Bob pulls out the first aid kit and patches himself up a bit.
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: +0
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
+1 Life.
Wait for the others, I will bring up the rear of any forward move.
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.
Try and make some sort of noise, lure an investigating enemy soldier out near me. Subdue him stealthily if he gets close.
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)
[Camo:1] Joe sits and thinks for a long, hard moment about what kind of noise he could use to draw the attention of one of the soldiers currently scrambling around the base. He suddenly realizes the perfect sound! He goes to fire a gun straight up into the air but remembers, sadly, that all he has is a flame thrower. Greatly saddened, he decides to do the next best thing and just hurls his entrenching tool across the grassy expanse and into the side of the nearest building. It clangs loudly against the wall and then the concerete floor.
The base is not quiet, between the shouting and the sirens and the distant crackle of flames, but the sound of steel banging repeatedly against concrete is enough to draw the attention of several soldiers, who come over to investigate. Three of them stop and gather around the shovel, looking at it with abject confusion and then looking around, trying to puzzle out how it got to where it is.
Is the smoke obscuring vision within the base? Earlier, when I landed on the northern side of the hangar, I could see the barracks and a couple AA buildings, but you said everything else was hazy and hard to see. So is the northwest portion of the base obscured? Is the smoke continuing toward me? If so, I need to get a scarf around my nose (or a gas mask).
If the smoke is not obscuring the northwest corner, I want to carefully turn back and see if I can make out what the buildings in that area are.
Otherwise, I'll carefully head toward the ladder in the southeast, remaining in the shadows of the ridges of the roof as well as I am able. I won't descend yet, Just getting ready to move when the opportunity arises.
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)
The smoke has gotten denser, so currently anything darkened isn't visible, at least from your current position. You turn your head back round and look to the north west. You can see a few buildings and men moving, but not anything more than a hundred or so feet away. So you you crawl over to the ladder and perch yourself in the corner.
Charlie struggles out of the pack, and swims with the current, not trying to fight it, but using it to reach the other side of the river.
I think it's reasonable to assume that the knife and pistol are worn at Charlie's waist. Upon a successful roll, everything else including the mags goes down /w the pack.
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.
Attrs: GLORY: +0 | Physical: +0 | Mental: +1 | Life: +0
Charlie is less vulnerable to verbal abuse and manipulationthe less he speaks.
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) *WORN*
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)
In a desperate attempt to free yourself from the river, you throw off your pack. Freed from its weight, you manage to make it to the other side, but lose everything save for your knife and pistol. Oh, and your holy symbol that you wear by a chain around your neck. You come up on the shore just to the east of Joe Nix and his tag along; outside the base perimeter but not by much.
"Huh. There's someone of the roof of the hanger, one of ours."
Keep following Joan and hiding under my shrub.
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)
Uprooted Hedge
Please automate or post for me, Twinwolf or others who can RP Joan well. Plan is to provide close support or overseeing the battle (coordination with all forces), and stick with other snipers.
Reason is due to current storm. Bad internet; no power.
Joan mentioned all she could notice to those around her (letting everyone know of what piecewise wrote in her part),
"They're distracted; quickly, move near the base perimeter. We need people taking front, and people providing overwatch for us. Quick and silent advance, people."
Move in, quickly and silently. Analyze and proceed along the path where we'd least likely be spotted.
Try to mark out which building would be best in holding captives or other prisoners designated specifically for kids. (Knowledge roll?) And tell everyone else that if successful.
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 the Philippines, with her homeland experiences characterized by a contrast of dense jungles, sweltering heat, and high altitude training.
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)
Keep with the group creeping in. Don't get seen.
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)
"I guess we take 'em while they're distracted with the fire." In the dark, no one could see him smirking about this.
Keep with the group, pushing forward, eyes peeled for movement or enemies.
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.
Continue to approach the base. Stay towards the back a bit - they might be distracted, but Winston has one of the bigger guns so him getting sniped would probably be bad.
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
Be in the front of the group, then creep towards the base.
If someone tries to shoot me, drop on the ground ASAP.
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)
Joan, Alice, Jack, Robert M, Zack and Winston travel in one giant cluster, following Joan's instructions until they reach the very edge of the base and find themselves standing with their backs pressed against a large metal building. Judging by the sturdy but also inexpensive construction of the building- all corrogated metal painted a dull red with lots of metal boxes and drums near it- Joan has decided it is probably a supply depot. And, as such, that it is a prime location to keep a bunch of captured children tied up or caged.
Advance as quickly as possible while remaining unseen towards the nearest building, the southwestern one. Look for an entrance on the south side, then the western one, and peek in. Wave for Yarrick to follow.
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]
GLORY: 20!
You and Yarrick, who seems mostly unresponsive, move as quick and quiet as possible through the dark and haze over to the corner of the building. There's no entrance on the south side so you crane your neck and look around the corner of the building. The west face of the building is made up of two large sliding metal doors, both of which are open. Inside the building you can see a half dozen field vehicles, Kübelwagens and Opel blitz trucks mostly. Must be the motor pool. There's no one in the building at the moment, but you can hear the thumping of boots coming down the alley between this building and the hanger to the north.