Ok so here's the current list of GLORY stuff. Everything is basically too expensive for you right now, but you can keep it in mind for your build. I'm still hashing some stuff out and adding more so I'll update the OP soon. As of right now, Medals are between 300-400 GLORY and are occasionally handed out for free for certain actions that generally cannot be faked so don't try.
Promotions will be ~600 GLORY
Medals
Iron Skull: Ignore any negatives from Physical damage during combat. If the negative hits -6 it will still knock you out.
Old Nick: You cannot be hurt by fire.
Sin eater: Any attack that would have killed you instead leaves you with 1 hp. The medal then breaks.
Justice: When you attack an enemy that has injured you, your attacks automatically gain +2 risk.
Deadeye: Always deal at least 1 damage with an attack.
Iron Heart: +2 Life
Fury: For every -1 Life you have, add +1 risk to your attack.
Hotfoot: Reduce any damage taken from explosives by ½.
Fate: An attack roll of 5 adds +3 risk to your attack.
Reaper: Any kill with a melee weapon allows you to instantly attack another nearby enemy with melee. This effect chains.
Valkyrie: Killing an enemy refills your Medic’s Bag or first aid kit.
Philosopher: Mental damage does not affect rolls, but you take twice as much.
Skinwalker: After killing an enemy, you may instantly take on their appearance and hide their body in the same turn. Acts as a disguise.
Pride: +2 to Mental
Saint: Using restorative items like First Aid Kits always heals at least 1 life regardless of the roll.
Berserker: You cannot be injured on turns where you kill an enemy with a melee weapon.
Holdout: Add +2 risk to your attacks whenever you are outnumbered in a distinct conflict.
Vampire: Gain +1 life for each kill you make, up to +0.
Promotions:
Iron Fist: Gain a pair of the 888th’s Iron Fist Gauntlets and the training to use them. Your unarmed attacks have risk equal to 2+strength bonus.
Bone’s Blade: Gain one of the 888th’s notorious straight blade sabres. It's a Risk 3 weapon that gains +1 risk for every kill made with it during a mission, up to risk 10. This resets after each mission.
Sidearm specialist: Gain an 888th Snapshot pistol. Its Risk 2 but anytime someone takes a shot at you, you automatically take a shot back at them.
Slayer: Gain an 888th Soul Seeker (3 risk), a submachine gun designed for fighting crowds. Allows the user to fire 3 round bursts at up to 10 different targets at once, or focus bursts on smaller groups to increase the risk of each attack.
Chaingunner: Gain the use of an 888th Man Portable Chaingun, Risk 2. The Chaingun has a massive magazine of 100 rounds and gains +1 risk for every 5 rounds fired. Its real power, however, is as an area denial weapon. If the gunner chooses to hold a section of ground, anything that comes into that section will be hit automatically in a spray of Risk 5 bullets.
Assault Specialist: Gain the use of an 888th Gunner shield, a full body steel riot shield with mounted swiveling carbine. Allows Assault Specialists to effectively place directional cover anywhere they go. The shield will stop small arms and some rifle fire, but anything above risk 3 is a crapshoot. The rifle is risk 4 and 10 round, but can’t be fired unless the shield is placed.
Combat Physicist: Gain the use of an 888th prototype parabolic cannon. A miniaturized mortar system designed for sniping roles. Fires dense, non-explosive shells. Allows a sniper to strike targets even when they don’t have a clear line of fire, So long as there’s not a reinforced ceiling above their heads. Works best paired with a radio so that other squad members can feed target locations back to the shooter. 6 Risk.
Fireman: Gain the use of an 888th fireman suit. This asbestos and rubber suit is virtually fireproof and comes with a built in arm mounted flamethrower unit and fire ax. The flamethrower is risk 5 and has less coverage than the standard flamethrower, but holds twice as many shots. The fire ax is risk 3 and gets bonuses to rolls for hacking through doors and debris.
Scattergunner: Gain the use of a 888th Broadside scattergun. This shotgun like weapon fires what are in effect flak shells. They produce a cone of risk 7 shrapnel that travels out 1-3-5-7 spaces and can hit everything within it. 5 rounds.
Mad Bomber: Gain the use of the 888th’s “Turtle” vehicle, a machine designed to be driven over to targets, deploy bombs, and then drive away before the bomb detonates. It resembles a small tank and is driven via the use of a radio transmitter. It can lay explosives, throw grenades and even remotely fire a rocket launcher or recoilless rifle if one attached to it.
Building Killer: Building killers are given explosive charges specially formulated and designed by the 888th. These charges are high power and extremely directional, putting out the equivalent of an expanding knife edge of destruction. These bombs can be used to level or weaken structures in exactly the way the user desires. These bombs are scalpels and you get 3 of them.
Resurrectionist: Go beyond the bounds of normal medics. So long as the body is not gibbed (-3 life) and you reach it in time (3 turns max, but lowered by 1 for each -1 life past 0) you can return them to life with 1 Life, Physical, and Mental.
