Totally not be too late to join the To the Bridge! group.
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
Yeah, you can join up with them, thats fine. Enjoy our baptism by hail stones.
You missed Charlie's action in the previous turn, PW. Not like it was super unique or important, just letting you know.
Sorry, must have gotten lost in the posts. If I ever miss something important, just quote and repost it with your action for this turn and I'll retcon it in.
((I can free action getting back right? Because that's totally my action))
Having only a few steps out onto the deck, Tala signals everyone to get back inside.
After having a faceful of cold, and a clothful of freeze, she finds herself in the area right before the open-air deck, sheltered by the room and with probably everyone else who decided staying outside and cold was a bad idea too.
"Change of plans. We need watchers on deck, but nobody can get out there unless we find something to withstand all that. Someone needs to get up to the communications bridge, and under guard. As for everything else--I need volunteers for that plan, and I need others for defending the rest of the ship. My rifle and I seem best for the former however, as everything is closed spaces down here.
"I have to presume that the other areas are in danger if this is the kind of greeting we're expecting up top. Everyone, disperse--follow the Radioman. He is better off protected alongside those with communications devices; I'm also unsure if getting them any closer to the bridge helps anything unless others have any better ideas. But I do not like what we're facing. Anyone else with sniper rifles and anything to help cover and watch with us--please carry the message along to the rest; defend the insides of the ship. I think there's a way to the rear with the General that way."
Get everyone to block/seal, or protect this passage from leakage (at least)
Order everyone the above, and then go through the other passage to the comms area--sending one of the NPCs as runners back to HQ with a message and the clicker code, summarized as: 'HQ' keeps under high alert; top deck of ship is now under heavy storm conditions, and that the lower vital areas can be under possible attack; suggestion to search in patrols. Team Tala will be trying the other passage below the top deck to head to the communications central, with weapons at the ready.
"Radioman, how did you get up to the bridge without getting fully soaked in this hail? Where is your partner?"
Also check if my weapon got affected by BAD WEATHER. Nobody wants gun jams or worse!
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
I think there may be some misunderstanding as to what I mean when I say upper and lower decks.
Here is an image of the kind of ship we're on
You see how the deck is sort of tiered? How there's a raised central area with a lower area around it? When I talk about the upper and lower decks, thats what I'm referencing. You can see how there are several doors set into the side wall of the elevated upper deck; the ones nearer the front are the entrances to the boiler rooms and engine rooms, while the ones near the back, under those big rear facing cannons, are the entrances to the comms room and the rear section of the ship's interior. Going to the Comm's room means remaining outside. The comms room is also currently frozen shut; another player has been standing outside trying to get it open for a bit now.
So what I'm gonna do is assume you perform your turn, sending that one NPC off to inform the people in HQ of whats going on while you lead the others through the storm over to the comm's door.
Your weapons all seem to be functional still, at least as far as you can tell without actually shooting them to test. There are no obvious jams or blockages and the water wouldn't do much to interfere with them, as far as you know.
((...So last I checked in, things were poker and paranoia and I thought we were just in the "doing things between missions" phase and so I sort of tuned out, expecting the title to change when things happened and Tiruin has informed me that I was incorrect -_-; What's going on, roughly?
(And is it ok to assume Winston is with the biggest group of people?))
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: 0
Life: +1 (Helmet)
Glory: 110 - Cost of helmet
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)
Other parts of the Universal Kit
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
2 HEAT rounds
2 HE rounds
2 WP rounds
Satchel Charge (Risk 7)
M1 Garand (non-requisitioned, non-starting gear)
3 M1 round clips
Joan's stuff:
Quote from: Universal Equipment
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
You can assume you're with whoever you want or wherever you want, within reason. I think Tiruin has been assuming you're with her.
"I volunteer to head to the communication's bridge." Spencer says from his position.
Join Tala anyone else who is heading to the communication's bridge
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)
Done.
Accept the rifle if it's still on offer. Go talk to Ed and stay near him if he makes a move, provide cover.
"Radioman, how did you get up to the bridge without getting fully soaked in this hail? Where is your partner?"
"That would be because the hail literally only just started, ma'm. My CO is currently near the doorway from the kitchen going outside. Was heading there now actually."
"Radioman, try the communication signals now. I'm under the presumption that the whole 'eye of the storm' was artificial, and whatever crack happened that brought us out (or maybe the ship's navigation did that by moving out of the calm), means we can try communicating.
"With all due respect, I've already tried that multiple times. The storm just got worse, I don't see why now suddenl-"
"Hail all 888th channels. Do not try the ship channels until all that is done."
"Ok, ok, fine, whatever."
Also quickly try the radio again I guess.
To Ed.
