Can't really say I'm surprised, I guess. I was worried that the smoke was going to make this hard. How long until daylight, and can I tell if daylight will help my issues?
Anyway, extraction is going to be a "BYOGOJFC", so I'll just have my character say "SCREW IT!" and move over towards the runway/hangars.
Shaking his head with disgust at the poor planning, Bob left the area and flanked towards the runway and the outermost hangar. If he couldn't cover the mission, he could at least prepare the retreat.
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: +0
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
I'm gonna put you over behind the building that Joan's turn is currently in, since thats a good straight run from your current location. It will at least place you on the map so you can go from there.
Wasn't expecting that whole "stab the guy" plan to work out. Okay then. Move back out and help Joe drag that body into the building. Probably too conspicuous to leave a corpse laying in the middle of the base. Preferably drag the body into the hanger, provided it looks empty.
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+5 (found kids)
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
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Drag the dead nazi into the building and search him
Name: Joe Polnik
Description: A American-Polish man who is around 24,fair skin,brown eyes,short brown hair
Physical -1
Mental 0
Life 0
Stats:
Speed +3
Dexterity +2
Skills:
Shotgun +3
Melee +2
GLORY:20
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)
Alice and Joe drag the Nazi over into the supply building. They leave a rather telltale blood smear behind but...well its better than a body just sitting around in the open. At least this way someone will need to look at the ground to see the evidence. Joe searches the body and turns up a knife (risk 2) and the submachine gun seen earlier. Besides this he has his uniform, a small notebook, a pencil, 2 magazines for the gun, a rolled up girly magazine stuffed into one boot, and a candy bar.
((Shit! I hope that runner doesn't alert anyone, particularly since I don't know about him IC (I couldn't do much of anything about him anyway, but still).))
Stick close to Joe, but get ready to plug the guys by the fuel tanks with my pistol if they notice us.
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
20 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 to do the same luring tactic, heading back outside before whistling. Hopefully only ONE of them will come after me. Try and get Smith to follow my lead, unless he's got other plans.
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)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
[2] Joe and Smith back up a bit and Joe whistles at the two men near the fuel tanks. For better or worse, they seem so busy with the tank that they don't even notice his whistle.
Signing up to join the next wave:
Name: Ramses Apophis, Memphis Set
Description: An acolyte of the American branch of the Golden Dawn cult. War stirred up something spiritual in him, and he signed up, hoping to become a living embodiment of the destroyer. He believes, and makes extensive pains to keep his body sculpted like a God. A paragon of beauty, strength, holiness and otherworldly power! The army recruiters just shipped him straight to the 888th Brigade to join the other loonies.
Physical: 0
Mental: 0
Life: +1
Stats:
Strength: +2
Will: +2
Speed: +1
Skills:
Flamethrower: 3
Shotgun: 2
Melee: 2
First Aid: 1
Interrogation: 1
Languages: 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)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
Seems like he never even posted after that. Maybe you could ask PW to let you have a shotgun instead of the flamethrower, since Aig hasn't done anything all mission, but honestly I'd go for the full GLORY of incinerating everything. It does more damage, and will increase chaos, which we can always use!
Keep waiting, and listen for them saying anything. Simon might not have any languages skill, but he could still roll a 5.
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!
Ready my knife and pistol stay in the shadows and line up a shot on the guy ready to shoot him if he or anyone else sees us
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)
After a few moments of fiddling they get the radio working and you listen intently to their converstation. [4] You don't get it all, but you can pick out bits through the few words you remember and the context of the words around them. From what you can understand, they seem to be getting orders and info from someone...in a tower? Maybe the control tower. They're saying something about going north, helping with dirt or something like that.
As soon as they get these orders the driver turns round and pulls the car out onto the tarmac before speeding off into the dark.
If I have a mask to easily put back, remove it and speak to the children. Otherwise, speak to the children trying a mix of local languages both my Knowledge/Language skills can handle; if they're bothered, calm them down. After introductions or telling my intent, ask them what's going on and why they're in there--also how they were put in there, if they're all okay, and if they know anything regarding their current situation/situation of those like them, or where or if there are others. (also asking why the blue glow)
Also check for traps.
And try to find out how best to get them out using what I can find in the environment.
((Revealing my face so that they're pretty much sure that these are different people.))
"Found them!" Joan said in obvious English, "Problem is they're inside containers taller than myself. Any ideas how to get them out? We need a strong person here. Zack, Jack- erm, Worter, Krokowicz, you two find out what else is in this supply that we can help ourselves with--utilitarian supplies, as well as extra rations for travel. Munitions and otherwise, we're going to blow this up later when we're clear. Worter, set an explosive when we're done. Krokowicz, check the other crates for their contents. Otherwise, you two help me with this 'artillery container' if I determine this isn't trapped for some reason.
