Team Tinfoil and Team ParanoiaContinue providing light entertainment (unless plans change, in which case stick with the card playing group).
Internally, on a second track (I can totally do that, right?) listen to the strange radio broadcasts. See if I can't decode their meaning, perhaps by fiddling with the transmission a bit?
Name: Radioman
Description: A radioman.
Physical: 0
Mental: 0
Life: 0
Stats:
Strength: 0
Speed: 2
Dexterity: 2
Will: 0
Knowledge: 0
Senses: 1
Skills:
Operator: +3
Rifle: +2
Camouflage: +2
Mechanic: +1
Melee: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
I'm afraid you cannot modify the audio on your own. Your radio capacities do not allow it.
But it DOES sound like information? Assuming Bob clues me in, see if I can record what's coming in and then slow it down. Or is there an easier way to slow it? Hmm.
Anyway, keep myself glued to Tala. Even if she does seem a little crazy. And even if her sister did die by explosion. Hmm. On second thought, stay a bit far away from Tala.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: +0
Mental: +0
Life: +0
Stats:
Speed 1
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 35
Inventory:
Fancy Hat
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Mechanic’s tools
Flare Gun (For signalling planes for rescue. 1 shot, risk 2)
Knife (Risk 2)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Joan's Radio
Some bullshit pamphlet thing
Well, it doesn't sound random. It might be info or it might be just non-random noise. As per recording sound and slowing it down, how exactly do you want to do that? You have a reel to reel recorder or something? Because I don't think ya do.
"That's it, we're officially on 'panic' mode. Suspicious people make me very, VERY nervous. Card players, get up here, we're going to check this out.
And get that radio off.
Move up the staircase, gun at the ready. If it's wearing a Nazi uniform, shoot it. If they look like kitchen staff, grab them and take them out.
Radio the findings to everyone else, even if the interference is still there---anything that gets through is good. Oh, and also radio the order to keep silent unless absolutely necessary, because Chekhov's List Of Suspicious Names paranoid.
Name: Graham Garter
Description: Once a Lieutenant left in charge of a battered company in Africa, now shipped back to the 888th after offending his commanding officer in some way he doesn't discuss. Tall, heavily tanned from his time in the desert.
Physical: +0
Mental: +0
Life: +0
Stats:
Strength: 1
Dexterity: 1
Will: 1
Knowledge: 2
Skills:
First Aid: +3
Submachine Gun: +2
Exotic Melee: +2
Interrogation: +1
Language: +1
Operator: +1
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Commander equipment
SCR-300 radio Transceiver and handset
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst)
2 Thompson magazines
Binoculars
5 signal flares (red, blue, green, yellow and black smoke) and flare gun
GLORY: 30
You move up the staircase and immediately find a crew member. He's talking to one of the members of your unit. Huh. Well you...take him out....Hmmm. Well I'm fairly certain you don't mean to take him on a date. And I'm also pretty sure you don't mean "Take out" as in "Murder him in cold blood". So I'm gonna interpret this as you want to move him back to safety.
You move over to the man and, through use of whispering and shoves, bring him back down into the mess hall and sit him next to the card players.
Smith makes some spooky noises "The more I see the creepier this gets. can't things ever be normal?" keep on following
Physical: 0
Mental: 0
Life: 0
Stats: Speed(3), Will(1), Dexterity(1)
Skills: Medical Training(3), First Aid(2), Submachine Gun(2), Pistol(1), Mechanic(1), Car(1)
Inventory:
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
A whole pile of other shit I won't bother to track.
Medic’s Bag (restores up to -3 on life dice)
M1911 pistol (9 shot, risk 2)
2 pistol magazines
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst)
3 Thompson magazines
75 GLORY
Smith came to the 888th because he wanted more carnage to fix. Normal units are simply too boring. Smith won't tell anyone if "Smith" is his first or last name, and his officers don't care enough to look it up in his records. As far as appearance goes Smith is remarkably ordinary. So ordinary that in any group he practically disappears.
[Following intensifies]
Tala looks herself over in quick succession after putting on all that tinfoil, and then she looks at the squad behind her who are presumably casually looking at her.
"Ok I've tried humor and at least I know we've a way to sound off for others. Also, if I'm sounding bossy, just tell me please. We underwent command or leadership training, me and Joan and a few others from our homeland, so multiple language skills and how to say them were a thing."
Remove all that tinfoil, but keep it in my inventory somewhere safe for later use.
And since I didn't use my Glory-bought stuff, replace them with A MEDIC BAG!
Oh, but keep the gloves, then let's head off to where I presumed one of the two places where the General could best be.
