"Ah, dibs?"
Nab that girly mag that Joe found. Then, finally, sneak into the hanger? Peek out of the door first to make sure nobody is looking.
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: 10+10 (for flying plane. arranged via IRC)
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
You grab the girly magazine. Its all in german but you're not terribly interested in the articles.
The hanger? The one Ed was on? Well...ok. Lets see...you don't offer a direction so I'm gonna assume you're gonna by the north most pass, since it has less people hanging around. At least less that you can see. [stealth:1] You get right behind an AA gun just in time for it to swing around and the barrels to clothesline you straight off your feet. You land flat on your back with a breathless expletive. AA gunner stands up off his chair and looks down at you with a face of shock, alarm and worry, clearly still not entirely sure who you are or what is happening.
Stick close to Joe (I can't see any of the others right?), stay alert for hostiles.
In the quietest tone Smith can manage: "Stop trying to get us killed you idiot! If you whistle again I'll brain you with my .45. We should check out that clatter from inside the building."
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.
"Alright, alright calm down. You take the lead."
Follow Smith's lead, checking out clatter further in the building. STEALTHILY.
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)
Begin Joe Command: Follow Smith
Begin Smith Command: Follow Joe
Error: Infinite Loop
Could we get an updated map, please?
Now, we appear to have either primitive life support (Not really likely) or some really nasty experiments (VERY likely).
Tiruin, can your character read German? I suspect mine can, as having the unwilling victims of a torture session occupants of an information-gathering facility write things down is a good tool, should you need to resort to the cutting-out of tongues in the interrogation process. However, if you can read German, figure out what those labels say, and fast.
Those labels are honestly scaring me, even without any knowledge of what's on them. The Germans experimented with some pretty nasty chemicals in WWII...and we're in a Piecewise game. Those fuel tanks are probably full of, not fuel, but chlorine trifluoride, and the little canisters in the gel are probably discount Captain America bio-modification drugs.
Move north, to the corner of the building, away from those triple-A guns, and check the corner, then move across the open space, still heading north, to the end of the row of buildings.
Everyone always expects you to go for the biggest hangar when planning an escape. The solution, therefore, is to just go to the second-biggest hangar, which should definitely have what you need, while being much poorer-guarded and much less conspicuous.
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
GLORY: 0
Triple A guns? Do they fire roadside assistance?
In any case, you head north, staying behind the three buildings. These buildings look to be the showers, toilets and rec room of the base, judging by what you can see of them and their signs. You reach the end of the row and look around. What you can see through the smoke is mostly just a large expanse of mostly cleared grass and a few trees.
Enter the building, Springfield ready. Only shoot any Germans if they see me--otherwise, sneak closer so I can knock them out quietly.
If it's clear, look around at the available vehicles. First priority is something with a big gun (which neither of us are good with...), and then something with an enclosed cabin so the occupants are difficult to make out. Get in and make sure it's ready to go, but don't leave yet.
"Yarrick, think we should search this building more before leaving? I don't want to stay here any longer than necessary, but it might be worth it."
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 turn the corner into the building and give it a good sweep with your rifle. Nothing, at least nothing you can see. You lower your rifle and begin searching; its a fast process since everything is all out in the open. Nothing with a big gun but there is quite a large truck here with not only a closed cab but a large bed covered in one of those canvas ceilings you sometimes see on cargo trucks. It looks large enough to hold the entire team plus a good deal of cargo. You look around and find the keys for the truck on a little wooden board, along with the keys to every other vehicle. You check the engine and it turns on with a deep grumble.
"My God, they're using the children as-. . .This is more than a war crime. Everyone inside, help, please!"
Everyone seriously get those flashlights, and then speak to the children with that one language that got a response.
Inspect those symbols, using either knowledge or Language, and use medical knowledge in trying to find a way in getting these childen .
Order Zack and Jack to help out with this (after grabbing some flashlights for the search team)
If my radio can be used, order someone to dial into command, or try to.
"What is happening here? Can any of you respond?"
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)
TIMER: 50
((OKAY WHAT IS THIS @_@))
Those labels are honestly scaring me, even without any knowledge of what's on them. The Germans experimented with some pretty nasty chemicals in WWII...and we're in a Piecewise game. Those fuel tanks are probably full of, not fuel, but chlorine trifluoride, and the little canisters in the gel are probably discount Captain America bio-modification drugs.
((I'm unsure how we can identify what's in them other than interrupting with what's going on, but hence me shoving orders out--and probably using this 'quick' turn as knowledge use))
You get your various cohorts to gather up the flashlights before speaking to the child whose shell yu have open. [hidden] Its hard to understand him, his speech seems slurred, but he says something about...fire?
[4] The writing is german and is nothing but a single word repeated around the circumfrence of the cylinder. The first is "HERZ" which could mean Heart, or soul, or courage depending on the context. The one under it is "ATEM" which could mean breath or wind. A third, "BISSIGKEIT", which was something like vitriol or Bile. The fourth, "VERARBEITEN" which could mean digest or work or process. "SPANNEN" for Flex or Clamp or something like that. Finally, "SCHLEUSEN" which could mean channeling, funneling or filtering.
The symbol isn't one you know the meaning of but it is familiar. You recognize it from something another soldier found on D-day; a medallion that had the same symbol on it.
You tune your radio to command.
"Bones. Whats the situtation?"
Gutentag, motherfuck-ow. Ow, ahah, hah. Ow.
Edit: I'll go ahead and eat my restorative ration, and then try to get out from under the shelf. Unless the other guy remains a threat. I realize he has not been described as dead, yet. So if he is still a danger to me, fight him instead.
Description: average height, average build, brown hair, brown eyes, plain face.
-2 Physical (courtesy of a metal shelf)
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)
You eat a small snack while trapped under the shelf with the dying nazi crewmen. It tastes like victory.
Thus restored, you attempt to scramble out of under the shelf before anyone comes to see what happened. [4] You manage to get out of under the shelf, but only just. The shelf is still toppled and things are very obviously messed up around here. Oh and that corpse is trapped down there and is bleeding profusely all over everything. Hmm. Not exactly subtle.
Watch the door the group went into. Don't get seen; observe what is going on. Is there a better vantage point?
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 keep watch outside and see Alice get thwacked and go down. You sigh and draw your weapon, ready for things to go violently wrong.
Awesome, thanks!
Going to edit my action to be a little more precise.
((We now have a very obvious bloodstreak At least we've got overwatch folks ready to attack the flak gunners, having prepared their aim!
Although I'm really wondering what to do now .-. the text said their eyes and mouths could move so I'm assuming that the neck and below are more restrained akin to how an electric chair worked (but more for something that we've no idea about)
But I think I can disconnect all those given my Medical Training??))
TIMER: 50
((OKAY WHAT IS THIS @_@))
A bomb, set to explode. But you have know way of knowing that IC. Nor do I, for that matter.
((Yes but for whom Did anyone else set a bomb? We'll know IC on Piece's update. Hopefully.))
The bomb that whats his face set on the fuel tanks outside. Speaking of which
Timer: 45