"Huh. So this is an augry room. I think I'm going yo leave."
Radio Simon that the hallway is a dead end, and that destroying thr arch may release an ancient spirit. Then back out into the atrium, making sure not to get tank-killed. Check on the German prisoner.
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
Done. The German prisoner is still unconscious and hasn't been further injured by your "Comrades"
"...An angry spirit, eh? And the path is a dead end? Well, dodged a bullet there, thanks for the warning. Gunny, no machine-gunning, sorry. You can fire some rounds off when we get back to the surface, though!"
Pop out of the commander's hatch, and look around at the rest of the cavern. Are there any other exits or branches that we missed, by any chance? Suggest Alice go investigate them, maybe we can hunt down some Cave-Nazis! Failing that, the crew has a carte-blanch to screw around or leave, as they like. Return to hovering over Alice though, juuust in case she tries to drive up a wall again, or something.
Simon, the Happiest Commander!
Relevant skills: +3 Sniper Rifle?
Alice, the Unstablest Driver!
Relevant skills: +2 Operator, +2 Mechanic
Toby Parrish, the Newest Gunner!
Relevant skills: +2 Melee
Franek Kimono, the Leggiest Loader!
Relevant skills: +3 Hand-to-Hand
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 copy of a German tanker's diary, perfectly translated into Latin.
- 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.
- Commanded the tank when it did a ton of collateral (if intentional) damage to the last bunker, and probably killed the last of the Nazi resistance.
- Successfully righted his tank after Alice flipped it over, and stopped Toby from firing the main gun point-blank into the ground.
Nope. No other branches unless they are extremely cleverly hidden behind solid rock walls.
You instead hover near Alice, ready to employ a headlock of justice. Just in case.
"Round, donut shaped room, walls made of metal, dead end exit and some sort of creature that devours human remains... Neat."
*something clicks in his mind, and he opens a hatch in the tank.*
"Someone here is a pilot right? Do you think this is one of them You-Foes? The flying thingies that look like a Leonardo Da Vinci sketch?"
Take a bit of a closer look at the walls. Also, try and convince someone to go investigate the dead-end hallway, might have a hidden door in it? It'd be a shame to have spent some much time getting the tank in there only to have to take it back up.
Sometimes a wall is just a wall.
Load AP and shoot someone with the tank cannon for fun.
Take a nap and dream about fucking up nazis at extremely high speed.
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, mercifully, pass out and dream about causing horrible damage and distress to someone other than your teammates.
While europop plays.
Follow Denver.
Magic is weird.
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.
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 shots, risk 5 at long range, risk 3 at medium, risk 2 at close)(5/5)
2 springfield magazines(5/5, 5/5)
Binoculars
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
1 gasmask
1 M1910 pistol (9 shot, risk 2)
Stiletto (2 risk normally, but 6 risk if the target doesn't recognize you as a threat when you attack)(converted to butterfly knife)
GLORY: 135
Follow Denver.
Name: Gwen Howell
Description: Gwen is tallish woman with long black hair, she was a civilian pilot before the normandy landings, and she enlisted shortly after.
Physical: 0
Mental: 0
Life: +1
Stats:
Dexterity +2
Speed +1
Senses +2
Skills:
Plane +3
Rifle +2
Explosive +2
First Aid +1
Operator +1
Melee +1
Inventory:
Rifleman Equipment:
Helmet and flack vest (+1 life)
M1 Garand [8/8] (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 both follow Denver out of the room and back into the entry room with the elevator. Denver pokes the unconcious german and you both poke him as well, mimicking Denver's movements.
"Stop that." he says, looking at both of you with a somewhat annoyed face
"Stop that." you both say in unison a second later.
Get the hell out of there. Head back to the main area with the tank, don't get shot, and consider ways in which we could get out back to the surface preferably with the tank.
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: 25
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.
Gave Franek a medal when he needed it most (granting +2 life)
You head back out and think about ways out of this place.
Only way you can think of is to go back up the elevator.
See if the German prisoner is awake. If he isn’t, try to wake him. If/When he’s awake, interrogate him to see if he can tell us anything.
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:
Nazi medal
Knitted wool cap
Gas mask
Luger 8/8 (2 magazines, risk 2)
Gewehr 10/10 (2 magazines 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
Help in interrogation with my knives.
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:
"a few rifles, pistols, some ammo, a grenade or two"
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)
Carolina walks over to the prisoner and slaps him a few times to wake him up. He seems groggy, maybe concussed. But he gets his act together enough to raise his hands when he realizes the situation. [2] Carolina takes a knife from William and does her best to intimidate the german into talking. She probably does a good job of scaring him but she is apparently so focused on doing so that she completely forgets to ask him any questions.
Go check out that refrigerator in the back of the room. If it doesn't seem trapped or filled with monster yetis or something, take a look inside.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: -1
Life: 0
280 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
1 grenade
1 blowtorch
flyzapper gun (risk: ??)
trench knife (risk-3)
You check out the fridge. You give it a good hard examine and a few tentative pokes before opening it. It seems to be a normal fridge, albeit a bit one. Its filled with those organ containers...like they were putting the children's organs in or the resistance fighter's organs in.
"So many things here I can't make sense about if I use conventional logic. These seem familiar to what you all told me in that airbase mission, right?" Tala said, after telling everyone what she saw.
Quick recap: Nothing out of the ordinary with the people in the video right? Normal uniform and typical attire and stuff? Nothing else seen that may be peculiar?
Tala checked around before communicating with the nearest source of info.
"Someone get the mechanic, we've cleared this area at least. But there is still some danger that we're not directly seeing. Check the elevator back out of here; whatever fried this film was a bit more sophisticated than what the camera could handle--since it doesn't destroy the filming but cuts it in two."
Noticing Alice (unless she's literally in the tank), Tala mentions of stuff that she recalled happened back on ship.
"I'll be part of watching out and making a secure perimeter. Weird theory, but perhaps people can see more if they dream in this area? Only acting on hearsay from what happened back on that ship. Everyone out of the room--let nobody die or any injured get in here."
Perform one thorough sweep before exiting this room
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: -1
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
They look mostly normal, though they're wearing that same apron you heard that the men with the lightning guns wore.
Exiting into the tunnel or into the central room?