Try to get info out of my patient, such as exactly what happened to him. I'm going to assume last turn's actions worked despite GM failure. If not repeat them this turn.
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.
Medical locker?
((Do you actually read people's posts? Obviously not. Obviously you don't know anything about WWII destroyers either. Honestly, my opinion of you as a GM keeps going down. Fine. Let me say it again: The mess hall on a WWII destroyer served double duty as the ship hospital. When the ship is at battle stations the area is cleared, and prepared for casualties. So yes. Medical locker.))
So the guy has a pretty hard time talking, bullet riddled as he is, but he manages to wheeze out that a group of German soldiers maybe a dozen strong came up from the lower deck and shot him. He says some of them went up towards the bridge and others split off and went somewhere on the lower deck, though he couldn't see where. He played dead lest he end up that way.
"WEEOO WEEOO NAZI'S ON THE BRIDGE WEEOO WEEOO BIG AND SCARY WEEOO WEEOO GO SHOOT THEM."
Go report what I saw and heard back to my handler. Also inform people I pass on the way there in brief.
By the way, is there something like an armory near here I could raid to arm myself? Failing that, what about one of those 50 cals or heck, one of those 5 inch guns?
((Do you actually read people's posts? Obviously not. Obviously you don't know anything about WWII destroyers either. Honestly, my options of you as a GM keeps going down. Fine. Let me say it again: The mess hall on a WWII destroyer served double duty as the ship hospital. When the ship is at battle stations the area is cleared, and prepared for casualties. So yes. Medical locker.))
((Hey, PW is only human, so he misses things sometimes. It happens, nothing to get so worked up about (even though I've been frustrated about it myself in the past at times, it's not that I can't relate). If you wanna make sure he sees it, put it into your bolded action, so that even if he's short on time and rushes to get a turn out he'll see it and be able to process it.))
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
13 individual cigs
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 report exactly what happened - Ok maybe you embellish it a bit with a kungfu fight - and tell them where the nazi's are and what they've got and what they were doing. You report it to Tala and...all the people behind Tala as well as anyone in earshot since you report it very loud and slightly shrill.
As per weapons, assuming you don't want some assorted cutlery and no one gives you a weapon, there's no armory on this side of the ship. However there ARE 50 cals and big cannons designed for ship to ship battle. Could probably use one of those to blow up the bridge.
You stop for a moment and consider if its a good idea to blow up your own bridge...
Eh.
I guess he found them!
Anyone trying to get into the mess hall should give proper identification. Once they are vetted, they should be given the clicker code.
Meanwhile, Ed will hustle on up to where Radio and the gang are, take a report, and begin the trapping procedure that you suggested.
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: 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(9/9) + 1 additional cig (+1 lit cig, smoking)
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
1 pair spare socks, wool, warm
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 (currently being studied by eggheads)
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.
You string up a makeshift trap using your kit and some knives from the galley, placing it at the doorway between the upper kitchen and the food store room that leads outside. You make sure to let everyone around you know about it and point it out so that they don't trigger it.
Team Mess Hall Door
Dive into cover, binoculars towards where Radio just came running from. If I see friendlies, make sure they see that I am NOT holding a gun in my hands.
"Was that the dude with the Radio...? What could have... Gah, my ears."
If I see nothing:
"Hey, Radio guy. It's clear."
If I see Nazis, call out their location to Radio after identifying myself, and then draw my gun.
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 scramble and hide as best you can in a doorway while scanning with your binos. You see movement in the control room and people seem to be moving down onto the upper deck. You stay in hiding.
Definitely tempting fate here have Bob do stuff on his own. Either he's not going to run into anything and get no Glory, or he's going to die.
"Boiler room or engine room might have something, and if we've got intruders or whatever's creating this ice on the boat, likely as not they'll have taken the engine room. Boiler it is then." Bob set off in the direction that he knew the boiler room to be, BAR in hand, safety off, but finger off the trigger.
Bob goes to the boiler room, as long as it's not too far away.
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 step into the boiler room. Its freezing cold and dark but safe, as far as you can tell.
I'm going to assume that you, tala and Hans all head upstairs when the screaming starts and find Radio at the door out onto the deck, presently shoving the shelf in the way of it.
"WEEOO WEEOO NAZI'S ON THE BRIDGE WEEOO WEEOO BIG AND SCARY WEEOO WEEOO GO SHOOT THEM."
"Where's your partner? Everyone, prepare your weapons. The deck is large and open, and there may be little cover. If they're up there, it's safe to assume nobody of ours is, but check your targets just to be sure."
Does everyone have a gun? If not, ensure everyone of our probably-around-10-person-team is armed, then we start getting on the bridge, cautiously to stay out of sight as to where I presume the bridge controls are.
