Initial Briefing - Maps 17/05/12 - 0204 Three hours ago, a top secret research base codenamed "Watertown," located in the Nevada Desert, was stormed by well-armed terrorists. Shortly after, all communication with the facility was lost. The personnel are presumed to have been taken hostage. No demands have been made yet. Normally, the local law enforcement teams would handle the situation, but the nature of the facility in question eliminates that option. It is blacker than black -- not even the president knows of its existence. The only reason you're being told is because we have no other choice. The terrorist threat must be eliminated. It is too much of a coincidence that they would choose this particular base to attack. We believe they intend to steal any sensitive material they can get their hands on and sell it on the black market. The leader of the terrorists, Cameron Clarke, has ties to several rogue states and is a well-known terrorist kingpin. Taking him down will be an added bonus. The reason you have been called in for this assignment, and trusted with this information, is because you are the best and the brightest the world has to offer. The US government has faith in each and every one of you to complete this task. Ladies and gentlemen: good luck. The Characters The players will assume control of a character from one of two groups: The Soldiers are a team of elite special forces operatives sent into Watertown to eliminate the terrorists and rescue the hostages. At least, that's what they believe. They are: Col. Ruslana Anadyr played by Emerald Lt. Col. Raj Malhotra played by Nikhil Cpt. Andrew Strider played by Mike Nemesis Lt. Connell Philips played by DeAtHs_ToUcH Lt. Kevin MacCormick played by Teele The Intruders are a group of generally good people who were taken in by Clarke's charismatic charm. They believe they are a sort of Robin Hood-esque band who are stealing from the immoral and corrupt government and giving to the poor and misfortunate. They are: Dave Hayter played by Emerald (Shot by Clarke) Zain Pyrrhus played by Shadow_Dragon Jacqueline Burnette played by souljiroseta Thomas de Raaf played by CommonGoods Chad Priest played by chad.sims2 The Survivors are those who have managed to survive whatever disaster has befallen the Watertown facility. They are few, but they are extremely valuable in understanding what exactly has taken place here. They are: Hank Eagles played by Ultimate_Ninja_Storm Corinne Knights played by Blossom The Premise The so-called terrorists have been planning this take-over for some time. Clarke claimed he got a tip from a man on the inside that security would be rather lax today. So he led his band of 'freedom fighters' down to the facility known to a select few as 'Watertown'. When they arrived, they discovered that security wasn't just lax -- it was practically non-existent. Upon entering and exploring the compound, they found all of the personnel mysteriously dead. Unnerved, several of the 'terrorists' decided it would be best to leave. Clarke shot most of them. The few dissenters who survived did so by retreating to the other side of the compound. (These are the Player Characters) The story begins just after these events, which coincide with the arrival of the soldiers via HALO jump. Notes First off, this is a Survival Horror: as the saying goes 'there will be blood.' Another thing to keep in mind is that I have a deep infatuation with plot twists. If you like nice, straight-forward plots with no surprises, well, you'll be disappointed... Character sheet: Soldier (SOCOM Ranger) Name: Sex: Rank: (Must be equal to/above Sergeant and below Colonel) Nationality: Specialty: (Demolitions, electronics, marksman, recon, first aid, et cetera) Description: (All soldiers wear black uniforms, boots and body armour so describing clothing isn't necessary. Personality-wise, you should be measurably disciplined and professional on top of whatever other qualities you want.) Equipment: (Nothing outlandish. And keep it minimal. Weapons should fall into the categories of assault rifle, SMG, sniper rifle or shotgun. Don't forget other stuff like night-vision goggles or flashlights.) (Note: The soldiers are well-trained, respected professionals. They should act accordingly. At first. But then again, they're only human, so they're not going to be totally fearless towards