Loot Florian for anything that remains on his poor, fatty body. Then, rush into the bunker and look for unrighteous men to reeducate.
Name: Franek Kimono
Description:
https://www.youtube.com/watch?v=J1cwnIybzzsPhysical:
Mental:
Life:
Stats:
Strength: +3
Speed: +1
Dexterity: +1
Skills:
Hand to Hand: +3
Melee: +2
Exotic Melee: +2
Shotgun: +1
Camouflage: +1
Pistol: +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
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
You're already in the bunker and I suggest you don't go looting a body thats outside. There's lightning out there and it seems rather angry.
Search the bodies for loot!
Name: William Taggart
Description: He is of polish descent. Light brown short hair and blue eyes.
Backstory: He punched an officer in the face while drunk and got sent here to die.
Physical: 0
Mental: -1
Life: 0
Stats:
Strenght: +3
Speed: +1
Dexterity: +1
Skills:
Flamethrower: +3
Exotic Melee: +2
Hand to Hand: +2
Melee: +2
Explosive: +1
Demolitions: +1
Inventory:
3 knives (Risk 2)
Gewehr (10 Bullets, Risk 3)
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
Trench Clearing Equipment:
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots) (Gone)
You find a few rifles, pistols, some ammo, a grenade or two. A lot of this stuff was damaged by the explosion and rendered unreliable at best. You only take the stuff that looks like it won't blow up in your hands.
"Uh, youse can stay here, I'm leaving."
Hunt for underground paths of exit, go there.
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: +1
Stats:
Speed +1
Dexterity +1
Will +1
Senses +2
Skills:
Melee +3
First Aid +2
Camouflage +2
Traps +1
SMG +1
Operator +1
Inventory:
Helmet
First Aid Kit (extra)
SCR 300 Radio Transceiver and Handset
Thompson SMG (25/25, Risk 2+1 for every five rounds in
burst )
Spare Magazine [5/25]
German SMG, 15 bullets
Binoculars
Flares (Red, Green, Black, Blue, and Yellow smoke)
Flare Gun
Trench Knife (Risk 3)
Universal Kit
GLORY: 160
Achievements:
Scouted a bunch
Lent radio out
Shot up Nazis with Bob, captured a truck and freed the prisoners
Dodged the Nazi lightning
You search around and the only thing that looks like an underground path is this metal platform the tank is on. Maybe an elevator for cargo. [1] You try to get the panel to work but all you manage to do is electrocute yourself. [-1 life]
Ed hops out of the tank and calls for reports from the various teams, congratulating them on a successful insertion. He scans for threats and passages and entrances to the supposed underground passages. A key point here is to not get run over by the tank.
"Well done everyone. Left the place a right mess, din't we? Gross. Well, job's not over, so stay sharp! let's find out where the damned Nazis are, if any are left!
Radio! Call in to HQ and give an update. Probably don't mention the body parts and blood. Or do. Officers cold stand to get a feel of the blood on their hands too, right?"
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 (currently 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
3 2 Satchel Charges (Risk 7) (1 used in IED)
1 gas grenade, courtesy of Tala
Knife (Risk 2)
Gewehr (10 ammo) (looted from Organ transport truck)
nazi talisman (looted from Organ transport truck)
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
1 comically oversized rubber ducky (0 GLORY)
505 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.
We've been tasked with helping clear a section of city and then to remove the "Fort du Roule", a heavily fortified hill top bunker, from the list of enemy held positions.
Its position on the hilltops above the city makes it too good of a strategic position for them to just bomb it to gravel.
Taking it won't be easy though; its got at least 5 heavily fortified firing positions and a tunnel system in the stone.
Intelligence indicates there's an entrance on the west side of the mountain, though getting to it might be harder than just getting to one of those fortified positions and blasting on through. Your call.
We're going to drop you off by boat and the local boys will bring you where you need to go. We're told they'll have a map for you but don't expect anything amazing.
This is a simple job, lads: Kill any Kraut that still has some fight in him, spare any citizen of the town, and try to keep that fort as intact as possible." He waves his hand dismissively at that last part, but doesn't say anything more.
You jump out of the tank, giving everyone a quick and hopefully uplifting speech about murder before asking for reports. You listen to them each in turn as you walk over to the panel Denver just fried himself at and attempt to operate it.
[4]
You avoid the electrical error that zapped Denver and do some hasty repairs. After a moment or two the lights on the panel blink on and a "Down" button illuminates. Easy peasy. You make sure to yell at everyone that this panel is to control the elevator.
“Damn, didn’t even get my first kill”
Give our status report to Ed. After he has been informed, search the bunker for survivors, secrets, and loot.
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.
She wears a grey knitted wool cap. It has ear flaps that dangle down several inches, in the style of many South American knitted hats. It is formed to look like it has cat ears, and it has two larger buttons fastened to look like the eyes. When she has her combat helmet on, the cap is worn underneath as a helmet liner.
