After leaning back to stare into the park again, Bob leaned forward as though to exit the car, then slumped down again. Not his problem, right? He leaned forward. If there were any more of these people, they'd probably be fleeing the hotel, or maybe there might be another branch that made deliveries to the park? But no, that wasn't likely. He hesitated a moment, made sure no one was looking at the car, then opened the door and jogged out, heading into the hotel. He would just check with the management, make sure they knew about the bust, then head back out and wait again. In and out, it would be quick.
Find the management, and make sure they're clear about the impending situation, make sure they're ready to get medical assistance in case of civilianc casualties, and make sure they have a story to prevent a panic.
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: 115
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)
Supressor (makes pistol risk 8 if unnoticed)
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+Missions:
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.
Survived the attack on the USS St. Elijah.
[1]
You step out of the car and stretch, lifting your arms above your head and standing on your tiptoes with a hissing grunt. You've spent too long in this car; time to do something productive! You grab your expertly cleaned and maintained pistol, strip your shirt off and walk across the street into the lobby of the park crescent building. You walk in, gun in hand, and up to the desk. There's no one there so you slap the little bell and wait.
Nothing.
You slap it again as a couple walks by, out of the building.
"Howdy neighbors! What are your opinions on murder?" You say, waving at them with the hand holding the gun. They scream and start running. You shrug. Very rude of them.
Its about this point when a man in a uniform appears from a back room and takes up position at the desk. You stare at him before hitting the bell again. He furrows his brow and stares at you. You rest an elbow on the desk and your head in your hand before hitting the bell again.
"Sir?" He says, leaning towards you.
You slap the gun down on the desk and return his stare. He goes quiet and leans back away from you, eyes wide and entirely focused on the weapon.
"Uh...Sir is there-"
You shoot the bell. Maybe it makes a sound, all you can hear is the bang of the gun reverberating around the room and your ears ringing afterwards. The bell goes flying, somewhere, in several pieces. The receptionist has thrown himself down behind the desk and is babbling something unintelligible. You watch him for a few moments before stripping off your pants and hopping up to sit on the desk, facing him. You dangle your feet down near his head while scratching your nose with the tip of the pistol's barrel.
"So." You say, finally "I just wanna let ya know that there's a pretty good chance that you're gonna need an ambulance here pretty soon. Maybe several. Because things are about to get fun."
As you say that last part, you strip out of your underwear and drop it onto the terrified receptionist's upturned face before stretching out and laying, long ways, across the desk. You fire several times into the ceiling, bringing down plaster dust and bits of broken wood.
"Yeehaw."
Tripwires and other obstacles! Tripwires that are not rigged to explosives! I wanted tripwires, PW, Tripwires!
You know, so that the enemy would come out, trip and fall, and be easy pickings, not so that the enemy would come out, trigger Armageddon, and become so much paste smeared across the rubble of a once nice hotel that had the sad misfortune of encountering the 888th in it's efforts to 'help.' Not every trap needs thermite to be a success. Shocking, I know. Ed has a hard time believing it as well, considering his track record.
Hope this helps.
had i wanted to blow the building up, I would have done so by now. Grumble grumble gripe.
Also, that's some snazzy dialogue you added in to this post. I enjoyed every line of it.
Ooooh. Tripwires. Wires that trip. I guess. Well fine; you replace the bombs with boring metal wires to make people fall down.
Killjoy.
screw this stupid janitor plot, I didn’t need it anyway. Help Tala and Radio by staying outside the door and get anyone who tries to escape.
Character sheet:
Name: Jimmy Grouse
Description:
A sniper. He was in percussion,(in school), drafted as the drummer boy. His long hours of B.B. shooting worked out when he made a long shot with a rifle, hitting a general and winning a battle. He was drafted into sniper school, became a HOG(hunter of gunmen), but then, when he needed to relieve himself, he revealed his bases position to the enemy, which was then stormed. He was then demoted, but kept his favorite butterfly knife(I’ll get it later).
Physical:0
Mental:0
Life:0
Stats:
+1 strength
+1 speed
+1 Dexterity
+1 will
+1 knowledge
Skills:
+3 sniper rifle
+ 2 combat
+2 first aid
+1 hand to hand
+1 car
+1 traps
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)(5/5)
2 springfield magazines(5/5, 5/5)
Binoculars
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(taped to Springfield)
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(with razor inside)
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and cup
1 compass
Okay, Tiruin. Thanks for helping me.
You head back upstairs and hang out near the door, ready to murder.
Well, we don't have a speech roll in this universe so I'm just gonna use will. Since no one decided to actually say what they wanted to say. Which is a lesson I would have thought you learned by now. Because you know how this black die is with speech rolls.
