Boat 1Toaster is gone for the weekend.
Gentlefish Continues napping. I'm actually kinda worried.
Egan is corpsed
Midnight continues being semi-responsive.
cronos5010 is also corpsed.
Boat 1 is either dead or away. Luckily your mates from the beach to the right have been drawing fire for the moment.
Boat 2Start dragging myself towards the ramp.
"I haven't felt this bad since I was circumcised...."
Name: Barak Johnston
Description: A somewhat tall man of Jewish descent. He keeps a well trimmed beard.
Physical: 1
Mental:(Just put any bonuses or negatives you have.)
Life: -2
Stats: +2 Knowledge
+1 Speed
+1 Will
+1 Dex
Skills: +3 Interrogation
+2 Language
+2 Shotguns
+1 Exotic Melee
+1 Melee
+1 Camo
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Trench Clearing Equipment
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
You drag yourself up the ramp till you reach the barbed wire on the upper side. From your position, prone on the incline up to the grassy area past the beach, you can see the allies pushing in from the right. It seems the nazi's in the trenches have turned their attention from the beach to the closer threat. But even flanked like they are, the Nazi's are inflicting heavy losses on your commrades; several have been cut down already.
Stay away from the entrance, and look around the gore coated bunker for loot. Priorities are another gun (especially a shotgun!), a melee weapon, helmets, healing supplies. Also, reload.
Doea entirely avoiding their shots reset risk? If we were shooting at each other for three turns, and therefore at 6 risk, would we both go back to 3 risk if I hid in cover for an entire turn?
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 (once)
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Heavy Rifle:+3
Melee:+2
Camouflage:+2
First Aid:+1
Traps:+1
Demolitions:+1
Inventory: - Helmet (+1 Life bonus, Single Use)
- First Aid Pouch (Allows First Aid)
- Broken Entrenching Tool (A folding shovel without the head)
- Ration (Restores up to -2 on physical dice)
- Scoped Springfield M1903 A4 1/5 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2 springfield "magazines"
- Binoculars
((Risk continues to increase so long as you are in the same conflict. Ie even if you break line of sight, so long as they're still trying to get you, you're still in that conflict. HOWEVER, hiding would mean the risk staying at whatever it is right now. Their risk has gone from 3 to 4 but won't increase this turn. You'd need to totally cut and run, or seperate in order to remove the risk increase.))
You press yourself up against the wall so that they can't shoot you through the doorway and start searching the bodies. A lot of the weapons were damaged in the blast, barrels bent or parts dislodged and lost somewhere in this soup of steaming entrails, blood and torn fabric. You pull a fully loaded "Red 9" Mauser C96 from someone's holster. Its got 10 rounds but you can't find any extras. You find an MG 15, half empty, and a Gewehr 43, with 1 magazine in and 2 extras. But you can't find any shotguns.
Holding position for now.
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: +0
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Heavy Rifle: +3
Camouflage: +2
Demolitions: +2
Planes:+1
Traps: +1
Exotic Melee: +1 (Does this apply if we use the entrenching shovel as a weapon?)
Inventory:
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
3 HEAT rounds
3 HE rounds
2 WP rounds (-1 after this action)
Satchel Charge (Risk 7)
You twiddle your thumbs. I'd give you some physical back if you were missing any.
Yottawhat: zzzzzzz
Gentlefish/Jersey is afk.
Yottawhat/Darlington is also afk x.x
Forgive me for acting for them! I've updated Darlington's sheet and will post it here [because I dislike people just being all ._. while being traumatized does make sense, it doesn't in this context that it affects them fully into a full-stop]
Also me and him, and Jersey are the only ones back here :I
Does the Medical Bag use Medical Training (Skill)?
I'm assuming a yes but just curious :p (You don't need to answer this; I'll assume 'yes' if there's no direct answer, thanks ahead!)
Darlington: Give Joan Medic Bag (temporarily), then go over and haul Jersey; if possible, loot Alan's corpse (and his dog tags).
Joan: Medic Bag self, then get to hacking a way through the barbwire with this entrenching shovel to meet up with Darlington in helping hauling Jersey's body [or Alan's loot]
Both of us: Do the above and get to a safe location with Jersey's body.
If under fire, do it as safe as we can to protect ourselves.
Joan exchanged Joakim's first aid kit for her used container. It wouldn't do much, but she improvised it to carry his dog tags and other miscellany. A pouch with straps was just as good anyway.
Name: Darlington Dafter
Description: A blonde hair man in his late 20s, with a great smiles and eyes that won't look out of place on a corpse.
Physical: +0
Mental: +0
Life: -1
Stats: Dexterity:+2
Knowledge:+2
Sense:+1
Skills: Medical Training:+3
First Aid:+2
Cars:+2
Interrogation:+1
Pistol:+1
Language:+1
Inventory: - 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)
- M1910 pistol (9 shot, risk 2)
- 2 pistol magazines
- 2 Frag Grenades
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 [0/5, 5/5]
Physical: -1
Mental: -
Life: -2 {+Helmet}
Stats:
Knowledge +3
Will +1
Senses +1
Skills:
+3 Medical Training
+2 First Aid
+2 Camouflage
+1 Heavy Rifle
+1 Traps
+1 Language
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 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)
M1 Garand (8 shot, Risk 3)
3 M1 round clips
Bayonet (risk 3)
You and darlington get jersy and drag him up further towards the goal. Darlington gets the tags from him and you try and heal yourself. [5] You heal 3 life damage (or back to +0, no bonuses) but use up the medic's bag in the process.
Boat 3Bob attempts to run up the hill, and into the middle bunker, looking for loot following Simon Smith.
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:
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)
Ration (Restores up to -2 on physical dice)
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
4 BAR magazines
M1910 pistol (9 shot, risk 2)
2 pistol magazines
[3] You run up the slope but get tangled in the barbed wire up top and fall.
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: -2
Stats:[/b][/size]
Speed: +2
Dexterity: +2
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)
3 HEAT rounds
3 HE rounds
3 WP rounds
Satchel Charge (Risk 7)
[6] You stitch yourself up very very well, using up the entire first aid kit in the process. [+1 life]
Squad 3
Try to seriously not die.
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: -6 ( exhaustion )
Mental: None yet
Life: -3
Stats: Strength +2, Will +2, Knowledge +1
Skills:
- Flamethrower +3
- Hand to hand +2
- First Aid +2
- Interrogation +1
- Melee +1
- Traps +1
Inventory:
Helmet (+1 Life bonus, Single Use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
[2]
You're stable for the moment, but not getting any better. You hope someone provides aid soon.
Bob, tangled in the wire, is shot at by two Nazi's. [3][3] Their shots wizz past his head, dangerously close. He feels they're getting their eye in and that the next shots will be better aimed.
Simon hears shouting and a moment later a grenade bounces through the door of his bunker. [3] He sees it but is too slow to grab it and throw it back out. Instead all he can do is hurl himself into the corner and curl up in a ball. [5v7][4v6] The blast slams him against the concrete and leaves him sliced up by metal and disoriented by the blast, but neither dead nor unconcious. [2v4] However, he finds himself completely covered in blood, bits of organs, skin and the severed hands, faces and limbs of men, their blood and seeping fluids coating him. He chokes back a gag and tries with ragged breath to wipe the gore off himself.
[-2 life, -2 physical, -2 mental]