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
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
Ever the practical man, Bob chokes down his rations, quick like, to prepare for the coming battle. He then proceeds to the nearest elevated position from which he can shoot down at the base, should that become a necessity.
+2 physical heal. You scarf your rations and then look around. Hmm...you're already high up on this hill overlooking the base and you've got some trees for cover. This about as protected as you can be. You decide to just settle in here.
Continue trying to get Ramses out of the tree, then head twords the drop zone looking for other wounded.
Actually, on second thought Ramses' controller hasn't posted since before mission start. Head twords Joe Nix.
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
10 GLORY
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.
[1 Speed] You head towards Joe nix at a sprint but in the darkness and the increasingly thick smoke coming in from the fires, you get lost in the woods. You finally crest the hill and look around a good while later, somewhere farther south than you intended.
Stay with Joan, hopefully up to the crest of the hill.
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
GLORY: 5
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)
Radio that we're moving with the operation.
Move with Alice forward, to a better position that's nearer to the base.
If possible, camouflage ourselves. But priority goes to tending to any wounded I meet along the way (Prioritizing better aid kits and rations to heal off stats)
"Thanks Alice; seen anyone else? That separated us badly; there were people back on the plane before I jumped. Let's proceed."
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: -
Mental: -
Life: +1 {+Helmet}
Stats:
GLORY: -
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)
((I'll put 'aside' paragraphs at the bottom of my post as that seems best to remove partsErr, it seems like those squares represent a large swath of land that we can easily cover, and/or that airbase is pretty small (or at least the good size of usual airbases, meaning one main runway and just a few other portions) that someone could go over and free me. Yay!
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
Sorry, I was assuming x.x Thanks for clarifying this. Also I'm thankful for having been found :3 I wasn't complaining if it was something, too. It's more that I forgot the format of radio protocol in small squads as ours, and only my mistake.
I also do, doubly hope, that if ever someone gets in the base, they can attune any radio to the frequency I'm on and we can communicate that way, as I guess given this distance, it's best to sniper support.
Unless the dark green isn't the highest elevation on the map that easily sees the base.
Also I removed a -1 to my Physical as it seems I mistakenly copied that from previous posts and only saw the mistake now.
Our first casualty, to note. :<
[Camo 2,6]
Joan attempts to Camoflague herself but finds the dirt here to dry to mud herself up and lacks any specilized tools in the absence of local materials. Alice simply tears a small hedge out of the soil and plants it firmly on her head like a complete loony. The two shuffle off, with Alice rustling like a moose running through dried leaves. Together they make it to the top of the hill, near Jack. They have a view of the base from here, though it is obcured by blinding flames and smoke. Entire valley is filling with clouds of embers and the smell would be pleasant if it weren't so chokingly overwhelming.
Joe Goes for the hills,wondering if Ed will come out fine
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)
[Know:2] Hmm...is it better to just run for the trees or try to sneak slowly? Joe considers this dilema and finds no good answer. So he plays rock paper scisscors with himself to decide. After the 9th tie he discovers his problem and flips a nearby stone. The stone tells him to go slowly, so he does. The slow going requires no extertion or test of skill, but leaves him in the open for much longer.
He reaches the edge of the forest on the hill.
Get my parachute bundled up before it gives me away! Cut it loose if it threatens to pull me off the building.
Edit #2: I don't want to get rid of my parachute if i can avoid it, since I might need the strings to get me down off the roof. Only cut it away if necessary.
Also, once that is done, if i have any action time left, observe the movement of the people below, discreetly.
Edit: Can you mark the AA guns for me? Are they the 2x2 squares?
P.S. I am fully aware that I have no radio or other means of communication with the team.
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)
[dex:4]
You scoop your chute up and bundle it away before it can alert anyone to your position. Or...If they're alerted they don't say anything. You watch as the people come from the barraks. There's a huge number of them, or at least it feels huge when you're sitting here, alone and obvious, on the roof of a building. Luckily the dark plus your black and green camo give you some cover. If you press yourself down against one of the large ridges in the tin roof, you can blend into the shadow it casts fairly well.
The men are running south, some into buildings, some just over in that direction. Some carry their weapons, others seem to be unarmed and might be crew of one kind or another. The night watch is running around with their flashlights on, shouting in german at each other and the men.
Piecewise, thank you for your mercy. I am now scared of what will happen in the future.
Taking a brief moment for self-assessment, Charlie hides his chute in the underbrush and surreptitiously looking around, avoids the beginnings of a small forest fire by circling the base in a counterclockwise direction, towards the river.
Check self/surroundings, hide chute, and sneak to the bank of the river NE from current pos., keeping an eye out for any sign of friend or foe.
Note: It seems unclear which side of the river Simon and Yarick are on.
