Whoo! Down safe!
Run twords Ramses, try to get him out of the tree without further damage. I probably can't heal him until next turn, but do so if possible.
Name:
Description:
Physical: 0
Mental: 0
Life: +1
Stats: Speed(3), Will(1), Dexterity(1)
Skills: Medical Training(3), First Aid(2), Submachine Gun(2), Pistol(1), Mechanic(1), Car(1)
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Medic’s Bag (restores up to -3 on life dice)
M1911 pistol (9 shot, risk 2)
2 pistol magazines
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.
[Dex:2]
You get over to Ramses and try to climb the tree he's in so you can get to his cords. You fail that, so you just start jumping up and cutting the cords you can reach. You hack away a few of them and Ramses shifts a bit in his para-cord cocoon but you can't get him free. You grimice and decide to try your best to provide medical aid while he's still tied up.
[Med:4]
You expend most of the contents of your medical bag patching him up, but mange to restore a full +3 to his Life.
+10 GLORY for the Healing (record it on your sheet)
Quick question, do we have the standered american parachutes?Which you need to either cut yourself out from or manage to unlatch. Or are we using the British versions? Which just have a chest release. I figure I might as well ask since the 888th is kinda an odd ball unit and thus might use the better British version.
If we are using the British version Gus will slap his chest and drop to the ground from the tree, if he is using the American version he will attempt to cut himself from the parachute and drop to the ground.
Name: Gus Daneeka
Description: A very nervous individual in his early 30's.
Physical: 0
Mental: 0
Life: 0
Stats:
Speed: +1
Knowledge: +3
Senses: +1
Skills:medical training +3
pistol +2
first aid +2
tanks +1
cars +1
mechanics +1
Inventory:
Post this with any action you take.
Medic Equipment
Medic’s Bag (restores up to -3 on life dice)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
[Dex:6] You dig through your medical supplies and find a nice knife. Supposed to be for amputation, but it cuts cords just fine too. You cleave through the lines with such speed and ease that you end up suddenly freeing yourself and falling 10 feet down onto your face [Physical 2vs2]. You get up and blink a few times before brushing the leaves and dirt off your face and standing up. Good. No one seems to have seen you do that...
Name: Robert Davidson ("Bob")
Description: Small and wiry, bald-headed, with a few scars, including some fresh wounds, visible across his body. He's a coldhearted man without concern for his enemies, who regularly trains his marksmanship with anything that shoots one bullet at a time. He was transferred to the 888th after a suspected incident in which he may have abandoned his squad in order to complete the objective. However, nobody was willing to court-martial him while he was within reach of a firearm, so they transferred him.
Physical: -2
Mental: +0
Life: -1 (Fall...helmet?)
Stats:
Senses +2
Will +2
Dexterity +1
Skills:
Heavy Rifle +3
Rifle +2
Camouflage +2
Pistol +1
Language +1 (German, mostly. He learned as part of a basic course on taking prisoners.)
Interrogation +1 (Same as above)
Inventory:
Universal Equipment:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
((How does the helmet apply in this situation? Once I get that figured out, I'll update character sheet and post an action.))
You got it right. It protected you from 1 of the life damage.
Untangle self from trees.
Name: Joe Nix
Description: A tall, almost ape-like man with a completely shaved head, Nix has always been something of an oddball. Always cheerful when with company he finds pleasant, when its time to get serious, it's as if a monster enters his visage, and he develops a rather disturbing tunnel vision when it comes to finishing the mission.
Physical: None
Mental: None
Life:
Stats: Strength +2, Will +2, Knowledge +1
Skills:
- Flamethrower +3
- Hand to hand +3
- First Aid +2
- Interrogation +1
- Melee +1
- Traps +1
Inventory:
Helmet (+1 Life bonus, Single Use)
Entrenching Tool (A folding shovel)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
[Dex:3]
You twist and yank and generally struggle against your bonds. You manage to get yourself mostly free, but you're still at least partially caught, hanging in the tree by one arm and one leg.
((A classic PW mission insertion.))
"Right. Let's give the others a minute before we head out."
Get loose of chute, check and secure gear. Stay in cover.
Name: Jack Worter
Description: Jack was transferred to the 888th after one of his explosives went off a bit too close to him, and he's been a bit funny in the head ever since. The scars line up on his face when he starts grinning at explosions. Likes nothing better to see things explode.
Physical: 0
Mental: 0
Life: +1
Stats:
Speed +1
Dexterity +1
Knowledge +2
Senses +1
Skills:
Demolitions +3
Explosives +2
Traps +2
Tank +1
Operator +1
Mechanic +1
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst) [22 rounds in magazine]
2 Thompson magazines
2 Land Mines (Risk 7)
2 Explosive charges (Risk 10)
2 Frag Grenades (Risk 7)
1 Bangalore (Risk unknown, GM hasn't specified)
4 Satchel Charges (Risk 7)
You take off your chute and wad it up as best you can, stuffing it under the tangled roots of a nearby tree to hide it. That done, you double check your gear, carefully pawing through your bag and making sure none of the explosives have been damaged, none of the timed fuses have started ticking down, and none of the mines are armed. Everything seems in good order though, so you just sit behind a tree and wait.