((I think I rolled a 1 or 6 on that ))
"Any update on that radiowork? We're heading to the General now. Excuse the caution. We can cover with our weapons. I'm saying all this because I really don't like the 'thunk' on the side of our ship that we could hear from the mess hall. And, I'm presuming we're under attack."
Glory: 130 [-100; -30, for Medic Bag and Helmet = 0 GLORY remaining]
Weapon: Scoped Springfield M1903 A4 [5/5]; [5/15 ammunition total]
Name: Tala Agata
Description: Tala was enlisted alongside her kin, for their renown in sharpshooting and rugged terrain survival. Being the one who had taught Joan how to shoot, she was only a year her senior before they had been separated in different brigades. She was recently transferred to the 888th after the Normandy landings.
Physical: -
Mental: -
Life: - {+Helmet}
Stats:
Speed: +1
Dexterity: +1
Will: +1
Knowledge: +1
Senses: +1
Skills:
+3 Sniper rifle
+2 First Aid
+2 Medical Training
+1 Camouflage
+1 Pistol
+1 Languages
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
*Medic Bag
*Helmet {+1 Life}
Probably a lot of tinfoil
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
You take off your conspiracy protection suit and somehow trade out items despite being nowhere near where you would have to be to do so.
Then, since you can't make it up to the quarters for the senior officers from here, you back track through the mess room, up the stairs, through the kitchen with the lightshow door and into the hall opposite the lightshow door. This hall leads all the way to the front of the ship and has, on its left side, a series of doors. You walk down the hall, ignoring all the doors until you reach the one with Bone's name stenciled on it. You knock and there is no answer. You try to open the door and find it locked.
Tin Foil Squad
Hans opens his mouth and says, "I haven't mentioned it before, but I can speak German. If those people are Nazis, We can try to take some of them alive, and interrogate them after."
Keep going along with the squad.
On and on the follow train goes.
Team Conspiracy Theory I mean Team Tinfoil.
"That's weird. I'm getting the pulsing yeah, but it sounds like it's something that's way too slow? Like, ya know at the theatres if the projectionist messes up? But it doesn't seem like someone's actively slowing it, least by any tech I know of. Just like audio that was already slow in the first place or something." Bob glanced around. "This is pretty freaky, ya know? Distorted audio, everyone up and disappears without a struggle, the sounds. . ."
Stare a little uncomfortably at our leader, but follow her lead and see if Bob can find some gloves for himself. Also continue to listen to the audio. Check to see if the radio has any method of recording and if so, record a snippet, and to play at increased speed.
EDIT: Try to determine whether this pattern seems indicative of some sort of doppler effect.
Name: Robert McKinley
Description: McKinley was about ten years old when WWI ended, and his brother returned with innumerable stories of gore and glory. Robert desired to fight for his country in the same way. There was, however, no immediate war in which he could partake. He considered himself to be one of the few to hate the Roaring Twenties. They were a time when the people wallowed in extravagance and purposely forgot the horrors, but also the sacrifices and heroism of the great war. And then came the depression. He found himself liking the depression, though of course, he didn't admit that. Mainly because it seemed like fitting retribution for the excess of the previous years. it might have also had to do with the fact that he managed to retain his job and keep up a standard of living. In any case, 1939 was a year almost of rejoicing, and after he had settled his affairs, he signed up for the battle which he had lusted for.
He's a tall, blondish man who fancies himself to have a certain rakish look. His eyes are deep set under a heavy brow, but full of disturbing light. Call him Bob.
Physical: 0
Mental: 0
Life: 0
Glory: 70
Stats:
Strength: +1
Dexterity: +1
Will: +1
Senses: +2
Skills:
Hand to Hand: +1
Exotic Melee: +1
Machinegun +3
Pistol: +1
Car: +2
Camouflage:+1
Language: +2 (Fluent in french, small amount of Italian)
Inventory:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Rations (Restores up to -2 on physical dice)
MP-34
1x 34 round ammo box
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
5 BAR magazines (Should I get rid of some of these? Because I had five from back when the BAR got five, and I was just assuming my character held onto them)
1 BAR mag with incendiary rounds.
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 first aid kit
1 trench knife
1 radio (Unbroken)
3 german medals
1 strange medallion.
1 Clicker
1 L type Flashlight
1 sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Survived Injuries:
Hit in the forehead with machinegun fire on D-Day, helmet broke his nose, but saved his life.
Clipped by machinegun fire from main bunker on D-Day.
Caught in part of the fuel explosion in Poland: Large burns on exposed skin, but survived.