whatever horrors await them. Keep that in mind.) (Note2: Events/information pertaining to the soldiers will be in navy) (Note3: The Soldiers have a different play style to the Intruders. The soldiers move quickly and efficiently to their destinations, eliminating -- or attempting to eliminate -- any threats that cross their path. Their primary objective is to secure the facility, with exfiltration being secondary.) Intruder Name: Sex: Nationality: Background: (i.e. why you joined Clarke and who you were before) Description: (Can be whatever you want, within reason) Equipment: (Ditto. But try to focus less on weapons and more on personal effects or items that might be useful...) (Note: 'Intruder' characters are the ones that were just inexplicably betrayed by Clarke, whom they thought of for years as a friend and mentor. They're confused, scared and angry.) (Note2: Events/information pertaining to the "terrorists" will be in crimson) (Note3: The Intruders have a different play style to the Soldiers. The intruders rely more on stealth and resourcefulness in order to overcome obstacles. Their primary objective is simply to escape, with discovering why they were betrayed being secondary.) (Events pertaining to both groups will be in purple/indigo) (General events or information will be in emerald green) There is also two available slots for base personnel survivors. The players who play these characters will start off with a greater understanding of what's going on, and the base layout, but in exchange they will have a little less free-will (i.e. I will use you to guide the other characters around) With a full house, the groups should be (5 soldiers + a survivor) + (5 terrorists + a survivor) = 12. The two groups can and will interact at certain points, but they will have slightly different goals and objectives leading them to different places. Remaining Soldier slots: 1/5 Remaining Intruder slots: 1/5 Remaining Survivor slots: 0/2 Rules Usual stuff applies. No god-modding (controlling other characters), mind-reading (having your character know things they shouldn't) or thread-flooding (if your conversation continues, unbroken, for close to a page, wrap it up) NPCs with names (e.g. Cam Clarke) should be treated like regular PCs, in that you can interact with them, but can't show the result without specific permission (e.g. shooting him dead, or having him talk to you). NPCs without names (e.g. Clarke's men) can be directly influenced without permission, but try to keep it minimal (and, in a fire-fight, try not to just kill them off willy-nilly -- you're humans, not killing machines) Guns run out of ammo. Electronic equipment runs out of batteries. Keep in mind that in order to comfortably run around, you wont have much ammo or batteries or equipment. Once you expend about five-seven magazines, you're out of ammo. You might be able to find more, but ultimately this game isn't about running and gunning through the whole thing... In fact, you may find that your beginning weapons are somewhat less effective than you might imagine. The plot is in your hands as much as it is in mine. I might have control over the large-scale aspects of the environment and the story, but it's ultimately you that controls the details. Keep things consistent, and try not to make it too easy on your characters. A locked door is generally more interesting than an unlocked one. Mood control may be employed (something I've experimented with as a GM). If you see a hyperlinked word, click on it and let the music run in the background. I find it helpful to get everyone in the right frame of mind for a particular event or scene. More rules or other details may be added as the game progresses...
Name: Connell Phillips Sex: male Rank: Lieut (Lieutenant) Nationality:Irish Specialty: sniper Rifles and most long ranged weapons. Description: Black/Brown coloured hair, Its medium length and covers his eyes slightly. Connell is usually quite cheerful but can also give you the cold shoulder sometimes. He is sarcastic a lot and enjoys a good drink. Give Connell a rifle and nothing can stop him although he’s quite frankly sh*t when he has a close ranged weapons! Equipment: AMSD OM 50 Nemesis sniper rifle (Basically a Sniper Rifle!!), K31-55 sniper rifle, a short blade (just in-case he needs it), night-vision goggles, Extra bullets, a Flash light.