Empath: The 888th’s interrogators aren’t torturers; such blunt tools are beneath them. Interrogators of the 888th will always know when someone is knowingly lying to them and can, with a successful interrogation roll, learn a great deal about a man without him saying a word.
Trapper: Gain the use of an 888th advanced trap kit. Allows for the creation of complex traps, alarms, and snares. Packed with gear and items, from trip wires to bear traps that make complex traps possible and simple traps nearly instantaneous to set up.
Things Simon already got Glory for:
- Threw Ed out of the plane (+20 Glory!)
- Shot a pair of Nazis (+10 Glory!)
Things Simon did, but didn't get Glory for yet:
- Stole a truck which was used to rescue most of the Team and the children.
- Looted some important-looking Nazi documents ("anything that looks like it might be useful like inventories, troop movement diagrams, and other overarching information").
- Looted a pair of fancy Nazi guns
- Managed to remain entirely uninjured throughout the entire mission, unlike everyone else. Prolly won't get Glory, I just want to brag.
Go get that oversized machine gun back from Ed, unless he wants to trade his knife for it (Oz?). Simon could use a knife. Edit: If I'm allowed to keep the Nazi guns, give one to Ed in trade for his knife.
I also vote for Joan getting extra Glory. I'm unsure if she got some for the sheer badassery of comandeering an AA gun and tanking a grenade to the face, but even if so, she deserves some more for herding cats.
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]
- Important-looking Nazi documents (Left in plane)
- Two mysterious angular Nazi rifles
GLORY: 30!
Lets see...55 GLORY.
Jack's Deeds:
Set off the bomb in the plane at the beginning
Guard duty
Looted map and set of papers from the main area of the HQ
Assisted with looting literally everything from the head office, including the dead leader
50 GLORY
Jack is also awarded the OLD NICK medal.
Wear it proudly, along with all of your horrible burn scars.
I've had the plane I was flying explode due entirely to other people's incompetence, wore a shrub on my head as camo, looked at the base through binoculars, was the first to get spotted by a Nazi, looted some "important" nazi "intel" off of his corpse after someone else stabbed him to death, got shot in the torso, stole a very interesting experimental nazi stealth plane all by myself, kept in communication with the team and the base via radio whenever possible, protected the majority of the team from the munitions building going up by being in the air, and brought everyone home.
Yay Alice!
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: +0
Mental: -1
Life: -2
Stats:
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 20
Inventory:
Helmet (+1 Life bonus, Single Use) shot up
First Aid Pouch (Allows First Aid) used
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice) nom
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
Girly mag
30 GLORY
I suppose the mission ending means it's too late to:
I don't expect any glory. Instead, grab the Nazi uniform off of the dead guy that Edward got the Luger from and he and Jack loaded onto the plane. They didn't hide him, and a dead Nazi commander would be somewhat hard to miss.
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 manipulation the 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 Symbol (+1 Mental) *WORN*
M1910 pistol (9 shot, risk 2)
Knife (2 risk)
You can have the uniform, assuming no one else wants it. If a partially bloodsoaked uniform is in high demand, D6 roll off.
Well, most of the stuff I did I already received glory for. I would have been a lot more useful with Joan's group, but then we would have all died due to munitions dump explosion, so...
Healed a wounded comrade after a bad landing
Removed a ticking bomb from a munitions building and threw it "someplace where there isn't anything volatile", got screwed by the GM.
Attempted to heal everyone with injuries during the evacuation, with mixed success.
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.
I think these have been rewarded at the time haven't they?
I'll be honest, Winston did not do a ton this mission. The things that come to mind is finding the kids with Joan and helping to open it, not dying in the massive explosions, grabbing Joan's stuff (which, via giving us communication to Alice, helped us evac. I'm not sure if I directed that or you just had Winston do that), communicating with Alice to get an evacuation.
Incidentally, I vote that Joan get posthumous Glory for badassery before death.
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: -1
Life: -1
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
Joan's stuff:
Joan's Dogtags
Quote from: Universal Equipment
A well-cleaned SCR-300 Radio [Requisitioned]
Entrenching Tool (A folding shovel)
Quote from: Sniper Equipment
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
Quote from: Loot and Stuff (Non-replenishable)
Joakim's Dog Tags
Entrenching Tool (A folding shovel)
Flashlights
Chains, rope, small knives, and other things found in the current mission's supply depot
Lets call that 20 GLORY
I don't think Bob did much that he didn't get glory for. He drove a truck without getting blown up, I think. But that might not have been that dangerous. Does surviving this mission warrant glory. Also, he gave his pistol to someone. . . who was that again? I either need to get a replacement, or get that back.
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: -1
Life: -2
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)
21 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.
You'll get the glory others do for the mission completion but thats about it.
OK, EVERYONE GETS 90 GLORY ON TOP OF THEIR EXISTING GLORY DUE TO THE COMPLETELY SUCCESSFUL MISSION. TIRUIN, DUE TO POPULAR DEMAND, GETS AN ADDITIONAL 50.
You can use the glory at this point to get training or requisition items. If you want to do that, do it now because something is on the horizon....