You run back and get some gloves from the scullery.
The radio lacks the capacity to record and play back. 1940's here people.
This is state of the art. You listen to the sounds for a bit. No, it doesn't sound like Doppler.
Team Downunder and Team that one guyDenver investigates the area for anything out of place. If he and Spencer find nothing, he motions for Spencer to quietly (stealth) head up to the deck.
"Damn. Wrong way. We should look here though. May find something!"
Name: Denver Gaunt
Description: Denver Gaunt is an average man of average build from New York. His family ran a small bakery, but Denver was disenchanted with the working class life and took up boxing. After joining up into the army, he discovered a newfound love of war and was quite overeager, eventually being transferred into the 888th for insubordination after several men were killed due to his rashness.
Physical: 0
Mental: 0
Life: 0
Stats:
Speed +1
Dexterity +1
Will +1
Senses +2
Skills:
Melee +3
First Aid +2
Camouflage +2
Traps +1
SMG +1
Operator +1
Inventory:
SCR 300 Radio Transceiver and Handset
Thompson SMG (25/25, Risk 2+1 for every five rounds in
burst )
Spare Magazine [25/25]
Binoculars
Flares (Red, Green, Black, Blue, and Yellow smoke)
Flare Gun
Universal Kit
Will add detailed list later.
Denver investigates the area for anything out of place. If he and Spencer find nothing, he motions for Spencer to quietly (stealth) head up to the deck.
"Damn. Wrong way. We should look here though. May find something!"
Name: Denver Gaunt
Description: Denver Gaunt is an average man of average build from New York. His family ran a small bakery, but Denver was disenchanted with the working class life and took up boxing. After joining up into the army, he discovered a newfound love of war and was quite overeager, eventually being transferred into the 888th for insubordination after several men were killed due to his rashness.
Physical: 0
Mental: 0
Life: 0
Stats:
Speed +1
Dexterity +1
Will +1
Senses +2
Skills:
Melee +3
First Aid +2
Camouflage +2
Traps +1
SMG +1
Operator +1
Inventory:
SCR 300 Radio Transceiver and Handset
Thompson SMG (25/25, Risk 2+1 for every five rounds in
burst )
Spare Magazine [25/25]
Binoculars
Flares (Red, Green, Black, Blue, and Yellow smoke)
Flare Gun
Universal Kit
Will add detailed list later.
"Probably just food and the like in these rooms. Lets go check out the deck and the boilers/"
Once Denver has had a look, follow him to the deck, rifle ready.
Name: Spencer Ward
Description: A tall and thin man with curly brown hair. Has the look of someone more aware of his surroundings than others do.
Physical:+0
Mental:+0
Life: +0
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Hand to Hand: +1
Melee: +2
Pistol: +2
Rifle: +3
First Aid: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Helmet and flack vest (+1 life)
M1 Garand (8 shot, Risk 3) (8/8)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
Location: Officer's kitchen
Charlie checks the provisions room on his way out, getting a rough idea of what's there before drawing his knife and carefully opening the door to the main deck, clearing his throat beforehand so those on the other side won't be spooked into friendly fire. Listen to catch any part of what is said.
Those following me can beg answers from the cook; the fellows outside would probably know more.
Name: Charlie
Description: Wears a bowler hat; has a moustache embarassingly similar to Adolf's. Apart from these unique features, he's unrecognizable.
Backstory: Draftee; hasn't said anything since he arrived. his files have some info; nobody ever looks. His reasons for being in this mess are personal.
Attrs: GLORY: +0 | Physical: +0 | Mental: +1 | Life: +0
Charlie is less vulnerable to verbal abuse and manipulation the less he speaks.
Stats: Str: -1 | Speed: +1 | Dex: +1 | Will: +2 | Knowledge: +0 | Senses: +2
Charlie tires easily: lowered strength.
Skills: +3 Camouflage | +2 Mechanics | +2 Melee | +1 Interrogation | +1 First Aid | +1 Pistol
Charlie is always the bad cop while interrogating. His very silence is unnerving.
