The Last Day

Discussion in 'Roleplays' started by PastoR.oF.PonieS, Jul 28, 2011.

  1. PastoR.oF.PonieS

    PastoR.oF.PonieS New In Town

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    The C.O.G. are making one final push against the Locust Horde, and are almost half-way in the beginning stages of Operation: Hollow Storm, wherein humanity takes the fight to where the genocidal monstrosities of the Locust reside: The Hollow.

    Delta squad, led by a certain Sergeant Fenix, has already cleared the way for you and your squad's Rig to tear through the forgotten, snow-covered town of Landown, and into the town's cemetery where the grindlifts will be prepped in order for you to break through the surface, and into enemy territory underground.

    It's the last day for you on the surface, but you feel it in your heart that you may have yet another day to see the open sky once again. You're in the middle of a routine check up on your equipment on the ground below, having arrived at the site and disembarked a few minutes ago. Above you, on top of the giant lumbering Rig's platform, a fellow Gear waves at you to climb on up to the platform.

    The matter seems urgent to you, but you still have yet to make the final checks on your Lancer Assault Rifle's chainsaw bayonet.

    "It's time for the initial briefing, Rook. Cpl. Harris wants everyone back up here. That includes your green-as-grass behind!" he says for a brief moment, then removes himself from the rails before you can reply.

    You shake your head in exasperation at how callous and reckless these gears can be, and stand up with your Lancer over your shoulder, its bulkiness making you shift your balance a slight bit.

    You're about to head towards the rig and join in on the briefing -- which you may have already missed -- but a sudden noise has you spinning your head in the opposite direction, alert and with Lancer at the ready. Your eyes scan the horizon through the helmet's visor, peering down the gun's iron sights, but see nothing.

    With the assumption that it was nothing but the Frost wind in the air, you lower your weapon and put yourself at ease... only to hear that noise again.

    But this time, it's loud enough to be recognized, and that you can tell it's human. It is faint, but you manage to make out the words to the mysterious noise.

    "Help! Please, help me!!! AAAAAUGH!!!" the feminine voice cries out, far across the cemetery, too far for your squad to hear, but not distant enough for you to dismiss is it as the wind. From this point on, you have two choices:

    -> You rush to where you can hear the voice coming from, and help out whoever it is that's in trouble.
    -> You can call out to your squadmates, and request assistance from them.
    -> Or, you can ignore the cries for help, and proceed to the briefing atop the Rig's platform.
     
  2. Jaret

    Jaret Retired Staff
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    (Is this some kind of pick event RP? Oh well.)

    You call out to your squadmates, and you request assistance from them. In the whole team of 4, only 1 applies to help you. The other two proceed to the briefing. As you strategically plan this "operation" you begin hearing her voice being slowly weaker. You must decide quickly:

    -> Screw the plan and rush towards her voice.
    -> Be patient and plan out the perfect saving plan.
    -> Say it was a bad idea to part from the rest of the squad and hurry to the briefing.
     
  3. PastoR.oF.PonieS

    PastoR.oF.PonieS New In Town

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    Being the inexperienced greenhorn that you are, you decide to forgo the formation of a plan, and instead rush to the aid of the unfortunate soul. Judging from how extremely distressing the commotion sounds, and since you have very little recon intel on the layout of the surrounding area, there didn't seem to be much time to formulate a proper strategy anyway.

    A rather wiry-framed rookie, just like you, slides down the ladder from atop the rig to join you. Visibly excited and a bit skittish, to say the least, he runs up beside you and greets you with an enthusiastic salute.

    "PFC Reedstalk, reporting for duty, Sir!" he exclaims.

    "Come on, someone needs our help over there!" you say, pointing your Lancer in the general direction of the disturbance. He nods, and both of you hastily proceed.

    You run across the slushy, bloodied snow and weave past the rows and rows of tombstones and graves, vaulting over a low stone wall separating the rest of the graveyard from a Mausoleum. On the other side, the snow is melted, and there are signs that a struggle has taken place over by the Mausoleum's entrance.

    Both of you rush toward the building, panting heavily from the weight and bulk of the armor that strained every adrenaline-fueled step you took.

    It seems the metal gate is open, and a struggling noise can be heard inside.

    "Sir, I think we should storm in there and get her out as fast as we can! I'll provide some cover fire for you." the jittery soldier whispers to you.

    "But what if there are too many of them? I barely got past my training."

    The grunts and growls from inside the stone structure begin to lower, until they become muffled and distant. From this point, you have four viable options:

    -> You take on Reedstalk's idea and ready yourselves at either side of the opening, and find cover within the dark room while he suppresses the hostiles.
    -> There's no time! You storm the Mausoleum with guns blazing and take down every single grub you can train your sights on.
    -> Thinking a surprise attack would fare better in situations such as this, you reach for your ammo belt and bring out a concussive smoke grenade that can incapacitate -- but not kill -- the occupants, making your job much safer and easier.
    -> From the way the noises begin to lower to the point of faintness, you quickly assume that you weren't fast enough and failed to save whoever it was the grubs took, and fall back to the rig.
     
    #3 PastoR.oF.PonieS, Jul 29, 2011
    Last edited: Jul 29, 2011
  4. Jaret

    Jaret Retired Staff
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    Thinking a surprise attack would fare better in situations such as this, you reach for your ammo belt and bring out a concussive smoke grenade that can incapacitate (but not kill) the occupants, making your job much safer and easier. As you go in you find some corpses of human beings sitting and lying around the floor of the Mausoleum. The grunts and growls of the Locust became coughs and heavy breathing, thus it was impossible for them to defend themselves. You rush in, along with Reedstalk, and slowly kill one Locust after another. The tunnel leading to the voice of the young female had looked much longer than you thought - Only a couple of steps and you reached the place where the woman was left alone to rot.

    She was held hostage inside a cage, with no food, no water, and a little bit of thin air. The room was flooded with toxic air, deadly for those with breathing problems. The lock on the door of the cage seemed to be complex, yet not impossible to pick. Reedstalk was adept at lockpicking, thus he proposed:

    "Let me pick it. It'll take some time, but we'll make it safe and sound before the toxic air can affect our breath."

    Just as he said that, you begin hearing stomping sounds from a floor above, and it, from second to second, became deeper and louder. Faster too. In aggression and despair, you think the steps come from a horde of Locust. You have 2 options:

    -> Keep your ground and wait for Reedstalk to lockpick the door and lead the young woman out.
    -> Leave her to her faith and save you and your friend from death.
     

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