"This is the part where the battle plan fails to survive contact with the enemy, I believe. I don't think there's much we can do to help. Any ideas, Simon?"
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: 50
Inventory:
Fancy hat
Police baton
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8/8 shot)
2 pistol magazines
Handie talkie
Binoculars
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)
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8/8 shot)
2 pistol magazines
Joan's Radio
"Well, Alice, judging from the radio chatter there's not much of a reason to stay here. Unless I'm supposed to shoot Brit cops, which... probably isn't wise. Hmm. We should probably get out of here before any show up. You hungry? I'm hungry, I'm gonna go find a restaurant."
Pack up the sniper rifles and then leave the building. Head North, away from the bleeding hotel, and duck into the first establishment that serves food. Order the most expensive thing on the menu, Simon can totally chalk it up to mission expenses.
Name: Simon Smith
Description: A short and somewhat stocky man with a thick beard. His looks are deceptive, as he's actually quite agile.
He has six firearms chained to his back, along with an assortment of knives and a sniper rifle he's always carrying around. He's wearing an "inconspicuous" birdwatcher outfit, while carrying a small arsenal of firearms in bags.
Physical: +0
Mental: +0
Life: +0 (Unless his disguise includes a helmet)
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
- 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)
- 1/2 Smoke grenades
- A "mag" of incendiary rounds for the Springfield (loaded in spare Springfield)
- Scoped De Lisle carbine [10/11] (silent)
Looted Inventory:- Helmet (+1 Life bonus, Single Use)
- MG 15 [37/75]
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
- Angular Nazi Lightning Rifle [10/10] (Risk 4, hopefully silent)
- 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: 0.
"I've heard nothing but bad things about British food; might as well go see if there's any truth to it." Simon says, stuffing the De Lisle into his bag and heading for the stairwell.
"I've had spotted dick before." Alice replies a moment later, trotting after him with the binos held behind her back.
"I can't say I'm surprised."
"No, its a food."
"Just because you put it in your mouth doesn't make it food."
The pair take the stairs down and out onto the street, making their way away from the building at brisk walk. They head north until they hit buildings and then turn west and follow the road till they reach a Cafe. Its getting later in the evening so its mostly deserted. The windows shine out into the street like searchlights and a row of bulbs illuminates a painted sign reading "The Gilded Bear" along with a picture of a gold heraldic bear. You both step in and take a seat at a table near the window, which affords you a partial view of the Crescent and the park. Alice, who gets a very odd look from the old woman waitress, orders two cups of coffee and some tomato sandwiches while Simon idly stares out the window, his bag sitting on his lap.
"You think they'll be able to handle that?" Alice asks as soon as the waitress is out of earshot.
Simon shrugs. "Maybe. If they get out fast. Longer you hang around the scene of a murder, the harder it is to get away. Death has a suction to it; draws people in and makes them start asking questions. Usually loudly."
Red smoke was still coming from the building, though only visible from their chairs as a defuse pillar rising up from somewhere behind a nearby rooftop.
"Think anyone died?"
"Didn't sound like it. Well, at least no one we know."
"I hope people we know don't die."
"What a perfect encapsulation of the limits of most people's empathy."
"I try."
((Should've made it clear the 'two fellows' were the two tough guys I saw on the way in with Radioman, them staring at me and all :x Ah well, it's all good)).
Tala waiting a second to notice that there were particularly no Nazis left, or at least those shooting in her presumption.
Room c-clear. "-And cut!"
Tend to the wounded ((Wait I don't have the medi-bags on me >_>))
Search for the printing presses; I doubt they'd have booby-trapped them at the call of maintenance crew.
If I do have my medic bag, use it on any badly wounded (-2 or less) allies, and if not, inspect the enemies.
Glory: 0
Weapons:
(E) Scoped Springfield M1903 A4; [0/5 ammunition total]
Silenced Pistol [8/8]; [8/8]
Equipped 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: -1 {+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
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.
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
You start walking forward, covering your nose and mouth with one hand while waving the other -still holding your pistol- back and forth to try and clear a way through the smoke. You step over a corpse and do your best to navigate your way to the bedroom using what you remember of the room's layout. It takes a minute but you find it and [5] start to push the door open. However, you only get it a few inches open before you feel a light resistance and stop. Its not the weight of the door, or anything blocking it, rather its like there's a tension, as though you're pressing against a spring. You look through the small opening and see something metallic at about chest height.
You look closer and find that there is some sort of metal pin in a matching holder, with a steel wire attached to it. There's a simple mechanism that, if the door were opened too far, would pop the pin free.
"Booby traps."
((Denver has -3 Life currently and -1 Physical. I think Ed should lead the charge in though. Demoman and all.))
Rest in Hall well away from room, hold pressure on leg wound, treat with first aid kit.
"Can we get the set medic in the hallway?"
