It is early 1943, Europe is in the grip of nazi rule and war is tearing the world apart. Through some twist of fate, you find yourself with three other people in a small farmhouse in the countryside near the Belgian city of Torhout. Also present is a small band of Belgian resistance fighters, who have put you in contact with N, a british spy. Determined to somehow help the war effort even from your less than ideal situation, N has an oppertunity for you, should you choose to accept it.
Welcome to an alternate history version of world war two. We will be going with low key fantasy elements, mostly involving nazi experiments and occultism. Other than these elements things will be fairly realistic. I'm not going for hard realism here, you may in fact expect a lot of handwaving and factual errors. Due to the shenanigans that will certainly occur, the timeline of world war 2 probably won't be followed very strictly, if at all.
D6, 1 sucks, 5 is perfect, 6 is too perfect. On natural 1 and 6 an extra roll will be made, on 3 and below the effect is decidedly negative and on 4 and above the effect is largely positive.
Name: you know this by now, right?
Age: The number of years you've managed not to die since being born
Appearance: How ugly is your gob?
Backstory: Can be as concise or elaborate as you want. You simply need to end up stranded in belgium in 1943 somehow
Previous occupation/training: From your backstory, gives you a small bonus at the start.
Stats: see the next spoiler
As you may have noticed , you don't have to be a shooty-tooty american marine or hardened british commando if you don't want to. You can't be the king of Belgium though, let's keep it somewhat realistic.
There are 4 stats
Body: your musclepower and endurance, use it to hit people and perform feats of strenght
Reflexes: Dodging, shooting, driving. Gotta react fast
Wits: Knowing stuff tends to help. Like knowing which wire detonates the tnt, and which sign says "warning: insane nazi scientist at work"
Spirit: your spirit
Every stat starts at 0. 0 in a stat gives you -1 for rolls. 1 equals no bonuses for rolls. every point from 2 and up equals a 50% chance for a +1. You have 5 points to start with.
Your character may gain both stat points and additional skills as our adventure progresses. Skills wil not necessarely be bonuses to rolls, but could also be forms of knowledge or such things. There is no charisma stat, all diplomacy and verbal shenanigans will be rp'ed. There are also no hit points, we're going with the chunky salsa system. Because really, getting driven over by a Tiger II pretty much means death no matter how many hit points you'd have left.
I'll be taking 4 people to start with. I'll select the players tomorrow afternoon, so in about 12 or so hours from now.