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The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.
Good luck, trooper—you’ll need it!
The Great War is a man’s war. Women serve as nurses, spies, and take over clerical jobs in the military bureaucracy, but no army even considers using women in combat. This is not to say that women don’t wind up in battle anyway. Nurses often serve in field hospitals close to the front, and during battles may find themselves in the middle of things.
Players who want to run female characters should come up with a reason that would convince the military leaders of 1914 to overcome their Victorian chivalry and/or sexism.
The war is not, however, all-white. The great powers of Europe field a substantial number of non-European soldiers. France draws heavily on her African colonies to offset Germany’s larger population. African soldiers serve on the Western Front alongside French poilus. The British use units from the Indian Army in Europe.
The United States Army very reluctantly allows black Americans to serve in separate units (with white officers). Interestingly, some all-black American companies are equipped with French gear and lent to French battalions, making them a rare example of black and white soldiers together.
For non-white characters to serve alongside whites, much the same reasons as for women apply: They must have some indispensable quality which overcomes racism of the times.
Nationality: You can be from any nation. but everyone should be on the same side. It is important to note that there are no "bad guys" in World War I. The Germans are not Nazis, and they fight for honorable reasons through a sense of patriotism, just as with Allied troops. I leave it up to the players to decide what nationalities they represent.
Service and Branch: All soldier characters are army infantry or medics, at least initially. You can choose to play infantry, medic, or a civilian specialty such as journalist, Red Cross, or spy.
Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.
Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.
As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.
Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.
Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.
For 2 Hindrance points you can:
- Raise an attribute one die type.
- Choose an Edge.
- Gain another skill point.
Rank: All soldiers have a rank or rating. Characters without the Rank (NCO) or Rank (Officer) Edge are automatically privates (E-1) or are civilian characters.
Useful (but not required) Edges include Alertness, Danger Sense, and any Combat Edges.
Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.
Background: You must provide a brief background for your character. It should include, at a minimum, where you are from, what you did before the war, and what prompted you to join the service (unless you were drafted).
New Edges include the following:
Background Edges:
Academy Graduate, Arcane Exposure, College Boy, Grizzled, Nationalism, Upper Class
Combat Edges:
Dig In!, Hose 'Em Down
Leadership Edges:
Art of War, Rank
Professional Edges:
Demo Man, Medic!, Mechanically Inclined
Social Edges:
Scrounger
Weird Edges:
Ceremonial Casting, Haunted, Spiritualist
I will be accepting up to eight players for this game and recruitment will remain open until 11:59 CDT on May 27.

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Michael Bartholomew Abbey (American or Vritish)
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Climbing d4, Fighting d6, Healing d4, Knowledge (Agriculture) d4, Notice d4, Persuasion d4, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d4, Throwing d4, Tracking d4
Overconfident, Stubborn, Vow
Brawny, Brawler, Attractive
Charisma +2, Pace 6, Parry 5, Toughness 6, Sanity 5
Canteen, Mess Kit, Bayonet, uniform, bedroll, backpack, ammo pouch, shovel
M1 rifle, Bayonet, 75 rounds
$50
Background this weekend.

DM ShadowBloodmoon |

Here is:
Name: Aleksei Yarovich
Race: Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d6, Knowledge: World Diplomacy d4, Lockpicking d6, Notice d6+2, Persuasion d4-1, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d6, Swimming d4, Throwing d4
Pace: 6, Parry: 5, Toughness: 5, Charisma: -1
Gear: Unarmed Strike d6 (Str), Mosin-Nagant Rifle d6 (2d8, 15/30/60), Bayonet d6 (Str+d4), Knife d6 (Str+d4), Backpack, Bedroll, Clothing (Uniform), Canteen (metal), Shovel, Mess kit, 75x 7.62mm x 54mm Russian Rifle Rounds.
Special Abilities:
•Curious: Must check out everything and solve all mysteries
•Habit (Cigars): Annoying and constant habit
•Heartless: Willing to commit casual murder
•Alertness: Very perceptive; +2 Notice
Personal Details: Aleksei was born in Kiev, Ukraine to his mother Ekaterina and father, Pietr. Both of his parents died during a raid by anti-Tzar forces. This left him homeless and aimless. A local leader saw this as an opportunity and took Akeksei under his wing. Years later, Aleksei is a member of the Ohkrana, the Russian Tzar's Secret Police and Intelligence Service. His duty is to seek out and eliminate any threat to the Tzar and his family. His secondary duty is to maintain loyalty within the military ranks, which is why he was assigned to one of the four divisions sent to invade Eastern Prussia...
Aleksei is never seen without a cigar in his mouth. Taciturn and cynical, he rarely sees the humor in jokes. He is a very thorough person, almost too thorough in that he needs to know every detail about everyone and everything. Being trained to kill is harsh environments has left Alesksei with little compassion. He will just as quickly shoot through a hostage to kill the person holding the hostage as he would light a cigar. He takes no joy in it, he only sees it as a means to an end...
Aleksei is not tall, but his Ukrainian features are very prominent. He keeps his hair very short cropped and maintains his gear in top condition. He has a scar under his chin that he never speaks about.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2015 by Pinnacle Entertainment Group. All rights reserved.
Went with the Springfield rifle for stats as it closely resembles the Mosin-Nagant.
Not sure which side or if we're playing both sides, but Aleksei can easily be changed to the German version if necessary.

