"Last time I went to an archaeology museum it was on a date with a girl who had more cleavage than sanity."
Simon turns to give Alice a dissonant smile.
"It was easily the most frightening and disturbing experience of my entire life. I have no desire to replicate it and get shot by police again. So yes, we should keep running!"
As curious as I am what you're planning with that giant chair, I don't think it's wise to hang around anywhere even vaugely in the vicinity of the disaster that is our team. Let's just keep fleeing, shall we?
...Maybe also start to think about how we're gonna link back up with the 888th, after all this blows over. Maybe wonder if that's even a good idea.
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.
(
Here is the building I'm talking about; st. John's Lodge. It actually was the University of London Institute of Archaeology during the war. You just happened to wander up to it.)
"That sounds like a wonderful story and I want you to do me a favor and never tell it to me."
How far north do you plan to flee?
Here's a map
The team caused a ruckus at the red point and you are currently at the white point. How far north we heading and exactly where you wanna stop? Also if you have a radio, a good way to get back with the team is to call them now and ask for a ride.
Ha! Ed already knew this would be hard to explain. Ed doesn't shy away from an awkward explanation though. A doorknob tried to kill him once. Anyway, Ed waves the police over, yelling at the hotel guests and others to make way for the authorities:
"Ahoy there, Coppers! Is that what they call you here in England? Coppers? What's the slang word for policemen around here anyway? Ah never mind. Listen, it looks like the action round here is all but done. Mostly cleaning up the mess is what's left, eh? Sure I got time to answer a few questions. Yes, I've had a drink or two. Busy day and all, what withthe counterfeiters giving us trouble and all. Who would have thought counterfeiting would be such a violent thing eh? Anyway, perhaps we should step out of the crowd and discuss this in a quieter forum. Say, the bar? No? I'm sure the office here will work fine, if you insist.
For Now, Ed's going to stick with the counterfeiting story, but he is going to hint that his unit was sent by British authorities.
Oh, hey, did the guy on the other end of my call give any orders regarding how to interact with the police? Maybe Ed could give the coppers a phone number to call, eh? I don't remember if secrecy extended to not letting the cops know Ed is part of the 888th or that this was a counterintelligence sting.
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.
The police see you, dressed a you are, drunk as you are, hanging behind the counter and promptly keep walking. You shout your speech at their faces, then their backs but they don't slow down; apparently in search of someone more official than a tourist with cup of booze in one hand. As they walk away and you're left, limply waving at them, your radio makes a noise. You squawk and jump in surprise, fumbling to get the radio out of your bag.
"Watdya want?" You slur into the radio, once you have it up and pressed against your head. After a moment of silence you hold it in front of your face and then turn it the right way around before repeating the question.
"Where are you!" comes an angry male voice on the other end. You think its radio. No. with the capital. Radio. Yeah like that.
"The lobby. By way of the bar. Heh."
"Listen to me. Listen."
"Ok."
"Do not-"
"Ok."
"DO NOT MO-"
"Ok."
The line cuts out with a growl. You love that guy.
Beep! Beep!
“Dead body express!”
“At least they don’t smell bad.
Hey you people, where are we going?”
While driving, ask questions to figure out stuff.
“So how many bodies are there? Where are we putting them? When are we getting back to base?”
“Also where could we get a snack or something after this? Fighting is exhausting.”
drive east! Drive fast, but not ridiculously so(so try not to crash).
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
Before pulling out, back when people were loading in, Bob had called to the driver of the van, telling him to make sure to split off from the car.
"Radio! Gimme info on where the cops are coming in from. Dunno where Ed is, but I ain't waiting." Bob grabbed the stick, and put the car into gear, pulling out. No waiting, anyone who got left behind now, well they got left behind. "Maybe the army'll get him out later or something. Wait. WAIT RA--Goddammit! Someone--Denver! Take this radio, keep us patched in to police channels!"
1. Pull out. Decent speed, but not rushing. Screeching tires and the like will draw attention. Head in a different direction than the van.
1. Have Denver relay radio instructions from Bob's radio to avoid cop cars rushing to the scene still. If it seems like we're getting way to close to cops, ignore relayedinstructions and work to get further from sirens.
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.
Both the van and the car pull out and onto the streets. The van heads east, towards parts unknown, while the car trundles down south, away from the cops and the commotion. Neither are stopped or even encounter the police.
At this point I'm counting the van and the car, as well as everyone in them, out of the mission area and safe.
"Ok then, I think that was everyone, we can leav- waaaait a minute. Where is Ed, exactly?
