Simon keeps talking without looking away from his scope.
"Eh, sniping's as boring as you make it. I thought about just charge in there, shooting and stabbing until everything stops moving, but I decided that'd be too loud. I just got this rifle anyway, it'd be a pity not to use her."
He sighs heavily.
"I really should've done it. At least we'd already be finished if I had."
Yeah, just keep watching the window with Alice. Shoot the first head to pokw out, and the second, third, fourth, all the way up to tenth if there's enough Nazis and/or allies stupid enough to absorb Simon's whole mag.
Name: Simon Smith
Description: A short and somewhat stocky man with a thick beard. His looks are deceptive, as he's actually quite agile.
He has six firearms chained to his back, along with an assortment of knives and a sniper rifle he's always carrying around. He's wearing an "inconspicuous" birdwatcher outfit, while carrying a small arsenal of firearms in bags.
Physical: +0
Mental: +0
Life: +0 (Unless his disguise includes a helmet)
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
- 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 (One sent to the breach team.)
- A "mag" of incendiary rounds for the Springfield (loaded in spare Springfield)
- Scoped De Lisle carbine [10/11] (silent)
Looted Inventory:- Helmet (+1 Life bonus, Single Use)
- MG 15 [37/75]
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
- Angular Nazi Lightning Rifle [10/10] (Risk 4, hopefully silent)
- 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: 0.
"Finished in the sense that we're victorious or in the sense that we're bleeding on the floor? I'd rather be in a place where I can shoot the enemy but he can't shoot back if I can help it."
Alice thinks for a moment.
"Though really, where I'd want to be is where there's no shooting going on at all. Oh well, sniping's a good middle ground 'tween that and the first thing."
"I guess this is what qualifies as the exciting part and we're still just waiting for something bullet-worthy to come along. Sniping is kinda boring. Gives you time to think, though."
Seeing things. I'm good at seeing things, sure, I got a 1 in that. And a nice pair of lenses. So I'm gonna sit riiiight here and use my lenses to look at things, allowing me to see them. If any of the things that I see are of tactical relevance, pass this information along to my comrade with the set of lenses that are less suited for looking at things, though admittedly quite capable when it comes to aiming at things. Such that he may aim at the things that I look at.
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: 50
Inventory:
Fancy hat
Police baton
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8/8 shot)
2 pistol magazines
Handie talkie
Binoculars
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)
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8/8 shot)
2 pistol magazines
Joan's Radio
"For someone with such a decided aversion to being shot at, you sure chose an odd line of work."
"Pretty sure I was drafted? But I'm a woman and I don't have my origin story on my sheet so I'm not really sure."
"What sheet?"
"You know, that thing we both have under our speech and actions? Lets the skeleton controlling us know important information that he would otherwise forget?"
"Are you having a stroke?"
"I might be."
Time was of the essence--as well as being both confused and annoyed by clumsiness!
Get out of the current area; make a roll or drop prone (whichever is better), get my pistol free and aim to disable any nazis (because everyone else is either next to me, or having a radio for a head).
Glory: 0
Weapons:
(E) Silenced Pistol [8/8]; [8/8 ammunition total]
Equipped Weapon Skill: +0 [+0 if used in Melee/+0 in HtH]
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:
(Worn) Maid Uniform with a smoke grenade in that pocket
Journalist's Uniform; disguising to not look female, and blending in the dark.
A Flat Cap*
*(Worn) A Helmet hidden by a flat cap {Just for the game mechanic to apply?}
A few pens, which can be used as lockpicks
Binoculars
Police Badge/Uniform
A copy of that propaganda paper
1 Carry-bag (Medic Bag)
2 smoke grenades (hidden)
1 military beret (hidden)
1 Birdcalling-whistle
2 Handie-talkies
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Knit cap
1 Notepad and Pen
1 Canteen and Cup
1 Compass
1 Mirror
1 Clicker
1 L type Flashlight
1 First Aid Pouch (Allows First Aid. Single use)
1 Ration (Restores up to -2 on physical dice)
1 "Birdwatcher" themed van, carrying all equipment below in the other spoiler. Its driving controls are pretty much a joystick.
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
2 Medic Bags
Probably a lot of tinfoil
1 Entrenching Tool (A folding shovel)
1 Sewing kit
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Mess kit
1 Haversack
1 Gunbelt with Magazine pouches
[6]
You leap out of the bathroom, land, and roll to your feet sweeping your gun around, trying to find a target. Gonna assume you're using the Scoped Springfield because its the only thing you have listed. Though I'm rather confused how you got it into this situation...we'll assume it was in the cart as opposed to smuggled in via...more arcane or invasive methods.