Name: Andrew Strider Sex: Male Rank: Captain Nationality: British Specialty: Small arms specialist Description: Brown eyes, short brown hair in line with military regulation but due to personal preference, anything long just gets in the way. Substantial build. Just under average height and holds the reputation of been able to drink anyone under the table if they challenge him and are unfortunate enough to offer to foot the bill. A highly calculating man, his personality shaped by his last operation where poor preperation forced them into the field to fast and he holds himself responsible for the death of two of his comrades whilst serving as part of 2nd Division, 51 Scottish Brigade. Actively seeks to avoid the generic army reputation of shoot first and ask questions later. He pursues a wide awareness of the situation prefering quick short controlled excursions opposed to finding himself in a drawn out fire fight. A philosophy passed on to recruits he has spent drilling during his down time after the last operation. However events have called for his skills despite his file classifying him as still psychologically unsound. Equipment: Assault rifle: SA 80 with underslung grenade launcher. Night vision googles, two flash bangs. Knife
Name: Zain Pyrrhus Sex: Male Nationality: American Background: Zain grew up in a poor family, and has excelled at athletics. He devoted a lot of his life to the study of martial arts. Upon recieving a football scholarship to a great college, he ran home to tell his mother, only the find the place full of cops. His mom was mistaken for a wanted criminal, and the police killed her while she resisted arrest. That's when he joined Clark's group. Description: Stands 6'0", bright red hair in short spikes, green eyes, lean muscular build. Always seems calm and collected, even when he's raging underneath the surface. Tends to be pretty opened minded about people and is extremely loyal to those that have earned his trust. Is wearing a long white trentch coat, black cargo pants with red seams around the pockets and a loose fitting black tee shirt. Equipment: A 9mm pistol with silencer, a katana on his back and a lock pick.
Intruder Name: Jacqueline Burnette Sex: Female Nationality: South African Background: Jackie was rescued by Clarke 8 years ago when she was 14 after a militant group in SA killed her parents. As a result of this she grew up believing that anything Clarke said was true and she'd do anything to please him. He has been tacking care of her from a distance ever since and allowed her to recieve special training. this is her fourth real world assignment. Description: Jackie has black hair(upon closer inspection one will see that it's been dyed from an original red), blue eyes. she's got a light tan and has plenty of freckles all over her. she wears dark leather clothing. http://i455.photobucket.com/albums/qq272/soujiro-seta/Velvet-Assassin-1529.jpg Equipment she carries a light carbon fiber 10mm silenced pistol, a special edition marine combat knife, and a small blade which stays in the threads of her boots.
Soldier Name: Kevin "Mac" MacCormick (29) Sex: Male Rank: First Lieutenant Nationality: Scottish Specialty: Assault Description: Mac stands six feet even and shows all the polish of a model soldier on the outside. His red hair is cut short, but stylishly. He's clean-shaven, though whenever he's on leave, he lets his beard grow. His eyes are bright green and aware. He carries himself with confidence, and usually wears a slight smile on his face. Mac is a Scotsman, through and through. He is charismatic, outgoing, and seemingly fearless. He speaks with a thick accent that grows thicker as alcohol is added. Off-duty, he loves to be with people (especially the female sort), and loves a good stiff drink. On-duty, he's respectful of authority, professional, and takes his job seriously. He's never without the occasional flash of humor, and isn't afraid to level with his soldiers. In combat or stress situations, he is steady and patient, and knows his weapons inside out. Equipment: SA80 Assault Rifle, Beretta M9, Combat knife
Intruder Name: Thomas de Raaf (33) Sex: Male Nationality: Dutch Background: Thomas de Raaf joined the Dutch navy when he was 18, fresh out of college. Over the years, he became what many saw as the typical A class marine; swift, resourcefull, an excelent shot and, above all else, highly inteligent. De Raaf was praised a great number of times, by both his commanders and his subordinates. He was wounded a number of times, and recieved a total of 4 "Draaginsigne Gewonden"'s, the Dutch equivelant of the purple heart. However, after 12 years of service, on one drunken night, de Raaf sexually assaulted a member of the military, which led to his dishonourable discharge 3 months later. He spend 15 months in jail, but was eventualy released after it became clear the NCIS had made several crucial mistakes in his case. Not soon after, de Raaf met a man named Cameron Clarke. The two man respected each other instantly, for de Raaf's military record was impressive, and Clarke was the most charamistic person de Raaf ever met. De Raaf has been a loyal subordinate of Clarke ever since. Description: Thomas is both broad and tall, which earned him the nickname "The not-so-friendly giant". He has brown hair, extrodinary dark eyes and often forgets to shave. He is not the kind of man you would want to meet in a dark alley. He usualy wears dark clothing, usualy jeans, a sweather and a jacket. Thomas isn't the most social man, and will probably feel is superior to many of the people around him. He sees himself and Clarke as equals, and was one of the few who actualy defied Clarke openly. He is used to people following his orders, and they usualy do. Amongst Clarke's band, people usualy said "Clarke hires deseters. De Raaf shoots them." Equipment: Benelli M4 Shotgun, Browning 9mmx19. Thomas also carries his 4 purple hearts with him at all times, as well as a picture of his father and mother (whom died when he was 24) and a thin necklace with a metal plate attached to it, that reads "Nunkuranaisa".