Inventory: [Chaplin Equipment] [Universal Equipment]
Clothing: Knit cap, Gun belt /w Mag pouches, Holy Symbol (+1 Mental)
Weapons | Ammo: M1910 pistol (9 shot, risk 2), Knife (2 risk), 2 pistol magazines, Entrenching Tool (A folding shovel)
Toiletries: Mirror, Razor Set, Bar of soap, Toothbrush and tootpaste, Compressed TP, Mess kit, Canteen & Cup
Food & Drink: Ration (Restores up to -2 on physical dice)
Healing Tools: Holy book (Used to restore 0 to 3 mental damage. Every 0 roll deals 1 mental damage to user), First Aid Pouch (Allows First Aid. Single use)
Tools: L type Flashlight, Sewing kit, Notepad & pen, Haversack, Compass, Clicker
After looking through the provisions and finding that they are basically just food, all three of you head out onto the deck. Outside you find three more men, other crew members, crouched near the door and staring up into the sky. Around the ship, the sea is calm and the waters are flat and black. They lap gently against the ship in complete defiance to what you see a few hundred feet away. Around the ship, like a dome, is a wall of fiercely spiraling clouds. They're solid, filling every inch of sky, and moving at hurricane speed around the ship. Lighting ripples through them, flickers of purple, blue and white light, and arcs across them in arches and spreading root like patterns. You can see hail out there, stones the size of cannon balls smashing into the water and raising great plumes of foam and spray. The inside of this dome should be shatteringly loud; a continuous peal of thunder, crack of lightning, roar of water and wind. But there's nothing.
Team GoldbrickTeam "Cards and Tunes"
"Oh, ho, ho~ looks like it's my lucky day today! Another round, fellas? Care to lose a little more?"
Ed pockets his own pack of cigs, lights up one of his won cigs, and plays on with his winnings.
((anyone remember what the clicker in the universal kit is? that a signalling device?))
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical
0 Mental
0 Life
Stats:
2 Dexterity
2 Will
1 Senses
Skills:
3 mechanic
2 tank
2 trap
1 camouflage
1 operator
1 demolitions
Inventory:
Universal Equipment: 1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes(9/9) + 5 additional cigs (+1 lit cig, smoking)
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
1 pair spare socks, wool, warm
Engineer’s EquipmentMechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)traded to Simon Smith
Knife (Risk 2) (looted from dead teammate.)
Nazi Commander Luger 7/8 ammo (Risk 2)
One of the Nazi angular guns that Simon looted (currently being studied by eggheads)
Nazi Officer's Uniform, gently used
195 GLORY
One fully autonomous Radio:
Pretty sure I gave it to Oz since he was the first to answer. Not that he can't be used by multiple people.
"Oh, my friend, your luck's going to change. Nobody beats Simon the Shark for long." Simon says, while smiling and casually flipping off the doorway that Graham had gone through earlier.
Keep playing, and this time, win. Take ALL Ed's cigs. Ignore the "orders" given by that new shmuck.
Name: Simon Smith
Description: A short and somewhat stocky man with a thick beard. His looks are deceptive, as he's actually quite agile.
Physical: +0
Mental: +0
Life: +1
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Sniper Rifle:+3
Camouflage:+3
Melee:+2
First Aid:+1
Traps:+1
Demolitions:+1
Class Inventory: - First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- A bunch of useful bits and bobs
- ((Only 5/9 cigs))
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2/2 Springfield "magazines"
- Binoculars
- Spare Scope (Mounted on Gewehr)
- 2/2 Smoke grenades
- A "mag" of incendiary rounds for the Springfield (loaded in spare Springfield)
Looted Inventory:- Helmet (+1 Life bonus, Single Use)
- MG 15 [37/75] (Given to Doc Daneeka)
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
- Two mysterious angular Nazi rifles (One given to Ed) (both confiscated by the brass)
- A spare Springfield M1903 A4 [5/5] (Loaded with incendiaries)
- Three spare Springfield "magazines"
- Knife (risk 2)
- A collection of "Chains, rope, small knives, and other things" looted from a Nazi supply depot.
GLORY: 140!
Team Chill
Come on put your cards where your mouth is
Continue playing till they get an officer to give orders or something happens
Name:Yarrick
Description:A tall man was transferred to the 888th after managing to bring down a tank with a lucky shot from above
Physical:0
Mental:0
Life: +1
Stats:[/b][/size]
Speed: +2
Dexterity: +3
Senses: +1
Skills:
Melee: +1
Pistol: +1
Explosive: +3
Demolitions: +2
Mechanic: +1
Camouflage: +2
Inventory:
Helmet (+1 life)
Pistol M1918 (Risk 2) (ammo 7/7)
Knife (Risk 2)
First Aid Pouch (Allows First Aid) + Spare
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload) (Loaded with HE rounds)
3 HEAT rounds
3 HE rounds
3 WP rounds
2xSatchel Charge (Risk 7)
Glory 110 -50 First aid- 30 Helmet = 30
Yarrick wins this round. Ed loses 1 cig, Simon loses 3. He seems to be having a small heart attack if his face is any indication.