Well, shit. "Anyone want a bit of bandaging? The doctor is high." Well, try again. Very slowly and carefully. If I seem too impaired STOP.
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
55 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.
[3]
You feel...a little better maybe but you're pretty sure you have a lot more fingers than you should. And they're all screaming....huh.
Steal the map and the biggest folder on the centermost desk!
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: -1
Mental: -2
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 run over to the wall and carefully remove the nails holding the map in place. You fold the map into a nice tight bundle and stuff it into the largest file folder you can find. You pick up the entire mess of map and papers and place it in your bag, trying your best not to smash it or scatter the papers as you do.
"That looks interesting but it seems you may need a partner when we get back to base"
Rest in the seat the injuries and overdose having taken a toll on Yarricks body and mind
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:-1
Life: -2
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) (Loaded with HE rounds)
3 HEAT rounds
3 HE rounds
3 WP rounds
2xSatchel Charge (Risk 7)
You just sort of sit there, exhausted, watching with a bemused expression while Alice looks at porn and casually makes anti-Semitic innuendos.
If my teammates aren't grabbing all of the folders and files themselves, look through them quickly and try to determine which ones are most likely to be valuable--maybe just look for the symbols that were on the kid containers, instead of actually reading anything?
If they seem to be doing a good enough job with the files, break into the officer's section with the entrenching tool, and charge any Nazis inside. Want to knock them out, rather than kill them, and I don't think we have the time to be cautious.
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 [3/5] (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] (Given to Ed)
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
GLORY: 30!
Jack is doing a bit of looting, but not a lot, so you walk in and start scanning through the papers. You flip through them quickly, pulling out anything that looks like it might be useful like inventories, troop movement diagrams, and other overarching information. However, none of the papers you find have that symbol on them and none of the papers seem to make mention of the shells. Even the inventories don't have anything that stands out...admittedly you can't read german so its only a guess.
"Some stuff here." You shout to Edward, "But nothing top secret."
With my flamethrower holstered, assist Edward Bohring in his investigation of the room. Just keep a general look out for anything of interest.
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: -1
Mental: -1
Life: -1
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 (4 shots)
You step in and keep your flamethrower ready. You make sure to keep the nozzle pointed at the floor though; would be a shame if this place went up before it could be looted.
Look for anything with weird markings like those ones on the shells, or anything that looks like it has to do with experimental aircraft. Most of what's in this room will probably be normal air traffic control and base operations stuff.
Is there a second story to this building? approach the "officers' quarters" carefully, listen for activity, be ready to shoot anything coming through the door. keep an eye out for any folders or papers like what i describe in the orange text. Smell for the telltale hint of burning paperwork (oh yeah, we already set everything else on fire.)
Edit: follow Simon and assist in subduing the nazis. Shoot first if guns are pointed at us, otherwise, attempt to capture.
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) eaten
Engineer’s Equipment
Mechanic’s tools
Trap making Kit
1 Satchel Charge (Risk 7)
2 Satchel Charges (Risk 7) (looted off Yarrick)
Knife (Risk 2)
received from Simon Smith: MG 15 [37/75] Risk ?
50 GLORY
You search along with Simon, keeping your gun in your good hand and flipping through things with the other. Like Simon, you find some mildly interesting papers but nothing major. Damn, if only the interpreter had survived they might be able to make more sense of this.
In the distance, towards the south, you can all hear the sound of popping. It sounds like firecrackers but different; deeper and more resonant. The pops start slow but get faster over time.