"Also that is one nice body art, Radioman. I'd love to know your real name later on though. And if that's permanent. Broadcast a nice tune over the radio, will you? Something less...spooky."
"Aww shucks, thanks Ma'am. I'll see what I can do!"
Radioman didn't really understand what she meant by 'body art' or 'real name' but a compliment from one of the few teammates that wasn't a gruf malodorous squaddie was always in short supply, so he wasn't complaining.
You listen carefully. The sound of the storm hasn't vanished so much as it seems to have just grown distant. As though the thunder and rain were happening miles away, barely audible. You can hear the sound of boots on metal above and some quiet speaking. You can't understand it but the cadence is familiar; English and male. The swearing and shouting over the loud thunks from before has stopped, replaced by whispers.
Could I make out the accent of those people, given my language skills? Does it sound like one of ours, or do the voices have a suspicious German accent?
Also switch to a slightly less spooky, somewhat jauntier tune.
The Radioman couldn't disobey his orders and just go gallivanting off with the rest of the squad, but putting on a less haunting score for the female comrade he thought he could get away with.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: 0
Life: 0
Stats:
Strength: 0
Speed: 2
Dexterity: 2
Will: 0
Knowledge: 0
Senses: 1
Skills:
Operator: +3
Rifle: +2
Camouflage: +2
Mechanic: +1
Melee: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
You change the music. Huh, you're pretty sure this song shouldn't exist yet. Also, you can't really make out any speaking over your own music.
"That's... Weird..."
Uh, try to decode the lightningy bits. Maybe someone IS using it to pass information.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: +0
Mental: +0
Life: +0
Stats:
Speed 1
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 35
Inventory:
Fancy Hat
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)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Joan's Radio
Some bullshit pamphlet thing
[Hidden]
You're pretty sure, judging by the distribution of sounds, that its not English.
"Yeah, radios are shut down. Lightning, most likely, but it's kind of pulsing? You getting this, Alice? Not just my shitty german radio, right. . .Maybe a code, or a systematic jamming or something?" Bob fiddled with the dials, trying to determine if the interference patterns changed at different wavelengths.
Bob will attempt to decode the radio, working with Alice and her radio. He'll also continue to follow Tala, sticking towards the middle where fiddling with the radio shouldn't hurt him as much if they get attacked. He'll glance up every so often to make sure he's not caught off guard by anything though.
[Hidden]
Its no code that you know, and the general cadence and rhythm of it is such that you're pretty sure its not English or just about anything. It sounds...almost like distorted audio. You heard it once when the projectionist at a movie theater left the player on too slow a setting. It sounds sort of like that; not like its been slowed down but rather that whatever sound is being made is being made so slowly that it becomes meaningless.
Well, Tala (Tala? Is Tiruin from the Philippines?) has medical training so I guess Graham it is!
((B-but I- I thought you knew! [Yes I am and thanks for spelling it right ], also AWH, there goes my chance to use my rifle. Hey Piecewise, can I substitute my Sniper Rifle in melee? I'm under the presumption (again T_T) that skill in a weapon means also using it with skill in melee, maybe at its lowest damage dice unless I grab a bayonet. Can I use a stiletto or a trench/combat knife as a bayonet? :3))
Also addendum to that garb-grabbing last turn: anything that's pretty much available nearby. Insulation from whichever. Fireman's suit or otherwise. I'd rather prioritize rubber gloves. And/or something padded that doesn't encumber me.
Also how goes that Req. Medic Bag cost?
"Graham, you and your team head up to check on the rest of the crew. I'll take these fellows to find the General (or we can switch, whatever people want done). Seems the radios are down, which coincidentally is a 'good' function if this is caused by Nazis. Isolate an Aircraft Carrier, down its communications, probably do something about it. I just hope we're not being boarded, but if we are, some team please check where that "thunk" came from.
"If we're going to use a code to get to know each other, that means using English only in American--slang that the Nazis or infiltrators don't usually know. I'll rack my thoughts when I get to it since I'm not American however, but I do know some words...But keep using those radios. Its probably one of our only ways to know what else is going about."
Get to searching for the General. First-most-obvious-idea first. Get someone with a shotgun as pointman while I'm the second person, with my silenced pistol at the ready.