"Ugh, what a daft plan."
Go help Joan down from that tree.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: 0
Mental: 0
Life: +1
Stats:
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
Inventory:
Helmet (+1 Life bonus, Single Use)
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)
[Dex:4]
You run through the dark forest until you find Joan, still tangled up in a tree. You climb up and, carefully, untangle the lines and lower her to the ground before cutting the Chute's cords and freeing her from its insidious entangling apendages.
+5 GLORY for the Aid
Alright, managed to get down safe, nice. Got down too close and I don't have a machine gun or something, not nice.
Try to get in cover, don't want to get sniped.
Name: Winston Atzili
Description: A tall and lanky dude with short black hair and brown eyes. Probably Jewish going off the name.
Physical: +0
Mental: +0
Life: +1 (helmet)
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Explosives: +3
Camouflage: +2
Demolitions: +2
Planes:+1
Traps: +1
Exotic Melee: +1
Rifles: +1
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
3 HEAT rounds
3 HE rounds
3 WP rounds
Satchel Charge (Risk 7)
M1 Garand (non-requisitioned, non-starting gear)
3 M1 round clips
You half crawl, half scramble to the nearest tree and sit down behind it. You wait a minute and then look back at the base. The base's contents are impossible to see; between the massive search lights and the fire engulfing the far hill, the base is nothing but a black silouette against the yellow orange haze of the fire. But none of those search lights are looking this way and you can't see any men coming out of the base and up the hill. The only men you see, distant shadows occasionally caught in the light of a searchlight, are on the west edge of the base.
Phew.
Of course a 2 was rolled ._.
After checking she was okay, quick flashbacks of being one of the last to jump came to her--she was sure Zack grabbed her for the jump, but there were...others left behind.
Safely work to free self from trees; try to adjust my radio to contact the others. Can I get a quicknote if I can contact the rest safely?
If this is unneeded or I can contact my team safely:
"Get to cover, everyone; take notes of your surroundings and observe the base for reaction. I'm on the ground--some others didn't make it out yet; assume they are alive until this mission is over."
((I recall people aren't...issued a radio, but just wondering to make sure. Glad NOBODY died!))
Name: Joan Macaraeg
Description: Originally enlisted as a marksman from a background of being a crack shot at things, Joan was placed in supportive roles before she was assigned to anything near the front line. She hails from the northern mountains of Philippines, her home characterized by the jungle-heat and its high altitude.
Current Weapon:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
Ammo: 5/5
Magazines: 2 [5/5, 5/5]
Physical: -1
Mental: -
Life: +1 {+Helmet}
Stats:
Knowledge +3
Will +1
Senses +1
Skills:
+3 Medical Training
+2 First Aid
+2 Camouflage
+2 Language
+1 Heavy Rifle
+1 Traps
Inventory:
A well-cleaned SCR-300 Radio [Requisitioned]
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
Joakim's Dog Tags
Entrenching Tool (A folding shovel)
You are freed by Alice and immediately get on your radio. Now, something I don't think people have understood is that literally no one except you has a radio. You can't contact them because they don't have a radio. You can contact the planes, or command, but no other individual has a radio. Hell, I probably shouldn't even have let Alice find you without rolling because she's searching a forest at night for one person stuck in a tree. In WWII you usually had one person with a radio per group who would act as the coms for the whole group. So.
You can't contact anyone on your team but you do call to the Bombers who are making a second pass. They confirm that the plane you were on is going down. They don't know where all your teammates are, but they didn't see anyone parachuting, so they figure your cover is probably still good.
"Nice flying."
Find a tree to hide behind, and try to get a clear look at the target. Anyone firing towards the paratroopers, or just the planes? And is there anything else visible that would catch Bob's eye?
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: +1
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:
Helmet
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
2 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
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 first aid kit
1 trench knife
1 radio (Broken)
3 german medals
1 strange medallion.
You climb up to the crest of the hill and hide behind a tree to take a look out at the base. Its hard, almost impossible, to see any details down there with it backlit by the fire. Its just a hard edged black outline with the sharp white points of the spotlights shining out from it. The AA guns and Flak guns are still firing, their metallic thumps and Clangs echoing against the walls of the valley. But none of the lights, and none of the fire, and none of the blurry figures now moving west out of the base, are headed in this direction. Above and to the South West you see the troop plane, going down in a slow, burning spiral.
Meanwhile, On that plane...Joe jumps the fuck out before the plane crashes,and open his parachute trying to miss the base,if he hits it well then...things might get a bit bloody
Name: Joe Polnik
Description: A American-Polish man who is around 24,fair skin,brown eyes,short brown hair
Physical 0
Mental 0
Life 0
Stats:
Speed +3
Dexterity +2
Skills:
Shotgun +3
Melee +2
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
[Speed:6]
((Papaj, your Joe is still in the plane.
NRDL, your Joe is tangled in some trees.))
If there are any suitable holes within reach, assist my fellow Fiery Riders In The Sky through said opening. Be the last to exit the plane.