Soldier (SOCOM Ranger) Name: Raj Malhotra Gender: Male Rank: Lt. Colenol Nationality: Indian Speciality: Assault, Marksmanship, Bomb-Defusal and Electronics. Description: An extremly disciplined and efficient soldier. Raj is a fearless charismatic soldier. Has a strong surge of hatred towards those who speak against his country. For him his country comes first then his state and then his family. He has led rescue and assault groups in his country succesfully. He is expected to rise to the rank of Colenol very soon. Equipment: INSAS Rifle, Night Goggles, Flashlight and 5 cartridges.
Corinne Knights Name: Corinne Knights (28) Sex: Female Nationality: New Zealander Background: Corinne grew up the only daughter of a single father who was a New Zealand military personnel. He encouraged an active lifestyle, enrolling her in karate classes and taking her abseiling and white-water rafting. However, Corinne’s real passion was for books and learning and she absorbed all the information she could. She studied biochemistry at university, and after she graduated spent two years involved in genetic research. She was then approached by one Mike Ashburner, and asked to join a research team based at a place called Watertown in the Nevada desert. She has been working there since. Description: Corinne stands at 5’5”, with a slender frame that is corded with lean muscle from her active life. She has thick, light brown hair that falls to her shoulders, though she usually keeps it tied up in a ponytail, and big, chocolate brown eyes. She tends to wear tight-fitting tops and loose trousers, but always chooses practical clothes that are easy and comfortable to move in. Corinne is a bright minded and serious young woman, but she has something of a temper and those who know her know it’s not a good idea to piss her off. She is very passionate about her research, and is determined and focused. Equipment: She carries a pocket-knife with a lock-pick and penlight attachments, and a picture of her father.
Survivor Name: Hank Eagles Sex: Male Age: 55 Nationality: United States Background: Became a cop in New York city because he wanted excitement after a dull childhood. Nothing never really happened while he was on the force, so after a few short years of 'street patrols' he opted for bomb disposal training as he was always good at making things. He really enjoyed the training and After 2 years of rigorous exercises and 'practice runs' he was hired as a bomb disposal trainee for the SWAT. Hank's wife left him after an bad argument. Hank didn't really have anything to lose so he decided to further his career and work with the SWAT in real operations. But Hank's very first assignment didn't go so well, a bomb on a cargo ship exploded before he could get to it and he witnessed innocent people die. After the incident he quit the force. He was later hired as a security guard at Area 51 as he has some experience as a cop Description: African American. Bald with a mustache. Slightly overweight, average height Equipment: Standard issue Glock 19 pistol and a swiss army knife
Soldier Name: Ruslana Anadyr Sex: Female Rank: Colonel Nationality: Ukrainian Specialty: Combat psychology, reconnaissance Description: Green eyes, medium-length black hair, tall. Her somewhat reckless, get-the-job-done attitude has earned her numerous official reprimands, but her ability to inspire the perfect mix of respect, fear and loyalty in her troops has made her irreplaceable. Equipment: Hecklar & Koch MP-5 Submachine gun, night-vision goggles, flashlight, signal flares, flashbang grenades, miliatry-issue machete. Intruder Name: Dave Hayter Sex: Male Nationality: Canadian Background: Born in an isolated village in Alaska, moved to Quebec when he was 8. Hayter has a love of foreign cultures and languages, being fluent in French, English and Arabic. He took a few years off college to explore the Middle-East, where he met Clarke during a run-in with local authorities. Clarke bailed him out of jail and took Dave under his wing, travelling with him and teaching him about local customs. Dave's been a devoted follower ever since. Description: Despite his academic skills, Dave is the epitome of a rough-and-tumble adventurer type. He wears appropriate gear -- khaki shorts and a shirt in the day, deerskin coat at night -- and always stocks provisions in his backpack. Equipment: Survival knife, matches, fishing line, flashlights, blankets, sleeping bag, first aid kit.