"Radioman and the rest, I doubt you'll all be helpful as command without a means of communication. Want to go with my team and look for the General? There are two locations where he'd most likely be and I'll check one of them."
Glory: 130 [-50; -30, for Silenced Pistol and Helmet, unsure on Medic Bag but = 50 GLORY remaining]
Weapon: Scoped Springfield M1903 A4 [5/5]; [5/15 ammunition total]
Name: Tala Agata
Description: Tala was enlisted alongside her kin, for their renown in sharpshooting and rugged terrain survival. Being the one who had taught Joan how to shoot, she was only a year her senior before they had been separated in different brigades. She was recently transferred to the 888th after the Normandy landings.
Physical: -
Mental: -
Life: - {+Helmet}
Stats:
Speed: +1
Dexterity: +1
Will: +1
Knowledge: +1
Senses: +1
Skills:
+3 Sniper rifle
+2 First Aid
+2 Medical Training
+1 Camouflage
+1 Pistol
+1 Languages
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
*Silenced Pistol [8/8]
*Helmet {+1 Life}
[Medic Bag?]
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Hitting someone with a random non-weapon object is hand to hand. So you can do it, but you have no bonus in it. If You have a knife, you can use it as a bayonet if you have something to attach it with, but it would use Melee, not Sniper.
Insulation from whatever eh? Well you walk into the Kitchen and grab a pair of long yellow rubber gloves and then proceed to completely wrap yourself in tinfoil. Actual tinfoil, mind you, not the aluminum stuff we're used to. Its stiffer, sturdier, heavier and a person covered in it sounds like a metal drum full of keys falling down a steel staircase into pile of rusty hinges.
Medic's bag is 100 GLORY
The people on Graham's team would momentarily notice a quite noticeable smell coming from right behind them as Private Balders tries and fails to sneak up behind them. And he would immediately slink off towards the nearby wooden desk to try and stay out of view after he realized that he was in fact perfectly visible. This rather unfortunately only made his presence even more noticeable as he pokes his helmeted head slightly out of said cover to reveal his prominent nose. And his beady little eyes that were partially hidden underneath what seemed to be an extremely smudged pair of round lensed glasses. He continued to stare blankly at Graham for a while before he pointed at the logbook. And he finally decided to say "What is this book all about?" in his whiny and nasal tone of voice.
Glory: 15
Name: Private Balders Dash
Description: A grotty little British man who can often be found wearing a pair of round lensed eye glasses to make his beady little eyes look perfectly normal. He has an almost inappropriate obsession with sneaking up behind people.
Physical:(Just put any bonuses or negatives you have.)
Mental:(Just put any bonuses or negatives you have.)
Life: (Just put any bonuses or negatives you have.)
Stats: Speed (+1), Dexterity (+2), Senses (+1), Will (+1)
Skills:
Camouflage (+3)
Pistol (+2)
Traps (+2)
Car (+1)
Melee (+1)
Explosive (+1)
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Spy Equipment:
Disguise kit
Stiletto (2 risk normally, but 6 risk if the target doesn't recognize you as a threat when you attack)
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8 shots)
Two clips for the silenced pistol
Check the book. Is it an official ship's log? Is it Chekhov's Ship's Log?
"I think I don't like how unnatural this sounds. Let's get moving, see if we can't find out what's going on.
Hey, Tala! We're taking the next deck up. We'll search for Bone and secure him there, would you search the Officer's mess and this deck, please?
Proceed up and search the officers' quarters, grab any nearby fellow officer(s) and ask what's up. If we find Bone, attempt to make radio contact and report the finding.
You walk over and check the book. Its opened to the last page which seemed to be recording two things: When members of the cooking staff entered and left, and what supplies of food were used up each day. The page and the one opposite it are mostly empty, there are only 4 entries. You're about to walk away when you notice that the names of the people on the log are not those of the actual cooking staff. There's a D. Panchev and a B. Stefanov.