"Also, anyone, call the Engineer--ensure he's safe. We'd need him for this."
"We're not like them," Joan said in her best detail of the captors she had passed earlier, trying numerous languages she knew. "We're going to bring you to safety. We are here to help."
Get some orders out--anyone with strength or dexterity bonuses? Please help out--if Toaster's character is busy, get him helping out as best as he can--also to plant an explosive charge in a location in the building that can be set off remotely, later on, when we get the children free. Otherwise, both Zack Krokowicz, and Jack Worter will examine the area's supplies and otherwise, either loading us all up with munitions or extra weaponry--including rations, flashlights, flares, and other utilitarian devices we can use, especially for signaling.
If I determine that the artillery container isn't trapped or connected to some kind of alarm (which I should defuse or cause not to trigger using Traps skill), get help from those two to get the children out and safe.
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)
+
Search for instruments which can help with cutting the metal of those capsules.
Also, search for grenades and other explosive stuff.
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
GLORY: 0
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)
First, look around the shell for traps or something - you never know with Nazis. If it's clean, try to open it. If that fails, try to find something to pry it open with.
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
[/quote]
You have no mask, so you simply begin speaking in as many languages as you know of, searching for the right one. [6] You find the right one but you think you may have confused them with all your rapid questions and declarations. They seem to try and speak to you but their voices are too muffled by the shells to be comprehensible.
You check the things for traps but if there are any, they're internal and not visible. You do find what looks like an airvent near the back that is sucking in air at a constant, slow rate.
The best way to remove the child seems to simply be releasing the clasps on the shell that are holding it shut. They're not locked, simply large and heavy duty.
Well, this building seems more dedicated to parts and pieces rather than guns and bombs but you manage to find lots of flashlights, flares, rope, chain, tape, and other useful items. However, for the command of "Remotely operated bombs" I'm afraid we cannot comply. As stated, these bombs have time fuses. Remote activated bombs are but a distant dream for the future.
You get your fingers under the clasps on the first shell near you and pry them open. They open slowly, smoothly, and very heavily, sliding up and out of the way with a soft sshhhhhhht. You get help and lift the lid off the shell, setting it to the side before returning to the child. The interior of the shell is filled with some sort bright bluish stuff that looks like a thick gel but is hard to the touch. There are small lights in the gel that glow a faint blue and back light the child as well as the things around him. The child is strapped into the shell at his waist, ankles, wrists and throat with black leather straps that are affixed to the inner walls of the shell. He looks like he is floating on that gel, with the straps around him, preventing him from bobbing too far up. Floating next to him are cylindrical steel containers, 6 of them lined up next to him three on a side. The cylinders are quite heavy looking, very solid, with a strange symbol embossed on their tops and german words around the top edge. They look like their tops could be unscrewed. In the middle of each cylinder is a hole and from that hole stretches two tubes, or rather a single tube with a plastic divider that runs through the center so that it functions as two. This double tube runs from the container up to the child's bare chest and in through a stitched closed incision just under his sternum. Blood is pumping through all these tubes.
((good news is I am between him and the door. bad news is he can still yell. good news is I have a knife and he appears unarmed. bad news is someone else just pulled a spectacular feat of silencing a potential alarm - with better stats for it. Good news is I've survived: a) an exploding plane b) being stranded on the roof of the hangar in enemy territory, c) the unrealizd threat of fuel tank explosion, and d) a mad dash into the munitions building from the roof of the hangar. Apparently, Edward is not so boring after all.))
Unarmed, you say? Draw my knife, block the door, and body check the dude while trying to stab him in the lungs.
If I manage to incapacitate him, kill him and take stock of the munitions building. If he gets by, or manages to yell loud enough to alert reinformcements, arm the satchel charge, toss it into a hidden or hard to reach spot (preferably near some other explosives), and gtfo (south into the woods, then circle eastward).
If he manages to put up a fight and is in danger of overpowering me, attempt to disengage, arm the charge, and toss it across the room.
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)
[6] You charge the man and tackle him to the ground, holding his mouth shut. The two of you tumble and roll about, wrestling and struggling. You bang into a shelf and use the brief moment that he's stunned to lash out with your knife. You get him twice in the chest before the shelf falls straight down on both of you with a massive clang and crash. [-2 physical] You're not seriously injured, but you're pretty bruised and sore, not to mention pinned beneath the shelf.
TIMER: 50