"Also lower your volume, Radio...man," Tala said, unsure of his name...as his uniform didn't help identify him other than what she presumed was his insignia and role. "Where on the bridge are they? Numbers, weapons, any identifying identification? How did you get back, and why are you alone? What's the situation up there? Are they in the open, and what's the engagement range?"
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
Not everyone is armed with a gun, but everyone at least has a knife. I'm not sure if the guys from the engine room have been armed beyond their initial SMGs, but I don't think anyone has given them weapons as an action? Nothing I see on a quick scan of your sheet says so at least.
You and the team shove the barricade Radio just made out of the way and head onto deck. You all climb up to the upper deck and are just about to start making for the bridge when the air splits with a tremendous crack of thunder. The storm, previously held back as though by a glass dome, suddenly surges forward from all sides and spirals in on the ship. The deck vanishes into a blinding haze of wind and hail, whipped near horizontal by winds that threaten to tear you off your feet. Every moment in the open is like being pelted with tiny stones while someone sprays a firehouse in your face.
@Piecewise, would Denver and Radio have seen each other?
Yes. Well, you would have seen him. He was a bit busy running.
Simon, who had been drifting off somewhere in the messhall, suddenly jerks up and starts shouting.
"Whuh?! We're killin the Naughties, right? Yeah, yeah! You have my gun, and my other guns too!"
Join the big squad that's gonna assault the bridge! Simon has three spare guns (two scoped rifles, one pistol), which he'll provide to anyone unarmed.
Oh, and he's still drunk. When he suddenly stands up, he'll swat Smith (Milo's char) in the back of the head with his rifle's stock. Accidentally, because drunk Simon is so clumsy~
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
- 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!
Ah. So you give one rifle to Radio, and then another rifle and a pistol to two of the men from the Engine room. Is that ok?
You accidentally whack Mr.Smith in the back of the head. Not hard enough to cause damage or anything, just enough to make an "Accidental" point. Then you follow Tala up and get immediately caught in the storm, just like her and the rest of them. Nothing is quite as sobering as several gallons of freezing water and hail stones pelting your face.
Damien finishes his blues solo only to realize that the mess hall crew has moved on.
Pull up my shotgun and go regroup with Tala's fighting team upstairs.
Name: Damien Capella
Description: Born and raised in rural Louisiana. Left school in the fifth grade to run with a bootlegging outfit. When he was arrested in the late 30's, he was given the choice between prison, hard labor and military duty. Damien opted for the boots and helmets and thrived in the military environment. Beneath the facade of discipline and honor were a group of restless young men, like himself, who fancied fighting, swearing, booze, smoking, women and fast cars. He set up a lucrative smuggling operation to keep himself occupied. The fighting was pretty fun too, as he is quoted: "Name one single other government job that
rewards you for killing white cats."
Damien would then get into an altercation with his commanding officer over a foreign woman, both of them laying claim to her as their "girl". (Being a prostitute, she was in fact the girl of whomever could afford her.) Damien's punishment was his deployment in to the 888th.
He looks like a bald, less talented Charlie Parker.
*Speaks fluent French and his picked up bits and pieces of other European languages.
*Can lay down a killer harmonica solo.
*Favorite all-purpose phrase: "Cocksucker!"
Physical: +0
Mental: +0
Life: +0
Stats: Dexterity: +2
Strength: +1
Speed: +1
Senses: +1
Skills: Shotgun: +3
Melee: +2
Cars: +2
Interrogation: +1
Mechanic: +1
Language: +1
Inventory: - First Aid Pouch [Allows First Aid/Single Use]
Entrenching Tool
Ration [Restores up to -2 on physical dice]
Clicker
L type Flashlight
Sewing kit
Mirror
Razor Set
Bar of Soap
Toothpaste & Toothbrush Set
Compressed Toilet Roll
Pack of Chesterfield Cigarettes
Lighter
Mess kit
Knit cap
Notepad and Pen
Haversack
Gunbelt w/ Magazine Pouches
Canteen & Cup
Compass
- Winchester Model 12 Shotgun [6 shot/6 risk at close range/2 at longer range]
18 Shotgun Shells
Trench Knife [Risk 3]
[/quote]
You pump your shotgun, ejecting a perfectly good unused shell in the process, and then follow Tala up and into the storm.
((I checked your sheet and where is your starter equipment?! ))
((He is equipment.))
Yeah, I put him in on a dare.
I mean, he's the key to all this. If we get Radio working, because he's a funnier character than we've had in any of the other games.
"What the hell just happened? Anyway, wwe should probably watch the way Mr Radio just came from incase any unwelcome guests appear."
Find some sutible cover and ready rifle, aiming towards the way Radioman came from. Shoot any Nazi's that appear.
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 decide to hunker down and guard the doorway after everyone else leaves.
Hey, beats standing in the rain.