"Well, looks good so far. This lack of sound is some weird shit though." Smith runs his fingers over the tops of the vials in his med bag, then checks the chamber on his Thompson "I'll bring up the middle-rear if no one minds, good spot for a medic." Stick with the group
Physical: 0
Mental: 0
Life: 0
Stats: Speed(3), Will(1), Dexterity(1)
Skills: Medical Training(3), First Aid(2), Submachine Gun(2), Pistol(1), Mechanic(1), Car(1)
Inventory:
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
A whole pile of other shit I won't bother to track.
Medic’s Bag (restores up to -3 on life dice)
M1911 pistol (9 shot, risk 2)
2 pistol magazines
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst)
3 Thompson magazines
75 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.
Stick with the Tala's group.
Name: Hans Bauer
Current weapon held: BAR
Magazine: 20/20
Skill with the currently held weapon: +3
Magazines for the current weapon left: 2
Description: When Ermächtigungsgesetz, or The Enabling Act was passed in Weimar Republic on 24 March of '33, Hans fled from Germany to Great Britain, knowing deep inside of himself what Hitler's rule will lead to. The Invasion of Poland on September 1 of '39 made him realize that it is time to take the weapon in his hands and fight against the Nazi threat. Hans was eventually brought into 888th Brigade for his skills with machine guns and the knowledge of German language.
Physical:0
Mental: 0
Life: 0
Stats:
Dexterity: +2
Speed: +1
Strength: +1
Knowledge: +1
Skills:
Machine Gun: +3
Pistol: +2
Language: +2
Interrogation: +1
Explosives: +1
Hand-to-hand: +1
Inventory:
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
2 BAR magazines
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 Clicker
1 L type Flashlight
1 sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
This whole big clump of people move together through the mess room and into the Officer's mess. The officers' mess is far smaller than the crew mess, basically just a room about 15 or 20 feet long with a large table in the center and a lot of folding metal chairs around it. There's a table with all the fixings for coffee off in the corner. On top of it is a ceramic teapot - still warm - half filled with coffee. There are plates on the table, half finished meals, cups still steaming, even a paperback novel sitting open next to an empty plate. But there's no one in the room itself. No signs of struggle, no signs of anything. Its as though everyone just up and vanished.
"I'll go check the engine room that then. If anyone wants to follow, say so now or forever hold your peace."
Leave the Mess Hall and check the log book before heading for the lower decks to find if the crew down there are ok while keeping the rifle ready.
Name: Spencer Ward
Description: A tall and thin man with curly brown hair. Has the look of someone more aware of his surroundings than others do.
Physical:+0
Mental:+0
Life: +0
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Hand to Hand: +1
Melee: +2
Pistol: +2
Rifle: +3
First Aid: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Helmet and flack vest (+1 life)
M1 Garand (8 shot, Risk 3) (8/8)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
Halloween is the best time to join.
I follow Spencer to investigate the engine room. We investigate the logbook on the way.
Denver gets up from a far table in the mess hall and walks over to Steven. "I'll accompany you. I have a radio on me,
so I can keep us in the loop. And they'll hear any fun we run into," he says, smiling in earnest.
Name: Denver Gaunt
Description: Denver Gaunt is an average man of average build from New York. His family ran a small bakery, but Denver was disenchanted with the working class life and took up boxing. After joining up into the army, he discovered a newfound love of war and was quite overeager, eventually being transferred into the 888th for insubordination after several men were killed due to his rashness.
Physical: 0
Mental: 0
Life: 0
Stats:
Speed +1
Dexterity +1
Will +1
Senses +2
Skills:
Melee +3
First Aid +2
Camouflage +2
Traps +1
SMG +1
Operator +1
Inventory: Universal Kit, Commander Kit
Will add detailed list later.
I'm going to assume that you see the same thing that the other group did in terms of the log book.
Directly below mess hall and its adjoining rooms are two fuel tanks, an ice machine, cold storage, and a provision store room. There's no access to the lower decks through these rooms, you'll have to head up, across deck, and down into the Boiler or Engine rooms. There are two of each and all of them are isolated with only a single way in and out; a staircase in the engines and a ladder for the boilers.
Motioning to the others that he plans to scout the top deck and that he needs someone to come with him, Charlie scales the stairs to the next platform, and stops to listen again. If no change is observed, Charlie thinks about the ship's layout for a moment and takes the ladder/stairs to the main deck that comes up beside some sort of cover, stopping to listen again for any signs of trouble. Use my camouflage skill to see and hear without being noticed.