Name: Charlie
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.
Physical: +0
Mental: +1 less vulnerable to verbal abuse and manipulation; Charlie never talks.
Life: +0
Stats: Str: -1 | Speed: +1 | Dex: +1 | Will: +2 | Knowledge: +0 | Senses: +2
Charlie tires easily: lowered strength.
Skills: +3 Camouflage | +2 Mechanics | +2 Melee | +1 Interrogation | +1 First Aid | +1 Pistol
Charlie is always the bad cop while interrogating. His very silence is unnerving.
Inventory: [Chaplin Equipment] [Universal Equipment]
Holy book (Used to restore 0 to 3 mental damage. Every 0 roll deals 1 mental damage to user)
Holy Symbol (+1 Mental)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Knife (2 risk)
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
(simon and Yarrick are on the north side of the river, the side nearest the base. )
You look around. There are no soldiers here or anyone shooting at you but you are right on the edge of the forest fire. You feel extremely exposed here, lit up as you are, and being so near the flame is like staring into the face of hell itself. The heat crawls palpably across your skin and the contrast between the dark night and the fire renders you blinking and blinded to both light and shadow.
You run off into the night, through the trees, crouching and hiding as you go. You make it to the bend in the river to the North East. The river is not a massive one, but it is fast flowing and a good 100 feet or more across. Crossing it under your own power will be difficult and probably result in you ending up downstream a bit. These Germans should have bridges around, but they're more than likely guarded and now swarming with Nazi troopers.
Simon watches, disbelieving, as the tank hunter who landed near him breaks his own concealment and rushes over to Simon in order to add to his already flawless disguise.
Understandably, Simon slaps the man upside the head as soon as he gets close enough. Then he holds his finger to his lips and points to the base just to their north. He offers his spare pistol to the man and then start creeping over towards the base.
Slap Yarrick hard if he gets within range. Then give him the C96, and carefully crawl to the edge of the river bank. Examine the base through binoculars; are people watching for enemies on this side? Or have they realized that the true danger is to the north?
Edit: Also, do I get glory for (maybe) saving Oz by throwing him out of the plane?
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]
(I addressed the GLORY you got from it later in the thread)
You slap Yarrick with a stern and sarcastically worded response and then give him Your Mauser before crawling up to the edge of the river bank. The base is swarming with people but they seem somewhat disorganized; the night watch is up and ready but the majority of men were asleep and are now piling out into the night bleary eyed and foggy headed. From your perspective you can see a good number are heading towards a building near the airstrip. [Language: 2] The building has a large paint stenciled sign of "Feuerkontrolle" on its front, but you're not sure what it means. Some are running north, towards the control tower, and others are running south to the aircraft hanger. A few seem to be running straight west towards the fire, but they're slowing as the reach the edge of the base.
Move to Joe Nix's position, then silently sneak towards the base.
((Sorry for not posting, I thought this game got abandoned for a while...))
Name: Zack Krokowicz
Current Weapon: Winchester Model 12 Shotgun
Magazine: 6 out of 6
Skill with the current weapon held: +3
Description: An American-Polish man in his mid 20s. Pale skin, brown eyes, black hair, muscular body and tall. Willingly accepted his draft to U.S military due to his burning desire to kill other people, and you need no excuses on the battlefield to kill people. Zack has been eventually sent to 888th Brigade after an incident where he killed captured German officer without any reason.
Physical: None yet.
Mental: None yet.
Life: +1.
Stats:
+3 Strength
+1 Speed
+1 Dexterity
Skills:
+3 Shotgun
+2 Hand-to-Hand
+2 Melee,
+2 Camouflage
+1 Explosives
+1 Flamethrowers
Inventory:
Helmet (+1 Life bonus)
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)
Hold position and wait for the others to catch up.
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
Zack moves towards where he thinks he saw Joe Nix land and instead finds Winston hanging out. The two join up.
Crawl over to Simon and if he doesn't see anyone then start moving towards the base carefully pistol and knife ready
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:Pistol M1918 (Risk 2) (ammo 7/7)
Knife (Risk 2)
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
2xSatchel Charge (Risk 7)
You Nudge Simon and ask if he sees anyone in the base. He gives you a very exasperated look.
Get out of this damned tree.
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)
You manage to cut yourself free and land...well its not graceful but you don't break your spine on a root or something so its a good enough landing for you.
Bob begins to slowly (to let others catch up hopefully) descend down the hill towards the main base, staying behind trees when he can.
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.
"Let's move in."
Cautiously move toward base. Head in the Joe Nix direction, not that I really know they are there. Drag people here with me, and collect people as I go.
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)
Robert and Jack link up together before then linking up with the nearby Joan and Alice. They don't get very far towards the base, but at least they've all formed up and are together now.