"Yeah. Yeah, that sounds wise. You get going, I'll catch up--I've gotta go do something in the bathroom real quick."
Finish eating and pay, but just before leaving, go use the bathroom. Pull the pin on the second smoke grenade and throw it in a toilet, then leave with Alice, very briskly. Head in the opposite direction of the screaming and exploding and general incompetence.
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.
"Well I'm pretty sure you can't drive either so what do you say we go for a walk? Maybe a bit briskly?"
Really good not to be nearby, let's start moving even farther away. As quickly as can appear casual. Which direction doesn't matter so long as it brings us far, far away from the still-developing charlie foxtrot.
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
Simon finishes his sandwich and pulls a few bills out from the money they were given for the investigation. He sets out enough for the food and a nice tip (and by nice tip I mean enough to pay for the damages of what is coming up) and then walks into the bathroom. When he's done, he digs into his bag and pulls out a smoke grenade. He carefully wedges it into the bowl of the toilet, where the bits of phosphorous have the least chance to cause a fire, and pulls the pin. He turns and walks out, careful to shut the door behind him, motions for Alice to follow as the waitress picks the money up off the table. The two hurry as fast as possible without looking like they're running FROM something, turning down an alley away from the restaurant right as the smoke starts leaking out from the bathroom doorway. They head north, past the buildings and onto the Regent's Park. You cut across the open grass until you end up on an circular path with a huge collection of trees within. On the edge of this path is a huge white building: its shaped vaguely like a chair, two long arms jutting out forward, a central building and a rectangular tower rising up in back. It has a pseudo classical appearance, columns and an entrance arch with a triangular roof, but it looks more at home in the 1800's than in ancient Greece. A sign on the road reads "University of London Institute of Archaeology"
Upstairs. Grab the guy. Into the car. Beat him if he doesn't cooperate. If he's missing call in with his description to Bones.
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: -2
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
Upstairs. Grab the guy. Into the car. Beat him if he doesn't cooperate. If he's missing call in with his description to Bones.
Help him!
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)
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
”I can drive! Kinda”
You both head up stairs to recover the last bit of...evidence. You find the spy tied, naked except for a pair of boxers, to a chair.
"This doesn't seem right."
"Did we do this? I don't remember doing this."
"I don't either but...were we ever in this room with him?"
"I'm not sure, for some reason it seems like all this is taking a long time. Like we've been doing this for weeks."
"But its only been 20 minutes or so."
"Yeah, I know right?"
"Well...whatever, lets get him to the car."
"Carry or walk?"
Denver points his SMG at the man.
"You, Carry or walk?"
"I'll walk! I'll walk!"
Jimmy shrugs and cuts the man's ropes. "Just don't do anything stupid. We really don't want to have to shoot you. But we will."
"We will put all the bullets into you."
"All of them."
"All of them."
The group bids a hasty retreat out to the car that Bob is currently squatting in. Luckily everyone is going the opposite way, towards the screaming and smoke and such, so the handful of people who see you two running out with a man in his underwear don't have the confidence to stop you and ask exactly what you're doing. You dump the man into the trunk and then take the two seats in the back.
"Oh boy, this is gonna be interesting." Bob nodded as one of the team slid into the passenger seat. He'd have asked what happened, but for now he was playing more attention to the police channel they'd patched into, trying to determine which routes they'd be taking. He then pulled off, driving around the park. "Hey, you know how to drive a van? Nevermind, doesn't matter. Hop out when and get in. . . that one, bring it back around." Bob slowed down enough for his brief passenger to exit the car, before pulling back around to where he'd been before.
A: Drive over to the van, toss Lupanian's guy out to grab the van, then pull back around to where Bob was waiting before, quickly.
B: Wait until the car is filled up, people in all the seats, maybe people in the trunk, then drive. Once we're moving, split off from the van, and use info from the police scanners to try to avoid the routes they're taking. Drive slow, calm, don't draw attention. Also make sure the guy in the front seat isn't bloody or anything, and just looks normal. Also, make sure the people in the back don't stare out the windows. Especially if they have a radio for a head
((OOC: We probably have room for 3 people more in the car, maybe 4 if you don't have too much stuff to stick in the trunk. Everyone else will either need to disperse, or hopefully hop in the van.
Also, @The Lupanian, you're in charge of getting the van back, but if your character doesn't have many driving skills, switching him to be a passenger and having someone else drive might be a good idea.))
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.