Intruder Name: Chad Priest Sex: Male Nationality: American Background: A natural born rebel he surprisingly had a normal middle class family, father, mother, and a younger sister. He started getting a bad rep very young, his first offence stealing at the age of eight. He continued his actions as he got older, branching out into tagging or damaging public property, then he mugged a few people before gathering the nerve to rob a small bank at gun point at the age of eighteen. Things went bad and he killed two men and a woman before fleeing with only a bit of money. He was forsed to flee NY were he had grown up, leaving his family without a second thought. He stole what he need or wanted and by the age of twenty one was in TX fleeing his most recent conquest when he had almost been captured Clarke pulled up in a shiny car with a slick smile saving him and enlisting him. Discription: 6' ft, skinny, clean shaven with long black hair. Wears all black. Has a young looking face. Equipment: Switch blade knife, glock (9mm)
Clarke's Betrayal The air was thick. Maybe not physically, but Cameron Clarke could feel the tension building around him. He wasn't surprised. Disappointed, maybe, but not surprised. "More bodies, Chief," Hayter said. "These buildings are full of 'em. They're all bleeding from their eyes and nose and... ass. It's not pretty. I, uh, think we're in a bit over our heads here..." The entire group -- 28, maybe? -- had clustered around. They were looking to their leader for guidance in this moment of turmoil. Some had fearful expressions, some were horrified, some were indifferent. Clarke knew what he had to do. "Alright, we'll hold a vote. Anyone who feels we should abandon our principles, turn tail and flee like scared rabbits, stand over there. Anyone who has faith in our cause, stand by me." Hayter, ever determined, stood to one side. The young and their ideals. It was all black and white to them. A few others stepped over to his side, among them were a red-haired boy with a katana called Zain; the rebellious troublemaker, Chad; the Dutchman de Raaf, whom Clarke wasn't surprised to see stand against him, as he often did; Jackie Burnette, a South African girl whom Clarke had practically raised, and two twins whose names escaped him. "Look," one of the twins was saying, "I mean no disrespect to you, but there's something obviously wrong here. We can't just march in. The circumstances have changed, and it's time to re-think our... what are you doing?" Clarke pulled his pistol from its holster. A Mausser C96 'Broomhandle,' modified to fire 9mm rounds; they didn't even make these any more. A shame, it was a fine weapon. It had a certain stylish flair that Clarke enjoyed, and when it fired it made a beautifully elegant, yet powerful noise. "I think it's time I removed certain dead weight from our little troupe," he said, shooting the twin through the head. "I do not abide traitors. And that is exactly what you are doing. Betraying me; betraying all of us." Chaos broke out. Some of the dissenters pointed their guns at him. Clarke turned to the other twenty-or-so men and women who'd stuck with him. "Shoot them," he ordered. Several of the men opened fire at once. Such loyalty. It was magnificent. A 'firefight' ensued, using the term loosely. It continued for a full minute before everyone realised that nobody was dying. The shooting died down, and both parties stood in confusion. Clarke grinned, stepped into the smoke that rose between them. "What the hell is this?" Hayter demanded. "I suspected something like this might happen," Clarke said, gesturing with his pistol, "so I personally loaded every gun with blanks." "Why would you do that?" "I needed to know who can follow orders, no matter what they may be. Without knowing exactly whom I could trust, I simply gave blanks to everyone. Except myself." With that, Clarke shot Hayter in the chest, who fell to his knees, going into shock. Clarke felt a pang of guilt having missed the man's heart -- Hayter was a good man, he deserved a quick death. The other five didn't wait around to get shot. They fled in the opposite direction, Clarke firing off the rest of his magazine at their backs. Bah. He'd have to deal with them later. For now, there were more pressing matters. He dropped the backpack full of ammo onto the ground. "Help yourselves," he announced, "today is our revolution. Today is the day we change the world. We cannot let anything stand in our way."