IF there are no suitable holes within reach, attempt to get to the pilot seat and point the plane such that the others can jump. Once they are all clear, attempt to point the plane back groundward.
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical
0 Mental
+1 Life (helmet)
Stats:
2 Dexterity
2 Will
1 Senses
Skills:
3 mechanic
2 tank
2 trap
1 camouflage
1 operator
1 demolitions
Inventory:
Universal Equipment:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Engineer’s Equipment
Mechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)
[Speed:2]
"It was nice knowing you boys"
Try to help the people who are still inside of the plane parachute out of it by any means necessary, then jump out of the flying deathtrap and try to parachute down somewhere safe
Name: Jonathan Gilmore
Description: The man looks like an old Clint Eastwood with black hair, so just a regular Clint Eastwood then. Actually volunteered for the Brigade the hateful, hateful bastard.
Physical: +0
Mental: +0
Life: +1
Stats:
Strength +2, Knowledge: +1, Speed: +1, Dexterity: +1
Skills:
Pistols: +3
Hand to Hand: +1
Rifle: +2
Heavy Rifle: +2
Explosive: +1
Interrogation: +1
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Binoculars
1 Flare (Calls artillery strike. Risk 10)
[speed:2]
((A +1 or +0 wouldn't really help, as people would get confused when PW says a 1+3 is still a critfail, or that a 4+0 is a normal fail. Joan has +0 in all physical stats, so she fails on anything aside from a 5 or 6 Nope, I got that wrong, thanks Egan. It's standard RTD, with skill just improving rolls of 2-4. Also, don't get too annoyed with PW, he's running a bunch of very large games while attending college and taking care of family--sometimes you just need to ask a couple times, and that's quite reasonable.))
...Yeah, get out of the damn plane now. Grab someone and either drag them out with me or throw them out if I can't make it in time.
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: - Helmet (+1 Life bonus, Single Use)
- First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2 springfield "magazines"
- Binoculars
- Spare Scope (Mounted on Gewehr)
Looted Inventory:- MG 15 [37/75]
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
[Speed:5]
If I'm not dead due to one bad roll dispite my good desterity get the hell out of the plane
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:First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
2 HEAT rounds
3 HE rounds
2 WP rounds
2 Satchel Charge (Risk 7)
[Speed:3]
Charlie is a no show (or I missed him) so rolling automatically. [Speed:6]
Joe scrambles to the hole in the side of the plane, crawling through fire and clinging on to whatever he could as the plane rolled. When he reached the opening he half yanked himself through, half fell or was thrown out. He tumbled through smokey nothing for several seconds before getting ahold of his parachute cord and pulling it. The parachute was black, just like all the others, but in the light of the fires the chute looked like a dull orange cloud drifting quickly across the sky. Joe finds himself drifting down just above the base. [Camo:4] He manages, via careful and slow movements, not to draw attention to himself. As the gunners below are busy with the returning bombers, he drifts down and lands very near the base. He hasn't been caught yet, but he is quite exposed.
Simon, rather smartly, times the roll of the plane and simply runs along the moving walls and floor to the hole in the plane's side. As he goes, he snatches (Random choice....Oz) Edward off the ground and together they both go sailing out into the sky. [Camo 5 and 2] Simon lands to the south of the base, right on the river bed. He immediately rolls himself in the mud and bundles his parachute up. He throws the chute in the river, which is flowing southward, away from the base, and settles down, prone, into the mud. A man with a flashlight standing 10 feet away would have a problem finding Simon. Edward, on the other hand, lands flat on one of the buildings of the base with his chute flapping free and obvious in the air.
Yarrick manages to throw himself from the plane at the last moment [Camo:5] and drifts down almost directly next to Simon. He crumples his parachute and stuffs it into the river mud before joining Simon. Charlie, barely concious, makes it out of the plane and, because blowing the mission due to a no show would be bad, we'll say he lands safely in the trees a bit to the south of simon and yarrick.
The only one who doesn't make it out is Jonathan, who goes down with the plane as it spirals into the opposite hill and detonates in a ball of flame. [Risk 11vs Life 3] Jon is no more.
The plane spirals down and hits the far hill like a moltov cocktail, erupting into a ball of flame that smears itself across the face of the hill and up into the sky. At almost the same time the bombers pass back over on their final run, and drop another line of incindiary bombs near the base, lighting the forest to the north. The smoke from the fire is rolling over the base now, blanketing the sky and reducing the searchlights to hazy cones of dim light swinging erratically back and forth. Its hard to say if the cover is blown; Joe landed near the base and Ed landed straight in it. Specifically he landed on what he's almost certain is an airplane hanger. Its a huge building, very long and wide with a curved roof, the sort of design almost universal to aircraft hangers. He landed near the top of the curve at least, in a stable position, rather than one where he could slide off at any moment. Below him, he can see men- a lot of men- charging out of buildings to the north east. There are two AA guns right in front of those buildings and through the smoke he can see them turning, searching for more targets. Everywhere else around him is dark, filled with smoke and not easily seen.