How many, if any, nades did I manage to scrounge?
Unless Ed wants to try and disable the trap himself, try to gain access to the room in another way. Perhaps climb up that ladder again from before and try to smash/shoot my way through the window (or maybe through the already smashed one)? Unless that seems likely to set of the 'splosives, of course. Ed is on the case, so instead go scrounger for a cutting torch and reflect on that strange radio signal and what the lady was saying.
The radioman jogs of to go inform the resident trapmaster of what he saw.
"Sir, main entryway to the bridge is trapped. Some sort of explosive I assume, seems pretty sizable. I think we can circumvent it by going through the window though, or perhaps slice our way in from another angle. Would you like to take a look at it before I have a go at it myself?"
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
Two, judging by order of posts.
[3] You're not really sure what was said but you think the language is Romanian?
[4] You don't find a real cutting torch but you do find a blow torch. The flame is less hot and less directed, not as effective at heating metal as a cutting torch, but it might work given some time.
Tala would've jumped at the approach of another man--if she wasn't used to being surprised. She made a subtle movement with her weapon as she was unsure why anyone else would disturb her and Bob.
After a while a man in a crewman's uniform wielding an SMG walks in and asks if there's anything you want the rest of the crew to do. He sees Bone and asks if he's gonna make it.
As the situation was relaxed, she always kept her rifle at the ready in case anything abrupt would occur.
"They'll make it. Ensure we do too--expunge the Nazis, get to your post, make a headcount, alongside get a list of the ship's roster--we need names, identities, and otherwise. Please organize the people in the Mess Hall that way. Find the other crewmen and ascertain their identity. We have enough people in the Mess Hall to ensure the safety of all on board.
"Those are your orders. Please do not disturb us; they need quiet and peace, and thank you for your work," she said, nonchalantly sounding on edge at the idea of Nazis on an Allied ship, with all that had happened.
"Bob, any luck with the radio? If there's nothing clear--at least try to check for areas that are transmitting. Radios can do that, in the least with our medium and current condition," she says later on.
Continue tending to Bone and the bodyguard, keeping on edge and at the ready the use of her rifle in case any saboteur or spy (or even that guy with a nice SMG) points that at the wounded. Aim to maim, not to kill--for interrogation purposes if I have ever to shoot it. Even in close range, this would create some disorientation.
Also, thanks to Bob/Strider03's action, try to listen in and comprehend what's being said on radio.
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]
***Currently tending to General Bone and his bodyguard.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
The man in the crew uniform is one you recognize from the engine room. And no, he doesn't point his gun at Bone. He just nods and then sort of wanders off towards the officer mess in a sort of aimless patrol.
[2] You have no clue whats being said on the radio. You don't even recognize the language.
... second flashlight get! How ... useful. I'm marking it in my inventory.
Ed will then go to the bridge, climb in through the broken window (the one the big guy smashed), and disarm the trap. Check for other traps before I blow myself to hell accidentally.
"Sir, main entryway to the bridge is trapped. Some sort of explosive I assume, seems pretty sizable. I think we can circumvent it by going through the window though, or perhaps slice our way in from another angle. Would you like to take a look at it before I have a go at it myself?"
"Well, yeah, that sounds good. I mean, not like my second flashlight here is helping me get these guys out.
Hey guys, I'll be back in a bit. hang tight, or try to get free if you can. To be honest, you are probably safer staying in there. But who wants to live forever, anyway?"
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
2 L type Flashlights
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.
[5] You climb through the broken window and crouch down next to the trap. You spend a few minutes examining the trap before simply using a wire snip to cut the connection between the door and the bomb. Nothing explodes, so you consider the disarming a success.
Well, better fire a few more shots! Giant ghost ladies probably have a bit of an HP pool.
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 (8/9 shot, risk 2)
2 pistol magazines
Joan's Radio
Some bullshit pamphlet thing
You fire several more shots. 5 specifically, in the vague direction of the giant lady. There's no ghostly shrieking or shimmering images of giant women or anything. There's only a fading storm and you, shivering in the cold, with ringing ears and a smoking pistol.
"Hey! Man! Before you go, name, rank, the whole shebang. We're in a situation here, so best to make sure everyone's accounted for." Bob called this out, waving his pistol in the man's general direction, safety on, and never pointed directly at the guy. Just the ground in front of him.
"Anyway, Tala, got some broad on here, not speaking English, maybe orders? Probably ain't French either. Wanna take a listen, and see if there's anything you recognize?"
Be ready to shoot the guy who wandered in. If Tala doesn't recognize the language here, Bob will try to determine areas that might be transmitting, as instructed.
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.
The man gives you a rank and number with a degree of annoyance. You don't actually know the information of any of the crew men around here, but the stuff he tells you sounds reasonable. His name is Clarence, apparently.
[3] The language is Macedonian for the most part, with bits of Latin thrown in. Its an old dialect of the language, difficult to understand. You get the following from it.
"Kill he who knows."
"Sow distrust."
"Destroy Their Iron Whale."
"Come, Flesh of mine"
"A Man of Dragons?"
As well as mumbling phrases that sound like the woman talking to herself about being hungry and about someone stealing her dinner.
Team Nazi Hunt
"If nobody objects, I'm going in through the windows."
Climb in through windows, giving the box a wide berth.
Go upstairs, gun at the ready. If I cannot go upstairs from the bridge, back away and keep searching.
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
The control room is the highest room on this tower, but there's a ladder in the corner that goes up onto the roof with its various antennae and such.
Hmm. Last I posted, Simon was following Ed around, guarding him. It'd be reasonable to assume he kept following Ed... but I'm gonna go with the more amusing option and assume he drunkenly fell asleep somewhere along the way.
Dream.
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 Radio)
- Two Gewehr Magazines (Given to Radio.)
- 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 dream of standing atop a mountain, with storm clouds rolling like a gray sea below. The Sky is bright blue above you even while lightning crackles through the storm below.
Charlie pathetically drops to the floor with a moan. EDIT(Already grounded): Stays on the ground, moaning "It hertz!" periodically.
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
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
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), Luger(unknown shot and risk), Knife (2 risk), 2 pistol magazines, 3 Luger magazines, 4 Grenades
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, Entrenching Tool (A folding shovel)
IT HERTZ! IT HERTZ WITH A NUMBER EQUAL TO THE SPEED OF LIGHT DIVIDED BY WAVELENGTH!
Continue guarding Mess Hall unless asked by Tala or another teamate to help.
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)
German SMG (MP40?) (4 Magazines)
Luger (6 Magazines)
M1 Garand (8 shot, Risk 3) (8/8)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
You stand against the wall and rest your gun on one shoulder, semi-bored.
Make my way to the guy who shot himself in the foot. Heal said foot.
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
[5]
You shove some morphine into the man to make him stop screaming about units of frequency and then bandage up his foot. He's basically as good as new when you're done with him.
The storm has basically completely abated at this point, vanishing into nothing more than a cold wind, a light rain, and some dark clouds somewhere above in an already dark night.