(was looking where the van came from. Something Ti got, I think. Not sure exactly where she left it but the area isn't big.)
Car now loaded with compatriots and hostages, you drive over to where the van is as fast as possible without looking like...well...a getaway car. Once there you kick the guy in shotgun to the curb and tell him to take the van back to the hotel to get the rest of the group. He says he's not sure if he can drive the van, so you tell him to give it a shot while you watch. [1] He gets into the van, jerkily backs up a foot and then surges forward and rams a fire hydrant hard enough to partially break it off and unleash a torrent of water.
"Son of a-"
You turn to the passengers.
"Can any of you guys drive?"
"I can!" Jimmy says, waving his hand excitedly.
"Well go get whatshisface out of that van and then drive it back to the hotel. We're running out of time here!"
Jimmy and the...other guy trade places. [5] Jimmy gets the van moving instantly, reversing hard and then spinning almost on a dime before speeding off towards the the hotel. You follow behind him and the two of you pull up to the curb maybe a minute or two after you left to get the van.
"You guys there, Denver and... Jimmy I think? Why don't you guys go and fetch our German friend still upstairs and bring him to the car without making too much fuss, eh? You could just threaten him, or knock him out and tell people you're getting him to a hospital, or... shit I don't know, whatever you think works. You're smart, figure it out." The radioman whispered hurriedly.
Then, over the radio (NOT THE POLICE CHANNEL), he added:
"Heeeya Bob ol' buddy ol' pal, you wouldn't happen to have Tala's van ready and waiting, would you? Transporting these here people would be awfully more convenient if you did, they do like their leg space."
Finally, he turns toward to Tala, and hands her his blowtorch.
"You. That press. This blowtorch. One minute. Good luck."
Transport the bodies downstairs to the back door. If people ask or try to stop us, tell them that these are heavily wounded men we're rushing to the hospital and GET OUT OF THE WAY THESE PEOPLE ARE DYING.
Once downstairs, load them up into the van. If the van ain't there, fold them into the trunk of the car I guess, or just pile them into the back seat. Once that is done, urge the driver to GTFO.
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: ??)
The cart can't go down the stairs, which would be the best and most out of the way method, so you instead trundle down the main hall straight to the nearest elevator. You notice, halfway there, that Tala is just standing around with a blank look on her face. Shell shock? Sudden attack of guilt? Neither of these are helpful at the moment.
You run back, grab her by the wrist and drag her down the hall and into the elevator with the rest of the unresponsive bodies. Luckily the elevator door's close before anyone else can get on. On the ground floor, things aren't quite as lucky and the doors open up to the backs and sides of at least a dozen people moving towards the commotion on the street. You shout and push your way though, keeping your excuses to a minimal "MOVE, EMERGENCY!" It gets the way cleared and a few hundred feet of hall later you turn out onto the streets in the back. A van and a car screech to a halt on the curb a moment later and Bob sticks his head out the window of the car.
"Cold bodies in the van, warm in the car! Got room for one or two here."
You wheel the cart around to the back of the van and, with absolutely zero attempt at subterfuge or grace, drag the bodies out of the cart and hurl them into the van. You put the cart and its remaining evidence in the back of the van before slamming the doors and running back to Bob's car. You shove Tala in before you, cramming yourself in a moment later, Denver, Tala, and then you all jammed in the back.
"Anyone else?" Bob says, turning to look back at you. You can both hear the sirens and the shouting from the front; the police had arrived but they hadn't sealed off the area yet or sent any cars round the back. You still have time but not much.
Ed will pay his tab with one of those fancy European Ponds, or whatever the Limeys call 'em. He'll then head to the front desk and settle in to wait for the Authorities, while acting as a sort of Emergency Evacuation and Hotel Information Services Guide. A very peculiar sort of guide, 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 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 drop a handful of coins onto the bartop and then walk out, mug still in hand. You walk to the front of the Building, through throngs of people hurrying from their rooms towards the screaming and smoke, and finally take up position at the front desk. No one is there, well no staff member is there, so you set your mug in plain sight and begin shouting instructions about how to evacuate. You realize, about halfway through this, that you're standing around with an awful lot of weapons, including two nazi weapons, as well as a nazi uniform. Sure, they're all hidden in your bag and you just look like a tourist at the moment but...well...if anyone searches you this is going to be very hard to explain.
As you think about this, a pair of Policemen shoulder their way through the crowd towards the desk, eyes set on you. They have a combination of a confused and determined look on their faces.