((My dear, you've got this the wrong way around: it is exactly because you roll those juicy dice whenever we don't do our own talking, that I'm not doing my own talking! I can make you do my writing, how could I pass that up?))
Let Tala do the talking, it's her grand plan after all. Apparently Tir preferred if I tried to help, but since I'm short on time I'll just make it an action. We'll be going with her plan it seems, meaning we'll be trying to convince the Germans that we're on their side and that we are here to exfiltrate them. Use the information we got from our prisoner to make our story more believable.
Should the negotiations go south in an unrecoverable way and these thugs get violent, try to disorient them by playing some extremely loud sound (like what I did on the ship). If allies then come in to overcome them, keep playing loud noise to mask the sounds from fighting. Maybe try to go for loud drilling noises.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: 0
Life: 0
75 GLORY
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
2 grenades
1 blowtorch
flyzapper gun (risk: ??)
screw this stupid janitor plot, I didn’t need it anyway. Help Tala and Radio, then.
((Language! Coordinate with others, also sorry for not taking oversight in advice but I'm not sure what you're not sure about or want to do. Just checked your profile and being totally new and all.
Also warning ahead--if you do decide to do this, PLEASE make sure you speak IC, because say this situation happens: We do all right, you get in (roll badly or otherwise), and then it's an unannounced visit. Negative implications are what we try to avoid at times; clarity needed, as implied by Piece's warning up there about 'ok you're not doing dialogue? Let's dice it!'.))
Radio Controlled; I PM'd you a plan of conversation and otherwise, I'll be putting a placeholder action here for Piecewise. This is the placeholder priority action other than the 4 minor objectives:
> First assess if the initial idea of 'chiming in in German is a good idea, to sneak them out of the place as if we're on their side'. Did we get some passphrases, presumably from interrogation, if there are anything like that or stuff the spies use to identify others?
> If that's a no to the assessment; Use smoke grenade to fake a fire as the ten minutes are up, (ie "Oh dear, are these wires from the other room? Watch where you're putting tha- (activate smoke grenade, since my previous dialogue must've told the assault team to ready up to capture), FIRE!"), and Radio ushers *sternly* out those fellows while I tell the others to call the management up here. If they're (those thugs) going to help me, all the better--this gives time for the assault team to come in and "help out".
Hopefully bloodless, and a clean sweep of the area while apprehending the folks around.
Ten minutes.
Tala nodded to her fellow custodian and entered the room. She has several personal objectives, all that were easily accomplished given her demeanor:
1. Note down how many people are present; if there are signs of being armed or not; Tala did this by polite gestures as she let Radio's Character Radioman (...that's really his name?) look around for the bathroom--if he fails to stop the bathroom, she chides him casually by pointing out where the bathroom is and directing him that way. Something like "You're too focused on brand promotion. We've a job to do,
don't want to hear more of the cobblewoddles from our customers!"
2. Note the visibility from the window, and if there is anything blocking the path there (basically note pathways of exit from the room)
3. Respond courteously but concisely to any questions asked; as Tala cannot have specifics unless Piece intervenes, here's a few sayings. If they ask 'what's the problem' if we're taking 'too long', we say "Residue clog; past resident, months old. Tons of hair. It's a girl thing." adding the last sentence only if appropriate;
4. The rest of the coded information will be spoken to Radio while we're in the bathroom--just like mad-libs, without the obvious hilarity. Tala will be speaking what she found out in code.
((For a preview, it's like the following. An asterisk means 'this is where a coded phrase notes specific information'. Of course, adjust to GM preference--I did love how you RP'd our characters. We sounded competent!
"Hand me the brush while I get this open; it's been *[four] months since we last checked this bathroom. They *[should update] these checks more often. Drain is *[(barred by a lot of debris and covered up but the sink is all clear)]. We *[may need help with this later on]. Usual schedule; we apologize for the inconvenience." (To note '# of people other than us, present'; 'possibility of conventional weaponry or otherwise' (if not conventional weaponry, then it's "They've updated these things since last time.")' 'General passageways out the window for sniper team and assault team'; 'Cue for assault team to attack NOW' (Either a 'we may need help now/later, or never', because the 'never' means 'we'll be exiting and only scouting the area))
Also the PM is MOSTLY for purposes of 'Ok should we attack from this end, since you have sonic-ish blasts of disorientation, while I signal the assault team and hit the smoke grenade from our location as we distract them?' or 'Ok, let's just observe and scout out the room before the assault team gets in. I'll time the smoke grenade by stuffing the area; we need only a minute or so until the assault. Oh and have a good day boys, I hope we didn't take much of your time!". Gotta work on our big opportunity! It's not everyday that the dice or otherwise smiles upon us players here!
I can totally clarify the code for anyone finding it confusing!))