Aloha-Shirt-Samurai |

Here's my jaded combat medic, written up as a Frenchman:
Country of Origin: France (if we're the Allies. Switching him over to a German would be easy if we want to be Central Powers)
Attributes:
Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills:
Climbing d4, Fighting d6, Healing d8, Knowledge: Battle (d4), Knowledge: Medicine (d8), Notice d4, Persuasion d4-2, Shooting d4, Stealth d4, Throwing d4
Derived Stats:
Charisma: -2
Pace: 6
Parry: 5
Sanity: 4
Toughness: 5
Edges:
Linguist: Dutch, English, French (native), German, Hungarian, Italian, Portugese, Russian, Spanish, Swedish. (Linguist is so many more languages than I thought it was >_>)
Medic!: Can save a downed extra if he reaches him before the end of the round
Hindrances:
Heroic (M): Jacques has a strong sense of justice, and works as a medic to benefit people. He's not a happy man, but he feels that by saving lives he can make others feel the happiness he can't.
Mean (m): He'll save your life, but he won't shake your hand if you go to thank him afterwards. He probably wouldn't be a bad-looking man if it wasn't for his thousand-yard stare and surly demeanor.
Shell-Shocked (m): Jacques was present during the initial battles of the Frontiers.
Gear:
Backpack, Bed Roll, Bullet pouch, Canteen, Medical Pack, Mess Kit, Uniform
Weapons:
Enfield No. 2 Mk I 12/24/48 2d6 (.38)
+18 spare bullets (total of 24 including the ones loaded)
Backstory:
Jacques comes from a poor neighborhood, but he had his sights set high when he joined the military. Unlike his brothers, who joined as infantrymen, Jacques was smarter, though his only true talent was a knack for languages that he picked up over time. He hoped to be able to someday make a better living as a translator. Unfortunately for him, the military had other plans. Convenient to the imminent German invasion of Belgium and having scored relatively high within medical drills, Jacques was placed near the front lines of the initial invasions that kicked off the Great War. Thrust immediately into combat beyond his wildest imagining, Corbett watched almost every person around him die in the skirmish fighting of the Battles of the Frontiers.
Jacques worked tirelessly throughout three nights with a never-ending stream of bullet wounds and broken limbs occupying his vision. He stopped only once, when the body of his youngest brother, an infantryman, was laid before him on his table. He had bled to death while waiting for a medic. As Germany relentlessly advanced, his brother laying dead, the small chunk of hope and happiness that existed in the core of the mostly dour Jacques Corbett shriveled and died. Driven by a sense of purpose and duty he continues to save as many lives as he can, to make up for the ones he couldn't.

scranford |

Here are the basics of my character. I might consider "Demo Man" in lieu of one of my edges, but need to know more about it
Wilbur Morrison
Name: Wilbur Morrison
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Knowledge: Demolitions d6, Knowledge: Engineering d6, Notice d6+2, Piloting d4, Repair d8, Shooting d6, Throwing d6
Pace: 4, Parry: 4, Toughness: 5, Charisma: 0
Gear: Spencer Carbine d6 (2d8, 20/40/80), Bayonet d4 (Str+d4), Unarmed Strike d4 (Str), Steel Pot (helmet) (+4)
Special Abilities:
•Hard of Hearing: -2 on auditory tasks or cannot hear at all
•Lame: -2 Pace; Roll d4 for running
•Victim: Always first target if nobody else is obvious choice
•Alertness: Very perceptive; +2 Notice
•Danger Sense: Notice roll at -2 to sense an imminent surprise
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2015 by Pinnacle Entertainment Group. All rights reserved.