High Altitude No Opening Pilot checked the altimeter. Perfect. The GPS read-out showed them right on the mark. He plucked the intercom mic from its holster. "Alrighty, rangers, we're here. Time for ya'll to get the hell outta my chopper. Pilot out." He grinned at his codename. So unimaginative; so typical of the military. Anadyr slid open the side door. The inside of the helicopter filled with the roar of rushing air, and the rhythmic chopping of the rotary blades. The soldiers lined up, leaping from the aircraft one after the other, with the Colonel watching to make sure they were adequately spaced, tapping each on the shoulder as the time came for them to jump. Anadyr was the last one out. HALO jumps were tricky. Open the parachute too soon, and you're a sitting duck for enemy fire; open it too late, and you're a stain on the ground. It was literally down to split second timing. But she and her men were trained well. Pilot watched as the camouflaged parachutes opened out, one by one, like little puffs of smoke. He counted… four? Odd. Anadyr tugged on the cord even harder. Her chute refused to deploy. She tried the emergency secondary parachute. It failed as well, releasing nothing but the strings. ****. Cutting away the tangle of ropes, she adjusted her body, directing herself towards one of the other soldiers. It was a risk, but right now she had mere seconds until death. With the mountainous scenery rushing towards her, she couldn't think, she could only rely on training and instinct. After about six seconds, she'd caught up with Captain Strider. She missed. Went straight past him. Damn. Three seconds later there was Lieutenant MacCormick. She concentrated. This was her last chance. In a split-second of confusion, she dropped from above, grabbing the lieutenant around his waist and latching on. It didn't take the man too long to realise what had happened, and he grabbed hold of her. It would be a rough landing. Pilot turned the chopper around, as per his orders, and flicked on his radio. "Pilot here. Package away. I'm off to have a picnic in the mountains." "Roger that, Pilot. Set radio frequency to 140.85 and await go-code. The mission should lshhft." The radio lost its signal. Interference as he moved into the shadow of the mountains, no doubt. He pulled up on the controls. Time to… He pulled up on the controls again. No response. The hell? Chinooks don't malfunction like this. It's not natural. The radio fizzled back to life. He picked it up. "Base, I'm having a little trouble here. Controls aren't responding. I may need to make an emergency landing and check it out…" "Watertown is my town." Pilot frowned. It was a whisper. He barely heard it. "Say again, Base?" "You call it that, don't you?" "I don't understand…" "Jack, Jack, Jack, Jack, Jack, Jack," it was the same sound over and over again, yet he couldn't discern the age nor gender of the whisperer "Jack, Jack, that's your name, isn't, Jack?" "Whoever you are, you're breaking operational procedure by using my real name. That's not-" "Look out, Jack." Pilot tried, but failed, to stop himself from crashing into the mountain.
