((Can we also assume that I met the Mess Hall people since you quoted that post where I said I'd do that?
Because if I did, they're acting like I didn't [it doesn't seem clearly mentioned]))
After getting told the info from the other team and sharing her own notes...meeting up with Team Paranoia and the other team who presumably know everything above deck...
"So someone died by electrocution by holding the safety railings? I've been wondering how that works since I grabbed some rubber gloves--aren't we grounded by the sea around us? Sounds like that man got hit from behind and was pushed off, there's no way someone can get hit by...err, lightning or something, and fall off the ship, even if he was holding the railing backwards and facing inwards. We're near where Bone presumably should be now."
And then presumably I'm near where the bullets happened but a few feet away from where it happened.
"Gunshots! We're friendlies! 888th!"
Ready up most appropriate weapon and approach the site of gunfire, check if any allies are wounded. Also call out so we'd avoid friendly fire.
Also if ever we get grenaded, since I'm pretty near where it should land to do us any damage, kick that awaaaay, if ever this paranoid scenario occurs.
Glory: 0
Weapon: Scoped Springfield M1903 A4 [5/5]; [5/15 ammunition total]
Current Weapon Skill: +3 [+0 if used in Melee/+0 in HtH]
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
*Medic Bag
*Helmet {+1 Life}
Probably a lot of tinfoil
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
((Sure, I mean you guys are like 3 rooms away. Just Yell. They'll hear you.))
You whip out your springfield and run over to the door where all the gun fire just happened. Of course its like 10 feet away so its a very short run.
Team That one Paranoid Tala
Balders would simply take out his trusty silenced pistol out once more before he rushed towards the source of the gunfire while yelling something about not really wanting to die horribly back at his base in clear and easy to understand English. And if he somehow managed to make it to the rest of the group without getting shot to death, he would try to not do something that is completely and utterly stupid by hiding behind the nearest available piece of cover.
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
You follow Tala while yelling "I PREFER MY SKIN AND VISCERA TO REMAIN WHOLE AND UNPUNCTURED THANK YOU, SINCERELY ME."
"Oh shit. Radio comes later." Bob set the radio down by his feet--he'd pick it up if they moved on--, and stood next to the door, pistol in hand.
((also, in the standard kit, we've got mirrors. We should get those out and use them for corners))
If anyone comes out of that door without shouting something in response, immediately shoot them in the kneecap. If from there it's obvious that they're not friendlies, aim to kill.
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: 0
Life: 0
Glory: 70
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:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
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 (Should I get rid of some of these? Because I had five from back when the BAR got five, and I was just assuming my character held onto them)
1 BAR mag with incendiary rounds.
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 first aid kit
1 trench knife
1 radio (Unbroken)
3 german medals
1 strange medallion.
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
Survived Injuries:
Hit in the forehead with machinegun fire on D-Day, helmet broke his nose, but saved his life.
Clipped by machinegun fire from main bunker on D-Day.
Caught in part of the fuel explosion in Poland: Large burns on exposed skin, but survived.
You get ready to shoot anything that isn't a teammate and isn't friendly. In that order. Maybe.
Team Paranoid
"Heading out!"
Run towards the gunfire, then yell, "Lass ihre Waffen fallen! Anderfalls, wir werden dich toten! (Drop your weapons! Otherwise, we will kill you!)"
Just haul my ass to the place with gunfire and take cover, of course.
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
((MAKE A SIP OF YOUR ALCOHOL!))
See, the best idea when someone starts shooting is to immediately cluster around where the bullets are coming from. That way no one has to deal with survivor's guilt.
((I'm taking the liberty of assuming that gunfire on this eerily quiet ship can be heard topside. Destroyers aren't very big, and we seem to be near the aft anyway, given that Tiruin's team was searching back there before showing up on top?))
"...Crap. Is that one of the ship's crew? Everyone, spread out, keep your eyes on hatches and windows---we don't know where the enemy might be.....And is that gunfire? Let's GO!"
Head towards the sound of gunfire, keeping an eye on, well, everything (By now Graham's team should have been informed about everything Tala's team has seen, and vice-versa. If not, fill them in first.)
Name: Graham Garter
Description: Once a Lieutenant left in charge of a battered company in Africa, now shipped back to the 888th after offending his commanding officer in some way he doesn't discuss. Tall, heavily tanned from his time in the desert.