[3]
You can only make out vague shapes and movements in the smoke. You take several shots at the phantom shapes but you have no idea if you hit them or not. This smoke grenade was a terrible idea!
"Maybe mother was right about taking those acting lessons after all."
Scramble towards the door, open it if it's locked to let loose our dogs of war. since it's already open just get next to it so I don't block entry for allies but I'm close to the exit.
Play some loud noise to mask the sound of our fighting, perhaps drilling or other construction noises? Or just some really loud music if that's not possible.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: 0
Life: 0
75 GLORY
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
13 individual cigs
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
2 grenades
1 blowtorch
flyzapper gun (risk: ??)
You duck low and half run, half crawl to the door with your hands on your "head". You get over to the side of the door frame, out of the way of both the door and anyone that might come through it proceeded by a hail of bullets. Once crouched and as small and unshootable as possible, you start making noise. [1] The noise you start making is that of gunfire. And artillery. And tanks. And collapsing buildings, screaming, fire, and car horns. You blare that shit at high intensity and for some reason you can't stop.
Blinded by the smoke and startled by the gunfire, Charlie hits the floor and rolls over against a wall, drawing his stiletto.
Note: Charlie is wearing mechanics overalls, having never changed out of them. Camouflage is not impossible under those circumstances. I'm referring to two turns ago when a passed camouflage check was wondered at.
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: +45 | Physical: +0 | Mental: +1 | Life: +0
Stats: Str: -1 | Speed: +1 | Dex: +1 | Will: +2 | Knowledge: +0 | Senses: +2
Charlie tires easily: lowered strength.
Skills: Camouflage: +3 | Mechanics +2 | Melee +2 | Interrogation +1 | First Aid +1 | Pistol +1
Inventory: [Chaplin Equipment] [Universal Equipment]
Clothing: Knit cap, Gun belt /w Mag pouches, Holy Symbol (+1 Mental), Greasy Overalls
Weapons | Ammo: M1910 pistol (9 shot, risk 2), Luger(unknown shot and risk), Stiletto (risk 2, risk 5 if undetected), Knife (2 risk), 2 pistol magazines, 3 Luger magazines, 4 Grenades
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, Entrenching Tool (A folding shovel), Set of Lockpicks, Mechanics Tools,
You fall on the ground and roll until you hit the bathroom wall. It...well you're not in the direct line of the hot smoke so its better but you're still right next to the freaking thing. You pull out your knife and point it in the vague direction of angry sounds, but blind as you are you really can't do much more than hope someone evil walks into it. Also having this much smoke in your lungs is SEVERELY uncomfortable and probably bad for your continued existence. Despite what the Marlboro ads might insist, you don't think that humans can live on smoke alone. There should be at least a little oxygen in the mix. For flavor.
"Rod Stiffson, now that's a name! Perhaps. . .no, don't really need an alias here. Didn't say 'When you get to hell, tell em Bob McKinley sent ya' though that would have been great." He needed to remember that for next time. Or he could replace Bob with Rod? Didn't matter much.
It sounded like things had gone wrong, at least, that's what the gunshots indicated, and the fwoosh over the radio indicated. He hopped out of the car, still feeling that slight urge to do something. This time, in police officer garb--darn he wished he had a fake mustache--he got out, and started walking around the outside of the hotel. He stayed far away from the main entrance near the lobby, but he'd search for all back doors and exits, and try to figure out whether there was a corner of the hotel he could find where he might be able to watch two backdoors simultaneously. He took just his pistol with him, not his BAR.
Bob gets out, and tries to find all the back doors of the hotel. Nazis fleeing through the lobby won't get far, so he needs to catch the ones going out the side. He attempts to determine which are maintenance entrances and which are back exits for guests. He then tries to find a location where he can watch as many doors at once, prioritizing guest doors rather than maintenance ones. But he won't neglect them if possible.Get that +2 to senses. Oh, also Bob makes sure his trench knife is accessible.
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: 115
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)
Supressor (makes pistol risk 8 if unnoticed)
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+Missions:
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.
Survived the attack on the USS St. Elijah.
You quickly find that this building has not just one fire exit but dozens of them! There are doors all over the damn place, in front and in back! The best you can do is part at a distance from the building and try to watch as much of one side of the building as possible, but even then the rear side of the building doesn't really allow for this because of all the other buildings around it. You set yourself up on the "Nazi" side of the building with as much of a view of the doors and the street in the back as possible.