"Sir, perhaps you could try to blow the ceiling of the room below the bridge? We probably don't wanna blow the whole bridge f we want to still get out of here later, but some controlled demolition might be doable?"
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
ON LOAN
Scoped Gewehr 43 [10/10] (Risk 3)
Two Gewehr Magazines
You take the Rifle and go hang with Ed.
You try to contact the 888th radio bands and find that while they are still blocked, the interference pattern has changed. Now what was once entirely unintelligible is just barely understandable as speech, though in a language you can't understand. Its that same Slavic language that you heard on the Nazi radio before, the same voice too, you think.
"Now, why didn't I think of that. Good man, radio!"
Head inside, to the area just below the bridge, and rig up an explosive to the ceiling. do not arm it, but set up a wire so I can trigger it from elsewhere if necessary. Specifically do not trigger the explosive if a) the others are rushing the bridge, or b) the Nazis have left the bridge.
Also, if the Nazis have cut off our path to that location, head inside and find out what parts of the ship are known to be under the control of the enemy. Maybe go toward the boiler rooms and trap the hall there, or to teh secondary radio room if we can get inside (use all available tools: flashlight, crowbar, etc).
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.
I'm going to assume that the information that Tala and a few other people saw, that of human figures moving down out of the bridge, will have been passed along to you. You still set up the explosive, but you don't set it off.
"That'll be alright. He can probably use it better than I can anyway."
Give Radioman the M1 Garand and 3 clips. Actually, just follow along with Tala's group.
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: 0
Life: +1 (Helmet)
Glory: 110 - Cost of helmet
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)
Other parts of the Universal Kit
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
2 HEAT rounds
2 HE rounds
2 WP rounds
Satchel Charge (Risk 7)
M1 Garand (non-requisitioned, non-starting gear)
3 M1 round clips
Joan's stuff:
Quote from: Universal Equipment
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
Conga line of freezing death it is.
Stand ready, with my Rifle pointed at the door leading to the deck. Shoot anyone who comes through the door.
(I'm assuming there are no friendlies on the deck. If there are, and I would be aware of them, then I'll try to I.D. them before firing. But, if I don't recognize them immediately, I'll shoot.)
"I don't think any of our people could move around in that storm. If it's still outside, it's probably hostile."
Name: Carolina Oliveira
Description:
An average sized woman with an athletic build.
She comes from Brazil, where she was secretly trained as a spy. Despite her training, she took up more combat skills than she did stealth and espionage. She was deployed with the Brazilian Navy in the Atlantic for some time before being sent on reconnaissance in Italy, from there she somehow ended up here.
Physical:0
Mental:0
Life:+1
Ammo in current magazine:8
Magazines remaining:4
Grenades:2
Stats:
Strength +2
Dexterity +2
Knowledge +1
Skills:
Rifle +3
Melee +2
Explosives +2
Language +1
Interrogation +1
Pistol +1
Inventory:
Rifleman Equipment
Helmet and flack vest (+1 life)
M1 Garand (8 shot, Risk 3)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
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
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 keep guarding the door.
"Agh, whuh, we're giving up just 'cause of some water?! That's stupid, I'm gonna go with Ed, he's smart!"
Yes, distributing one rifle to Radio, and one rifle and pistol to crewmen, is perfectly fine. Or, if Winston (Twinwolf) insists on disarming himself because Tala wasn't paying attention, give both rifles to crewmen.
Then follow the radioman to where Ed is setting charges, and guard him while he does so. Invite the crewmen that Simon armed, the more the merrier!
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) (Given to someone)
- Two Gewehr Magazines (Given to someone.)
- Mauser C96 [10/10] (Given to a crewman)
- Two mysterious angular Nazi rifles (One given to Ed) (both confiscated by the brass)
- A spare Springfield M1903 A4 [5/5] (Loaded with incendiaries) (Given to a crewman)
- 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!
You stagger off and join ed, who is placing an explosive on the ceiling of an area just under where he's pretty sure the bridge tower is. Now, you say you invited an NPC and there is one NPC who got sent back to report the current happenings with Tala's group, so I'm gonna assume you grab him after he tells everyone what happened.
Team Distracted Gunners
Charlie gets below deck, following Ed, Denver, and Simon to their objective. On the way, Charlie checks tries doors and checks corners.
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 join Ed in his plan to save everyone by blowing large holes in the ship.
Bob will take out his flashlight from his general pack, scan the boiler room, and then try to grab a prybar before heading back to the radio room.
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.
It takes you a couple minutes of searching but you find a prybar on the upper level of the boiler room. Its leaning against a wall behind a tool chest, out of sight unless you look carefully. You grab it and head back to the Comm's room door only to find a large group of people hanging around outside of it, lead by Tala. You also get completely soaked and battered as you push your way through the storm.