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: -3
Mental: 0
Life: -1
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
Trench Knife (Risk 3)
Universal Kit
[5] [+1 life +2 physical]
You hobble out into the hall and let yourself slide down until you land with an unceremonious thump, back propped against the wall. You get out your first aid kit and use it to cut open your pant leg enough to get at the wound and then use gauze and bandages to stop the bleeding before suturing it closed. You then wrap it in fresh bandages and use some paper tape to carefully seal it and further secure it in place. Its bloody, painful work but a syrette of morphine makes it doable.
((Hey, someone remind me, does helping yourself with your first aid kit need a roll, or can we assume that one can apply some bandaging around a hand without choking on a bandaid? Also, is bleeding leading to further loss of life/physical dice and such a thing?))
"We've, ah, dealt with the situation. We'll be in need of transportation, sooner rather than later!"
Then, turning towards his teammates, he added "Remember, if people ask, we are shooting a pivotal scene for the upcoming war flick 'Nazis are Assholes, part two: Kick 'em while They're Down'. "
Silently radio the situation to the other team members. Ask them to keep an escape vehicle ready and waiting.
Then start hiding the dead bodies in the cart. Try to make sure they won't bleed all over the floor. Be medic'd if such is forthcoming, if not and dice loss due to wounds is a mechanic then apply pressure to stem the bleeding.
Name: Radioman
Description: A radioman.
Physical: -2
Mental: 0
Life: -2
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: ??)
You perform your eponymous duty, letting everyone not currently crouching in the hallway know whats going on. You get up, holding your bad hand in your armpit, and walk back into the room. As you go, you take a good look at your injuries. They're not great and you really aren't a fan of them, but they don't seem life threatening. Hobbling and painful, sure, but not deadly. The one in your hand is already barely bleeding thanks to the pressure, and the other has slowed to a trickle. You shrug and limp through the smoke to the closest body. injured as you are, lifting him seems unlikely, so you just grab him by the collar and haul him across the room over to the cart. Stopping them from bleeding is a pretty lost cause; they've already been bleeding all over the floor for about a minute now so some extra blood smudges really aren't gonna do much damage.
"Interior was a nightmare to begin with, but this isn't helping."
You drag all three corpses to the cart and even manage to get one in with great difficulty.
“Phew! that was hazardous! Somehow, I’m unscathed, guys!”
give my aid kit to Denver, Turn on flashlight, then follow the person who is leading the charge into the next room.
Also, piecewise, I’m gonna go away for a bit. Who wants to take over my character?
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 shots, risk 5 at long range, risk 3 at medium, risk 2 at close)(3/5)
2 springfield magazines(5/5, 5/5)
Binoculars
1 First Aid Pouch (Allows First Aid. Single use) given to Denver
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight(taped to Springfield)(on)
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
You walk up behind Tala and nearly walk straight into her as she stops at the doorway to the next room. You hear her mutter about booby traps as she examines the door and you try to look over her shoulder. Despite leaning at various angles and standing on your toes, you can't get a good look at whatever she's looking at.
"Got a car out back here, but I don't know if it's gonna fit you all. . ."
Bob radios back to the radioman that he's got a vehicle in place, and then inquired whether anyone escapes. If no one did, he'll go back to the car and prepare to leave in a hurry.
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.
The Radioman informs you, in some sort of approximation of an Austrian Accent, that there were no survivors. You stay in the car and keep the engine running, letting everyone know where you are.
Shoot Nazi and cover my teammates.
Also, I’m assuming I spent some amount of bullets last round, but I don’t know how many.
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.
GLORY: 50
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:
Luger (2 magazines)
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
5 bullets spent. No nazis to shoot. Teammates...well they're probably ok.
Statistics? Friendly fire? Snesless babbling? That's my Radio! I'm coming buddy!"
Ed will approach the suite and haul his equipment back to the end of the hall, or someplace clear of smoke, then he will assist in repairing Radio's damaged hand. If no more Nazis are forthcoming, He'll go in the apartment and search for the bombs, to disable them and add them (and the press) to his inventory.
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 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
3 Satchel Charges (Risk 7)
Knife (Risk 2)
Nazi Commander Luger 7/8 ammo (Risk 2)
One of the Nazi angular guns that Simon looted (I believe this is in use by Radio at this time)
Nazi Officer's Uniform, gently used
One fancy (Nylon!) hat with ear flaps
290 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.
Mission equipment: Bribe money, wire rim spectacles, an oversized Rubber Ducky, touristy clothing.
You saunter over to the entrance and start packing things back up, unhooking tripwires and generally making the hall more or less OSHA compliant. After finishing that you head into the apartment and follow Tala's grumbling of traps. [1] You reach through the opening in the door and, with a pair of wire cutters, snip the steel wire. From inside you can hear a whiz of movement as the wire sides across something and then a clank and a half dozen metallic "PING!"s.
"Ah. Its one of those kind of traps." You say, carefully placing your wire cutters back into your bag and gingerly shutting the door, patting it twice after its closed. You spin on your heel and promptly start running.
Meanwhile, back in the hall, the first few brave, inquisitive heads start peaking out of doorways. This isn't to imply that there are severed heads taking up residence here -though that may be the state of affairs momentarily- simply that the occupants have finally reconciled curiosity and fear and are now staring at several of you. Through the smoke.