GLORY: 250
(35 GLORY spent)
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:
Knitted wool cap
Gas mask
Luger (2 magazines, risk 2)
Gewehr (10 bullets, risk 3) (loaned out)
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
Loot has been taken care of, so you search for secrets and survivors. There are a few people still nominally alive, though clearly on their way out. But you eventually find one man who is unconscious but his wounds are relatively minor. On his chest is one of those medallions, the cycopean things.
*Toby is in a state of calm in which he will focus on things he needs to do to survive, even though the immediate threat is gone. Later on he can have a mental breakdown over the effectiveness of the fire.*
"Well that went better than I expected. Setting up a little surprise for anyone who tries to come in behind us. Radio, make sure HQ knows that."
sling the G43 back over my shoulder, and pull out the Sturmy. Set it to automatic. Pull out one of those two HE shells Simon promised me, and set up a tripwire mine at the door, just in case any reinforcements come in. Try and set it so that the explosion is directed so as to not spray shrapnel at us, and instead across/through the door, like a claymore. After that, start looting the guns for extra ammo, but be careful if it's too close to a fire; the bullets might go off if I poke them.
You know, normal procedure when someone posts an action without a sheet is to give [1]s to all actions. But since you're setting up explosives in a room containing...everyone...I'll just do the merciful thing and skip you this time.
((A part of me kinda wants to complain about PW's characterization of Simon's actions, but it's just so much better than anything I could write that I can't. I can't do anything except smile and laugh. GG, Piece.))
Simon starts to follow Toby out of the tank, and then he notices the ceiling smoking, and thinks better of it. He locks the hatch shut, then returns to Alice's side and gives her a congratulatory pat on the shoulder.
"Good thinking, Alice, you're always reliable! It's weird, Ed says he's trained with tanks, but you're so much better at this than him! You pilots are really overachievers, huh? Anyway, the ceiling looks like it's about to detonate, so I was thinking we might want to try and get deeper into the bunker. Your call, though. I think we'll be fine even if the concrete catches fire. We'll be the last to die, at any rate, and that's all anyone can really hope for!"
Since everyone's dead, it looks like the bunker's about to be utterly destroyed by lightning, and Alice is already handling the driving, kick back and relax. Congratulate Alice on steering us to victory, and Sid on staying so silent and still that Simon nearly forgot he was onboard! Also congratulate Robert on being a nice person. And congratulate the tank on being a frigging tank! Congratulations all around, for a job well done! If only we had booze...
...Get on the radio, and broadcast on all frequencies that Simon will pay for booze deliveries with guns and ammo. Please deliver to the awesome bloodsoaked tank.
Simon, the Bossiest Commander!
Relevant skills: +3 Sniper Rifle?
Alice, the Maddest Driver!
Relevant skills: +2 Operator, +2 Mechanic
Sid, the Unconscious-est Freeloader!
Relevant skills: +2 Explosives, +1 Mechanic
Robert, the Nicest Machine Gunner!
Relevant skills: +3 Machine Gun
((You're all free to leave, if you want. And get vaporized by bunker buster lightning.))
Name: Simon Smith
Description: A short and somewhat stocky man with
a thick beard and a bulky gasmask. His looks are deceptive, as he's actually quite agile. He has nine firearms chained to him, along with an assortment of knives and a sniper rifle he's always carrying around.
Physical: +0
Mental: +0
Life: +0
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, Sniper Rifle)
- 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)
- Scoped De Lisle carbine [11/11] (silent, Sniper Rifle)
- A mag of incendiary ammo for the De Lisle [10/11]
- Trench Knife (Risk 3, melee)
- Gas mask (Not worn, but ready)
Looted Inventory:- Two spare First Aid Kits.
- MG 15 [75/75] (Machine Gun)
- A spare box of ammo for the MG 15.
- Scoped Gewehr 43 [10/10] (Risk 3, Sniper Rifle)
- Two Gewehr Magazines
- Four Mauser C96s [10/10]*4 (Risk 2, Pistol)
- Four Mauser C96 mags
- Angular Nazi Lightning Rifle [10/10] (Risk 4, hopefully silent, Rifle)
- A spare Springfield M1903 A4 [5/5] (Loaded with incendiaries, Sniper Rifle)
- Three spare Springfield "magazines"
- Six spare knives (risk 2, melee)
- A collection of "Chains, rope, small knives, and other things" looted from a Nazi supply depot.
- Two grenades (Risk 7?)
- Handaxe, looted off the side of a german tank. (Risk 2, melee)
- A FRIGGING PANZER IV TANK!
GLORY: 105!
Current mission accomplishments (So I don't have to go back over things later):
- Scouted out the northeastern Nazi positions, has now informed everyone. Including the Nazis, probably.
- Set fire to a Nazi-occupied building, which five Nazis then fled from. Then snuck past without issue.
- Partially scouted the bunker, from the north, found three machine gun nests which have a good view of the entrance switchback, and 180° coverage otherwise. Saw that the northern slope terminates in a 25-foot high cliff, making it near impassable.