If it is agreed that we're attacking from the bathroom area, ready that smoke grenade for us, act all shocked because it's going to make an explodey-noise, then I'm dropping prone and using my pistol to aim to disable them.
If not, I'm just talking to transmit coded messages through Radio's radiohead, then exiting like a good maintenance team does. Courteously, with politeness.
Glory: 0
Weapons:
(E) Silenced Pistol [8/8]; [8/8 ammunition total]
Equipped Weapon Skill: +0 [+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:
(Worn) Maid Uniform with a smoke grenade in that pocket
Journalist's Uniform; disguising to not look female, and blending in the dark.
A Flat Cap*
*(Worn) A Helmet hidden by a flat cap {Just for the game mechanic to apply?}
A few pens, which can be used as lockpicks
Binoculars
Police Badge/Uniform
A copy of that propaganda paper
1 Carry-bag (Medic Bag)
2 smoke grenades (hidden)
1 military beret (hidden)
1 Birdcalling-whistle
2 Handie-talkies
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Knit cap
1 Notepad and Pen
1 Canteen and Cup
1 Compass
1 Mirror
1 Clicker
1 L type Flashlight
1 First Aid Pouch (Allows First Aid. Single use)
1 Ration (Restores up to -2 on physical dice)
1 "Birdwatcher" themed van, carrying all equipment below in the other spoiler. Its driving controls are pretty much a joystick.
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
2 Medic Bags
Probably a lot of tinfoil
1 Entrenching Tool (A folding shovel)
1 Sewing kit
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Mess kit
1 Haversack
1 Gunbelt with Magazine pouches
Piecewise-Friendly version of the post above:
"Placeholder Action", presumably only done if Radio agrees: Use the smoke grenade and some acting ("No, don't cross those wires!") to fake a fire, then usher out the occupants out while telling them to call management. Presumably Radio gets to decide whether the assault team is called in.
Primary action (information gathering)
1. How many people are present in the apartment, and do they seem armed?
2. How visible is the room's window, and is the path clear enough to use as an escape route in an emergency?
3. If anyone asks questions please don't roll speech to respond to them and simply assume Tir would give a reasonable speech:5 quality answer. Otherwise, talking to the occupants of the apartment is unnecessary.
4. All relevant information will be spoken to Radioman through non-humourous and realistic coded messages. Unless something comes up that Tala could not talk to Radioman, he should know the answers to 1 & 2.
If teammates decide to attack from the bathroom area, activate the smoke grenade [whether it should be thrown or just dropped is ambiguous], act shocked, then draw the pistol and drop prone before shooting to disable. [Shoot Nazi kneecaps and asses, one would assume?].
If teammates waffle about what to do (as they inevitably shall), just transmit information through Radio's headset to the main team's comms. Also, act courteous and polite, like a quality maintenance team.
((Uhh. Piecewise did ask me to do this...))
Not one to wait, Charlie heads in towards the room being infiltrated, nearly tripping over piles of inconspicuous danger along the way. Get out a crescent wrench to help with the plumbing and hope no one notices that plumbers generally use something bigger and heavier.
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: +45 | 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), Greasy Overalls
Weapons | Ammo: M1910 pistol (9 shot, risk 2), Luger(unknown shot and risk), Stiletto (risk 2, risk 5 if undetected), 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), Set of Lockpicks, Mechanics Tools,
[5]
So Charlie walks up, just comes around the corner, and tries to follow after Tala and Radio. Now, luckily he's a master of camouflage so the fact that he literally walked up wearing a gunbelt doesn't seem to tip anyone off to there being something weird going on. Instead, they just let him in along with Tala and Radio, so that he can...what exactly? Stand around in the bathroom with them? Try to look busy? I don't know.
Tala leads the cart in and Radio follows after, both of them scanning the room as quickly and inconspicuously as they can on their way to the bathroom. There's basically just one big room, with a kitchen nook and a TV in a far corner, as well as a dining table and some scattered chairs. The window has its shades drawn and everything looks strangely empty; like 80% of the furniture has been sold off or removed, leaving only a few basic things in a great empty expanse. There are stacks of the propaganda paper against the far wall, dozens of bundles of the thing, wrapped in twine. The press must be in that room to the right and in the back.
There are two men beyond the one that let you in visible in the room; they're over by the TV, on wooden kitchen chairs. They're staring back at the group, eyes hard and faces impassive. If they're armed, she can't see the weapons. As soon as they're in the bathroom, Tala speaks aloud to Radio (and everyone listening in via radio) in a nonchalant manner, not whispering or shouting.
"The room seems pretty sparsely decorated; I thought they had more to them, usually. And with the blinds drawn it must be awfully dark during the day. Then again, I suppose those three might like it that way; they seem rather serious; but not in a scary sort of way."