Physical: +0
Mental: +0
Life: +0
Stats:
Strength: 1
Dexterity: 1
Will: 1
Knowledge: 2
Skills:
First Aid: +3
Submachine Gun: +2
Exotic Melee: +2
Interrogation: +1
Language: +1
Operator: +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)
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
Commander equipment
SCR-300 radio Transceiver and handset
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst)
2 Thompson magazines
Binoculars
5 signal flares (red, blue, green, yellow and black smoke) and flare gun
GLORY: 30
There's no reason for a grenade to get hucked up into the middle of you guys. I'm real tempted to do it anyways though. Murder Murder MURDER.
Meet up to the group, confirm no one was wounded.
"I heard gunfire. Is anyone wounded?"
Description: He's a tall guy with a medic's outfit, other than that, he's a generic human. Soon after enlisting, he was transferred to the 888th for reasons unknown to him. He decided to chalk it up to being an outstanding medic.
Physical: +0
Mental: +0
Life: +0
Stats: Speed+1, Dexterity+2, Knowledge+2
Skills:+1(Melee, Rifle, Language) +2(Pistol, First Aid) +3(Medical Training)
Medic Equipment
+Medic Bag
+M1911 (risk 2)
(9/9 shots)
+Pistol Magazine x2
Universal Kit
+First Aid Pouch
+Entrenching Tool
+Ration
+Clicker
+L Type Flashlight
+Sewing Kit
+Mirror
+Razor
+Bar of Soap
+Toothpaste & Toothbrush
+TP
+Cigarette Pack
(9/9 cigarettes)
+Lighter
+Mess Kit
+Knit Cap
+Notepad & Pen
+Haversack
+Gunbelt With Magazine Pouches
+Canteen & Cup
+Compass
You Pop into existence along with everyone else gathered around the door and ask if anyone is wounded. Everyone makes girly screeching noises, apparently startled by your sudden and inexplicable existence. Oh well, they'll get over it.
Team Frost
"Don't shoot you maniacs! We're on your side!"
Get whoever is on the other side of the door to stop shooting then take peek in.
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)
You shout down and wait a moment.
"Identify yourself!" Comes a borderline hysterical yell from below.
You tell them your name and who you are. There's a long silence and then they say, in a somewhat calmer tone, "What do you want? Is it still out there?"
Team Frostbite
Spencer already has the diplomacy covered, so Denver takes cover so that he can watch both doors (engine and boiler) and keeps an eye out for flankers.
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:
SCR 300 Radio Transceiver and Handset
Thompson SMG (25/25, Risk 2+1 for every five rounds in
burst )
Spare Magazine [25/25]
Binoculars
Flares (Red, Green, Black, Blue, and Yellow smoke)
Flare Gun
Universal Kit
You press your back to the wall, your rifle held ready, and your head on a swivel. So far nothing is coming. Nothing hostile anyways.
Charlie opens the door to the first boiler room the same way Denver checked the engine room, gesturing dramatically to his teammates that he definitely saw something strange up towards the front of the ship.
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: Camouflage: +3 | Mechanics +2 | Melee +2 | Interrogation +1 | First Aid +1 | Pistol +1
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
You open the door to the boiler room and stick your head in. The entire room is dark and silent. Its also very very cold. Thats not right. Thats not how boilers should be.
You gesture dramatically at the front of the ship after looking into the boiler room. Whether or not people understand you is hard to say.
"This just keeps getting weirder and weirder." Examine the body best I can with my super medic powers obviously it would be best to get him fully onboard the ship first if possible.
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.
He's frozen to the side a good 5 feet down, not the sort of distance you can just reach down and get to. Maybe if someone held your feet...
Not honestly sure what else to tell ya. The circumstances of the thing are not cryptic or vague, they are simply very odd. Something electrocuted this man while tearing his guts out and then froze them instantly to the ship's hull. Its all there, clear and easy to see, but understanding the cause is a hell of a lot harder.
I dont think simons luck will stick. Ready for another round?
Deal
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:
-On self-
Helmet (+1 life)
Pistol M1918 (Risk 2) (ammo 7/7)
Knife (Risk 2)
-In room-
First Aid Pouch (Allows First Aid) + Spare
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)
Glory 30
Simon picks up his half-empty glass and waves it around above his head boisterously "Simple, Alice! My only problem was that I didn't believe in myself enough, I was worried in the back of my head! I was drawing bad luck from the universe! But now, no, no, I'm not drawing anything bad anymore, just letting my inner luck shine out! It's the way I win in battle y'know, 's why I've still got this pretty face and a full beard, unlike all these crispies, haha!"
Oh, keep playing, now that Simon's on a roll, it'll only get better!
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
- 7 cigs (three borrowed from Alice)
- 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!
"Jeez, how did you suddenly start winning?"
Cards!
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
One single cigarette
Radio also posted but it is more than 20 posts back so placeholder
Radio wins 2 cigs off Yarrick and Alice and 4 off Simon.