The alarms woke Corinne. Rolling onto her stomach, she pushed herself up onto her elbows and looked blearily around her room. The blaring noise echoing in her ears meant something, but disorientated from her sleep she couldn’t remember was it was. Evacuation. That was it – it was the evacuation alarm. Snapping awake, Corinne flung the covers off and scrambled out of her bed. She ran to her door, throwing it open; the flashing alarms bathed the hallway in a sinister red light, and what looked like most of her dormitory were fleeing through the corridor for the emergency exit. “What’s going on?” she called, “What’s the alarm for?” “Don’t know!” someone yelled back, “What are you waiting for? Get going!” Right. Get going. It was an evacuation alarm. Corinne took a step out, then realised she was wearing only a moth-eaten tshirt. Without really thinking she turned round and ran to her wardrobe, flinging it open and grabbing the first pair of trousers she laid hands on. As she pulled them on, she became aware of a persistent buzzing noise underneath the wail of the alarms. Confused, she looked round and caught sight of her cell phone vibrating on her night stand. She swiped it up and flipped it open without looking at the caller ID, answering automatically, “Knights. Hello?” “Ah, Corinne. It’s Mike Ashburner.” “Mike! What’s going on?” “Don’t worry, it’s nothing, the evacuation’s just a precaution.” Mike’s voice was deep and reassuring over the phone, and Corinne felt some of the panic recede. “We’ll have it all fixed soon, but I need your help Corinne.” “My help?” “Yes. That okay?” “Yes sir. Of course. What do I need to do?” Corinne found switching to subordinate mode was easier, helping her think clearer. “You need to don a hazmat suit, and come down to viral research lab. Got that?” “Hazmat suit. Viral Research.” “Good. See you soon.” Corinne nodded, though Mike couldn’t see her. “See you soon, Mike.” “Oh, and Corinne?” Mike’s voice was casual, but there was an undercurrent of iron that Corinne knew far too well. “Mike?” “Don’t disappoint me.”
With a rush of air and adrenaline, the side door slid open, and Mac felt a tap on his shoulder. Suppressing a yell of delight, he dove out into the cold mountain air. He enjoyed every second of the free-fall, savoring the emotion as the wind blew around him. But as always, a part of his mind was ready and alert, counting off the seconds until he'd have to deploy the chute. He pulled the cord, and the fabric loosed itself from the pack, catching in the wind with a jerk. He looked around him, and counted off three others...where was the fifth? He was answered shortly afterward when somebody latched into his waist. Apparently, their chute had malfunctioned. He grabbed hold of his new passenger tightly. "Hang on! Thes'll be rough!" He called as the ground approached.
"De klootzak, de klootzak!" Thomas cursed in Dutch as he ran away from the group that he had been a part of for 3 years. He had known that this was going to happen. Clarke never liked it when someone opposed him, and Thomas had opposed him to often, it seemed. He had to hand it to him though; the trick with the bullets was a smart move. Very like Clarke to trust noone but himself. "De klootzak." He no longer heard any gunfire, and decided to slow down. Jackie was running in front of him, fast a ever. Behind him were Zain and Chad. Just the four of them. Damned. When he was sure none of Clarke's group was chasing them, he stopped. "Jackie, you can stop running, they're not chasing. Same for you two." He opened his bag and got out a stack of 9mm bullets. "I said, stop f*cking running!"
"Fu*k off." I said in a cheerful voice with a smile as I ran past him. He wasn't my boss. I stopped abit further were fast guy had halted. "Let the bas#$$ catch up." I offered hoping it'd teach the man his place. "Hey, anyone remember the way out?" I asked whoever cared to awnser.
The force of the air almost knocked him off foot for a second as the door flew open. He took a deep breath, it was just another drop he'd done this a thousand times and it never get old the adrenaline rush was incredible he shifted with anticipation as he watched the first person jump. It was almost time. The hand tapped his shoulder and without hesitation he threw himself out of the chopper the cool air rushing past him, the feeling made him so alive he'd never found something that could quite rival it and my god he had tried. He forced this distraction from his mind. Rule one of the jump, absolute attention. After all his life was at stake that’s what made it so enjoyable he waited every jump he found himself getting a little later. His shoulders buckled as his chute deployed and threw him back up momentarily. He saw Anadyr rush past him he noted her face, something was wrong he didn't have a chance to worry though the speed you travel, she was upon MacCormick seconds later, good luck to them on landing. He hadn't expected a drama this soon, he allowed himself the luxury of looking around now that he was captive of the slow descent the chute offered. The others had deployed safely as far as he could tell and he could see the chopper departing...
What an idiot Zain though to himself as he shook his head. "Sorry but the way we came in would mean going through clark's group. He's got more men and more guns. In other words, we need a different exit." Despite the urgency, he voice was calm as ever. His eyes glanced over to Chad, "What do you think?"