... Oh you son of a bitch!"
"You guys get going NOW. No ifs, no discussions, get the car and van out of the area right now. I'll go looking for Ed. No, none of you are coming with me, just GO."
Quickly get out of the car and go looking for Ed, leave my weapons and other military stuff in the car. Can I hail Ed on the radio? If not, go check where I think Ed is likely to be, aka where there is booze.
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: ??)
((Can I ask for a retcon for my action--or however you say 'unable to post during the time between now and the previous turn and this takes in both ones? Sorry for not posting my turn when it was needed! ))
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.
((This is only momentary))
> [Make a wisdom roll, on finding a way to disable to press or remove conspicuous evidence]
> Grab any/all papers that I find are useful in a quick search, and stuff them in the bags I have.
> Let Radio interrupt and drag me to the car while I reflect in shock so that the previous turn isn't wasted.
In the present...
((Wherein our Mental rolls/stats aren't even being touched... ))
"Ok then, I think that was everyone, we can leav- waaaait a minute. Where is Ed, exactly?
... Oh you son of a bitch!"
"You guys get going NOW. No ifs, no discussions, get the car and van out of the area right now. I'll go looking for Ed. No, none of you are coming with me, just GO."
"I'm going, no arguments. I've got a cover story. I can speak fluent english. You'll need backup--you can't explain your bodypaint for a head if caught. I'm a third-party. Saw Ed running down the building; most likely will check the inside vicinity, and will radio you in. You're our best source of transmission in this ruckus."
> Tala preps herself to look formal in the journalist uniform, carrying only with her the notepad and pen, alongside the medical bags stowed inside the van, and gets out there. As in, get that stuff I stuffed in the previous turn, grab what I can for at least 3 medic bags (getting the other two from the van)
> If the situation demands it, please let me deliver medical aid to the wounded while the paramedics arrive. If I get questioned by the police,
as I lack identification card (other than counterfeiting ID which I guess applies), mention I left my journalist ID in the commotion (if...they have those things at this time period)
> I've updated my sheet as to what I have on person, anything else is implied by GM context by competence (like how you mentioned I had a propaganda paper out of nowhere )
+ If it is sensible, do bring that silenced pistol
Glory: 0
Weapons:
Scoped Springfield M1903 A4; [0/5 ammunition total]
(E) Silenced Pistol [8/8]; [8/8]
Equipped Weapon Skill: +1 (Unarmed) [+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) Journalist's Uniform
A few pens, which can be used as lockpicks
Police Badge/Uniform
1 Carry-bag (Medic Bag)
1 Birdcalling-whistle
2 Handie-talkies
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Notepad and Pen
1 Canteen and Cup
2 Medic Bags (independent of the one above)
1 Mirror
1 Silenced Pistol
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.
> Quite a lot of player characters and the 3 Nazi bodies
1 Springfield Rifle
2 springfield magazines
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
1 Compass
1 Clicker
1 military beret
1 Flat Cap
1 Helmet
1 Binoculars
1 Knit cap
(Disabling the press is easy. You just hit the mechanism with something hard enough to break it. Doesn't make it unrecoverable though. Aside from lighting the room on fire or blowing it up, nothing you can do will make it completely unsalvageable. You already got the papers, as I said back when you changed. At least the important stuff because you're not gonna walk out with a dozen bundles of news papers.)
Radio growls with electronic rage, kicks the door to the car open and drags himself out. Tala, suddenly aware of the situation, scrambles out after him and straightens her disguise out.
"Oh no. No. Get back in the goddamn car, Ms Busybody. I do not need or want anyone following me, because thats just another goddamn person to get lost or wander off and do their own very unhelpful things. And you are extremely prone to wandering off and doing your own thing."
"I'm going, no arguments. I've got a cover story. I can speak fluent English-"
"So do I! I'm a radio, not a frenchman!"
"You'll need backup--you can't explain your bodypaint for a head if caught."
"I don't think they'll care about me compared to the shrapnel riddled citizens or the burning hotel."
"I'm a third party though! A journalist!" Tala gestures at her disguise, "You know the police will want to avoid me!"
[Radio Will vs Tala Will: 5v4(+1)]
Radio and Tala go silent, staring at each other intently. Well, Tala stares intently with gritted teeth while Radio remains a radio and thus lacking any sort of facial features. His knobs and dials do spin in annoyance through. Neither seems to be backing down.
Bob, from back in the car, sees the current lover's spat and sighs. He reaches over and closes the door before gesturing to Jimmy. Both drive off in different directions, leaving Tala and Radio fuming on the side walk.