Move towards the room with my rifle ready, and shoot any Nazis I see. I won't poke my head in the room, but I'll shoot any Nazi cross my line of sight.
Name: Carolina Oliveira
Description:
An average sized woman with an athletic build.
She comes from Brazil, where she was secretly trained as a spy. Despite her training, she took up more combat skills than she did stealth and espionage. She was deployed with the Brazilian Navy in the Atlantic for some time before being sent on reconnaissance in Italy, from there she somehow ended up here.
GLORY: 50
Physical:0
Mental:0
Life:+1
Ammo in current magazine:8
Magazines remaining:4
Grenades:2
Stats:
Strength +2
Dexterity +2
Knowledge +1
Skills:
Rifle +3
Melee +2
Explosives +2
Language +1
Interrogation +1
Pistol +1
Inventory:
Luger (2 magazines)
Rifleman Equipment
Helmet and flack vest (+1 life)
M1 Garand (8 shot, Risk 3)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
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
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 move up and crouch against the wall opposite the room's door, keeping your weapon trained on it. If any nazis come out of there, you'll get em.
Open room door and fire on any and all Nazis. Use frame as cover. If any are in knife range, stab them.
"Shots fired, coming through the door!" Denver radios.
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
Trench Knife (Risk 3)
Universal Kit
You kick open the door and step in. Immediately red smoke washes over you and you blink and cough, trying to ignore it as you search for enemies. [3] Through the haze you pick out a shape that you're pretty sure isn't a friendly. [6] You open fire with your Thompson, spraying 10 rounds into the smoke at the target. You hear grunts as they hit and then the thud of limp flesh hitting the ground.
"One down!"
smells smoke
“Agh! Smells like that time the duck blood soup fell in the fire! I should have stayed with Simon and Alice! Also, we’ve blown our cover. Dammit!”
holding my breath as much as possible, hide behind doomblade, pull out the Springfield, and shoot any enemy runners in the leg.
Name: Jimmy Grouse
Description:
A sniper. He was in percussion,(in school), drafted as the drummer boy. His long hours of B.B. shooting worked out when he made a long shot with a rifle, hitting a general and winning a battle. He was drafted into sniper school, became a HOG(hunter of gunmen), but then, when he needed to relieve himself, he revealed his bases position to the enemy, which was then stormed. He was then demoted, but kept his favorite butterfly knife(I’ll get it later).
Physical:0
Mental:0
Life:0
Stats:
+1 strength
+1 speed
+1 Dexterity
+1 will
+1 knowledge
Skills:
+3 sniper rifle
+ 2 combat
+2 first aid
+1 hand to hand
+1 car
+1 traps
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)(5/5)
2 springfield magazines(5/5, 5/5)
Binoculars
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(taped to Springfield)
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(with razor inside)
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and cup
1 compass
You move in behind Denver, using him as cover. [1] You see a shape you're pretty sure is an enemy in the smoke and rest your rifle on Denver's shoulder to line up the shot. [6v5] You fire into the smoke and immediately a female voice shouts back at you in pain and annoyance.
"WATCH YOUR FIRE! [Tala -1 life]
Ed waits for Nazis to run out into the hall and trip on his tripwires. First to fall gets a bullet in the whatever. OR, if any manage to get through without falling and make their way Ed-ward, Edward would fire Nazi-ward when said Nazi is close enough that the shot is relatively easy.
Well, so much for Tiruin's plan to bluff the enemy. Went exactly as expected, really.
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
2 L type Flashlights
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) + 1 additional cig
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
3 Satchel Charges (Risk 7)
Knife (Risk 2)
Nazi Commander Luger 7/8 ammo (Risk 2)
One of the Nazi angular guns that Simon looted (I believe this is in use by Radio at this time)
Nazi Officer's Uniform, gently used
One fancy (Nylon!) hat with ear flaps
290 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.
Mission equipment: Bribe money, wire rim spectacles, an oversized Rubber Ducky, touristy clothing.
Activate waiting protocol.
Activate Sarcastic comment.exe
Sarcastic comment.exe has stopped working.
Would you like to submit a bug report?
[6][6][3][4]
The remaining germans open fire with reckless abandon, spraying shots haphazardly around the room. Denver takes a round to the thigh and another to the left arm [-3 life][-1 physical] and Radio takes a bullet straight to the right hand [-2 life][-2 physical].