I'm assuming Charlie knows enough about the ship to have a rough idea of where to go.
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]
Clothing: Knit cap, Gun belt /w Mag pouches, Holy Symbol (+1 Mental)
Weapons | Ammo: M1910 pistol (9 shot, risk 2), Knife (2 risk), 2 pistol magazines, Entrenching Tool (A folding shovel)
Toiletries: Mirror, Razor Set, Bar of soap, Toothbrush and tootpaste, Compressed TP, Mess kit, Canteen & Cup
Food & Drink: Ration (Restores up to -2 on physical dice)
Healing Tools: Holy book (Used to restore 0 to 3 mental damage. Every 0 roll deals 1 mental damage to user), First Aid Pouch (Allows First Aid. Single use)
Tools: L type Flashlight, Sewing kit, Notepad & pen, Haversack, Compass, Clicker
The stairs up lead to the Officer's kitchen. The cook is still there, crouched next to the stove with a cooking knife in one hand and a pistol in the other. He watches you in silence as you climb up. He gestures towards the door opposite the stairs you just came up. That door leads to a provision room that then leads out onto the main deck, right next to the smoke stacks and the raised area around them. There will be a wall to your right with doors down into the engine and boiler rooms, and waist high wall to the left to stop you from toppling over into the sea. The door to the provision room is open, but the door out onto the deck is closed. The door isn't fully closed and through the half inch gap between it and the wall you can see a chaotic strobe of bluish white light flickering and flashing. It fills the Kitchen with a strange illumination and shadows spasm in every direction.
There are voices that sound like they are just outside the door as well; hushed whispers. You make out only occasional words but they seem to be trying to either figure out what to do or whats going on.
"You too, Ed? Perfect! It's like we three are the only sane and competent people in this outfit. I'll deal ya in, stakes are your cig ration."
Keep playing card with Yarrick and Ed, with cigarettes as stakes. Who loses, who wins? I want Simon to collect hundreds of cigarette packs eventually! :3
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: - First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- A bunch of useful bits and bobs
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2/2 Springfield "magazines"
- Binoculars
- Spare Scope (Mounted on Gewehr)
- 2/2 Smoke grenades
- A "mag" of incendiary rounds for the Springfield (loaded in spare Springfield)
Looted Inventory:- Helmet (+1 Life bonus, Single Use)
- MG 15 [37/75] (Given to Doc Daneeka)
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
- Two mysterious angular Nazi rifles (One given to Ed) (both confiscated by the brass)
- A spare Springfield M1903 A4 [5/5] (Loaded with incendiaries)
- Three spare Springfield "magazines"
- Knife (risk 2)
- A collection of "Chains, rope, small knives, and other things" looted from a Nazi supply depot.
GLORY: 140!
Get in on the rummy game. find some snacks or something to use as betting chips. And eating chips.
I like this music. Really sets the mood, doesn't it? Keep it coming, Radio!
"Radioman and the rest, I doubt you'll all be helpful as command without a means of communication. Want to go with my team and look for the General? There are two locations where he'd most likely be and I'll check one of them."
Hush up, Newbie. We're busy. Go run around looking for an officer if you want. But I'd be careful about disturbing a General for no reason.
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical
0 Mental
0 Life
Stats:
2 Dexterity
2 Will
1 Senses
Skills:
3 mechanic
2 tank
2 trap
1 camouflage
1 operator
1 demolitions
Inventory:
Universal Equipment: First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration
Engineer’s EquipmentMechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)traded to Simon Smith
Knife (Risk 2) (looted from dead teammate.)
Nazi Commander Luger 7/8 ammo (Risk 2)
One of the Nazi angular guns that Simon looted
Nazi Officer's Uniform, gently used
195 GLORY
One fully autonomous Radio:
Pretty sure I gave it to Oz since he was the first to answer. Not that he can't be used by multiple people.
The three of you play Rummy with cigarettes for betting chips.
Ed wins the first round easily, getting 2 cigarettes off Yarrick and 4 off Simon.
Cigarette rations have 9 cigarettes in them.