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Alright!
First, couple quick points. If anyone needs them, the Combat Guide is here, and the Freebie Quick Start rules are here.
That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)

Aloha-Shirt-Samurai |

Alright!
First, couple quick points. If anyone needs them, the Combat Guide is here, and the Freebie Quick Start rules are here.
That said, is there a place we can see what the new edges and things are/do? I only have the main book, so if these are in a supplement, do they have a SRD or somesuch? =)
You can find a list of edges and hindrances on Savagepedia, although specifics and stats you need the real book for. It looks like the GM is pulling from both Tour of Darkness (primarily Vietnam-era) and Weird War II (WWII).

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That is correct, Nohwear. I have the PDFs (they are available at drivethrurpg). I don't expect everyone to get a copy, but if you choose to do so, it is $10 well-invested. Many of the Edges and Hindrances can be found in Tour of Darkness and Weird War II as noted.
Likewise, many of these are elaborated upon in the Savagepedia. I can provide details for those you are most interested in.

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Alright, good to know.
Couple general questions, just to get a sense of the theme you're going for.
Will edges like Rank (Officer) or Art of War have any place here? It sounds like we'd just be grunts, ala Aliens or Saving Private Ryan, so it might not be that such high-falutin' things would ever be needed, yeah?
Same question about Knowledge: Battle.
What does College Boy, Dig In!, and Hose 'Em Down do?
Also, whoa, yeah, we're still in the opening credits in 1914. All the fun stuff hasn't started. The German's haven't even invented Stormtroopers yet.

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Michael Bartholomew Abbey (American or Vritish)
Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Climbing d4, Fighting d6, Healing d4, Knowledge (Agriculture) d4, Notice d4, Persuasion d4, Repair d4, Riding d4, Shooting d6, Stealth d4, Survival d4, Throwing d4, Tracking d4
Overconfident, Stubborn, Vow
Brawny, Brawler, Attractive
Charisma +2, Pace 6, Parry 5, Toughness 6, Sanity 5
Canteen, Mess Kit, Bayonet, uniform, bedroll, backpack, ammo pouch, shovel
M1 rifle, Bayonet, 75 rounds
$50Background this weekend.
Bare bones background:
A corn fed Nebraska boy whose stark white ass has been seen by more father's than toilet seats. Tristan has always been the hard working type though the phrase work smarter has never been demonstrated by him, though he seems to get by on looks and strength alone and that's always been good enough.At the request of his father he left begrudgingly due to his younger brothers drive to join the great war across the pond, having the family trait of acting before thinking. Boot camp was a breeze though the insubordination was rampant until he was placed with his younger brothers unit

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College Boy requires Smarts d6+ and gives you four extra skill points to spend on Smarts-related skills. At least one of these must be a Knowledge skill at d6+.
Dig In! requires Smarts d6+ and imposes a -1 penalty (in addition to normal cover bonuses) to foe's attack rolls when you are prone or under cover. In addition, you get a +1 Toughness bonus to avoid damage from Area Effect weapons.
Hose 'Em Down requires Shooting d8+ and permits you to suppress an area equal to two Medium Burst Templates when firing a braced medium or heavy machine gun.
You will be mostly grunts, but if someone wants to play an officer or NCO, then I will permit it.

