, more Hexengrenadiers arrive to replenish their depleted numbers. They soon learn that aiming for the head is the most effective way to deal with their unliving enemies, though this lesson comes at great cost for them, and you suspect that over half of them are dead. Cossack rushes into the fray gleefully, her lance piercing Nazis, dead ones and live ones alike as she charges indiscriminately through the battlefield. She giggles like a mad woman, her lance becoming slick with blood and oil. That’s one more thing the Nazis have to contend with, and that should make things easier for you. As should the Major taking potshots at whoever enters the crosshairs of his rifle. Blizzard seems content to watch the carnage unfold, only transforming once a zombie gets too close to her. She touches it, causing its flesh to freeze, and then crack and fall apart in icy chunks. Josie’s close range combat style makes her very good at dealing with the zombies, who do their best to close with her, only to receive a shimmering fist to what remains of their face. They burn up quite nicely, and you remember what she told you about that movie she watched, Night of the Living Dead or whatever. They’re vulnerable to fire. Good to know.

The massive skeleton finally emerges from the floor, eyes glowing blue with unnatural energy. Part of you wonders where these Babylonian folks managed to find bones big enough to make this guy, but those thoughts are pushed away as you transform and charge at him, maul at the ready. Erika follows you, unloading 88mm shell after shell into the skeleton, smashing it’s ribs into ancient dust. She aims for the creature’s pelvis, probably wanting to send it to the ground. The body part is proving more resilient than she anticipated. Then again, the 88mm KwK gun was never designed for use against giant skeletons anyways.

You bring the maul crashing down onto the center of one of it’s hands, hoping to destroy one of it’s weapons before it can use it against you. It splinters into thousands of porcelain fragments. You can’t tell if it’s angry with you, but it backhands you into a wall with its intact hand. You struggle to breathe as the wind is violently knocked out of you, and you lie there in a daze, watching helplessly as it brings it’s palm down onto you for a deathblow.

(1/2)
>>
“NO.” Erika voices her opinion about the skeleton’s choice of action, and accompanies her voice with a barrage of 88mm shells, blowing the hand to smithereens. She doesn’t relent, and targets the skull of the monster, it tries bringing it’s arms up to defend itself, but it’s no use, the shells blow the bone away just as easily. More shells rock the skeleton, exploding until there’s not much of a skull left. The other bones fall apart, lifeless. Erika runs over to your prone form, tears at the corners of her eyes, and you cough a few times to inform her that you’re alive. You survey the scene of the battle. What a mess. It seems that all of the zombies have been killed again, and judging by the lack of both the old man, and the officer he was talking to, Hexenkraft has pulled out.

What a day.

What do you say to Erika?
[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”
[x] “Couldn’t have done it without you. That gun’s real handy.”
[x] Write in.

What do you do?
[x] Scope out the area, maybe the Hexenkraft left behind something.
[x] Leave, you’ve had enough of this place to last two lifetimes.
[x] Write in.

That's it for me tonight, unfortunately, I won't be back until next Wednesday, Tuesday at the earliest. But, I'll still be around for any questions, concerns, or feedback you have for me
>>
>>395723
>[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”
and
>[x] Scope out the area, maybe the Hexenkraft left behind something.

Also see you OP, good run.
>>
>>395723
>[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”
>[x] Scope out the area, maybe the Hexenkraft left behind something.

See you soon.
>>
>>395723
>[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”

[x] Scope out the area, maybe the Hexenkraft left behind something.
thanks, see you next time
>>
>>395723
>[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”
>[x] Scope out the area, maybe the Hexenkraft left behind something.

Thanks for running, QM.

>Feedback
I find that the action scenes are kinda boring. Which is kind of a problem in a quest that is majority action scenes.

A lot of it is a blow-by-blow description of what people do in the fight, which I find hard to get emotionally invested in. Would be better if there were more dialogue, more general emotion to the fight, more description of sound and effect.

Just my opinion though. Not good at giving critique so disregard if you want.
>>
>>395723
>[x] “Thanks for the save, I guess It’s my turn to get rescued by you.”

>[x] Scope out the area, maybe the Hexenkraft left behind something.

Thanks man, see you later!



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