- Got caught near a house which was struck by machinegun lightning and detonated spectacularly. Survived with -2 life.
- Killed an entire tank crew. In melee. Without taking any wounds. ALONE. Then stole their Panzer IV and drove it home.
- While riding in that tank, survived a massive targeted lightning bolt through no fault of his own. Ed rolled a one and utterly failed to dodge.
- Was "commander" of the tank while it managed to destroy two bunkers with the main gun.
- Was bravely riding outside the tank as it charged into scorched earth, and then tumbled down the side of a hill. Was only kept from being thrown free by Parrish, but hey, it's still pretty glorious. "Glorious" is almost like a synonym of "suicidally brazen"!
- Helped free his tank from several dastardly trees, while within earshot of Nazi machineguns (pointlessly) filling the air with lead.
"That looks important. Imma smash it."
Drive into the broken control panel and antenna. I'm sure that will stop the lightning.
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: 230
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 (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)
Gas mask
2 pistol magazines
Joan's Radio
Binoculars
Police baton
Coffee maker
Some dude's diary
You sit back, order one...shit ton...of booze from whoever has any, and then put Alice in a headlock with your legs when she tries to drive the tank back into the control panel.
"Your antics are appreciated and you are much loved, Guidance Goblin, but if you fuck things up for us I'm gonna stab you right in the neck." As you say this you dig through the tank, searching for anything tasty. [2] Sadly all you find is a pack of salted crackers. You eat them thoughtfully and pour the left over crumbs into Alice's hair.
"I hate you." She says, struggling against the leg lock.
"I know. I know."
"Why are all the Nazis already dead? Think there are any more nearby?" Bob was considering exiting, when Simon reached over to do something, promptly locking the hatch.
Let Simon say what he wants on Bob's radio. Point out to Simon that he didn't send congratulations out over the radio. Now I've been missed twice. No matter, I guess there wasn't that much pertinent to be added.
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: +2 (Iron Heart Medal.)
Glory: 5
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 (2 risk, +1 for every seven shots)
1x 34 round ammo box
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
4 BAR magazines
1 BAR mag with incendiary rounds.
M1910 pistol (9 shot, risk 2)
Supressor (makes pistol risk 8 if unnoticed)
2 pistol magazines (One full, other 8/9)
1 first aid kit
1 trench knife
1 radio (Unbroken)
3 german medals
1 strange medallion.
1 Iron Hear Medal
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+Accomplishments:
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.
Proudly displayed his nude form in the Park Crescent Hotel Lobby, and acted as an excellent getaway driver.
Shot out some random Nazi vehicle's tire.
Shot 3 or so Nazis in an ambush with Denver, and stole a truck, and in doing so, saved three french civilians from death.
Road the crazy tank ride of death.
Twice? Christ. Have 20 GLORY on the house.
You let Simon broadcast his message of congratulations and booze over your radio.
Enter bunker, shotgun ready to blow up some turkeys nazis
Tala slumped on Jack's shoulder as she gathered her wits and her composure, as she was sure she wasn't going to be crushed by a tank or perhaps other...intrusive thoughts.
Luckily, her hand was holding a medical bag. She focused on that to sustain her thoughts at the moment.
((Someone PREACH! ))
Tend to the wounded or dying, and infer what in the world could've caused this kind of collateral damage.
Also keep aware of any watching eyes...while inspecting things by sight. I'm of the impression that there's a lot more to this than it seems. (If there is nothing I can tend to)
"Form a secure perimeter everyone, please. We couldn't- have done this by ourselves. Keep watch. Someone get Edward on that control panel, find what it's connected to."
Glory: 190
Weapons:
(E) Scoped Springfield M1903 A4 [5/5]; [5/10 ammunition total] {With a white cloth tied to it}
Silenced Pistol [8/8]; [8/8 ammunition total]
Equipped Weapon Skill: +3 [+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: -2
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}
*Silenced Pistol [8/8]
*Smoke Grenades (2)
*Military Beret
*Customized Gasmask
*CS Gas Grenades (2) [Edward has one of them]
Probably a lot of tinfoil
2 Medic Bags {3 total}
Mundane Journalism Uniform
A few pens, which can be used as lockpicks
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 can do little for the dying; they usually aren't even conscious and those that are awake are so out of it they don't even understand whats going on. You stay with them and try to comfort them as best you can, regardless.
As per what caused this kind of collateral damage it was probably the tank. In fact you're almost certain it was the tank because Ed is literally standing on top of the tank, bragging about all the collateral damage it caused. And Simon is shouting for booze to celebrate all the damage the tank did. Probably the tank.
[5] You do get the distinct feeling that you are being watched. You can say from where or by what but you feel that pressure of someone's gaze all over you, like someone's hand hovering just a fraction of an inch away from touching you.
The ceiling starts to glow a dull red and continues to smoke. The lighting flash from outside does not dissipate and the continuous thunder keeps going.