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Oh mah goodness! We're looking to kick this off preety soon, eh? Well I best be about putting some numbers and words then!
Daniel "The Yankee" Morgan
SaVAGe WOrLdS
...---===<<<((({{{[[[WAR!]]]}}})))>>>===---...
Race: huMAN
atTRIbuTEs: (5)
Agility: d8 (2 advances)
Smarts: d6
Spirit: d6
Strength:d6
Vigor: d6
sKILL POINTs: (15)
Spirit:::
Persuasion: d4
Smarts:::
Healing d4
Notice: d6
Strength:::
Agility:::
Shooting d10 (5 pts)
Fighting: d6
Stealth d6
Throwing d6
GEAR:
a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches,
and a basic weapon. (M1 rifle)
a bayonet,
shovel, and
75 rounds.
$50
Free Edge: Brawny
Edge 1: Dig In! (2 advances)
Major Hindrance: Overconfident (2 advances)
Minor Hindrance 1: Death Wish (1 advance)
Minor Hindrance 2: All thumbs: -2 Repair (1 advance)
derIVEd:::
CHA: +0
pACE: 6"
paRRy: 5
TOUHne$$: 6
Named after the famous American general, Dan hails from a small farming community in deep-woods Wisconsin that no one ever heard of (Sheboygan). Dan had no real taste for his father's thriving wheat farm, but he was able to supplement the family's dinner table (and occasionally his own pocket) by culling the thick woods of tasty game like deer, turkey, and the ever-welcome rabbit and squirrel.
When war broke out, Danial thumbed his nose at American non-intervention, caught the first steamer headed for the UK, and offered his services to the first official-looking Brit he could find.
Although the British would not risk the international red-tape that faced them to put a Yankee in danger, Dan convinced them that we was a crack-shot, and he anxiously awaited real combat by training young urban Brits on which end of the rifle the bang came out of.

ZenFox42 |

Can someone please briefly describe the following Edges : Mechanically Inclined, Scrounger, Arcane Exposure, Ceremonial Casting, Haunted, Spiritualist.
I assume the last 4 are the only "Arcane Backgrounds" available - what would be needed to justify the PC having these?
WhtKnt - do you have any house rules? Also, if I take a bunch of Knowledge skills, are you ok with providing me with opportunities to use them?
In particular, I'm thinking of Knowledge/Military Intelligence : on a successful roll (after a successful Streetwise roll), I'd be able to piece together enough info about our current situation to suggest a plan of action (provided by you) that might have a decent chance of success.
Also, would Knowledge/Encryption be of much use?

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Ermmmm.... >.>
1) Mechanically Inclined: +2 bonus to Knowledge or Repair rolls required to use, design, troubleshoot, or repair mechanical
2) Arcane Exposure: Add +2 to Sanity, and +2 to fear rolls caused by supernatural events
3) Scrounger: Once per session, and while in a populated area (such as a large village or town), a successful Streetwise roll allows the Scrounger to do find (things).
No data found on others.
Mind you, the thing has been kind of a straight-up combat oriented World War I scenario. It's of course WhtKnt's prerogative, just don't get your heart too set on a Harvey Walters type.

ZenFox42 |

Daniel -
Thanks for the help with the Edges you could find.
I'm thinking more "military intelligence" than "supernatural investigator" - able to gather intel (either by Streetwise or Stealth) and come to some conclusions about it. Along with some basic combat skills.
But if it's going to be nothing but slog-thru the mud fighting, I might reconsider...maybe a gadgeteer-type, or something along the lines of the occult Edges (once I know what they are)...

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There will be quite a few slog-through-the-mud moments, especially at first. As you guys grow and discover more about the underlying plot, we'll transition to more skill-based play.
I have no issue with you having several knowledge skills and I will find a way for you to use them if you take them.
Haunted - Haunted heroes have a helpful but occasionally frightening spirit companion.
Spiritualism - Spiritualist powers derive from sensing and communicating with spirits, chiefly those of the dead.
Ceremonial Casting - Those who have stumbled upon the secrets of the unknown have found they can greatly increase the power of certain spells and invocations if they are more carefully and slowly cast.
I don't have an issue with you taking these abilities (Spiritualist and Ceremonial Casting both require Arcane Background), but you will definitely be considered an oddity and probably an outcast until your fellow warriors become accustomed to it.
The only house rule is that everyone in the group speaks English in addition to any other languages. You may speak with an accent, but you can understand English commands and statements.

Robert "Bobby" Northbrook |

Then I'm ready to go!
Attributes : Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Derived stats : Charisma +0, Pace 6, Parry 5, Toughness 5, Sanity 5
Hindrances : Loyal(minor), Cautious(minor), Heroic(major)
Edges : Dig In!, College Boy, Linguist
Skills : Fighting d6, Healing d4, Knowledge/Electronics d6, Knowledge/Military Intelligence d4, Knowledge/Encryption d4, Lockpick d6, Notice d6, Repair d4, Shooting d6, Stealth d6, Streetwise d4, Throwing d6
Languages (d8) : English, French, German, Italian, Russian, Spanish, Hungarian, Greek, +1 more
Possessions : Uniform, paper, pencil, flashlight, matches, handcuffs, 50 bullets.
Weapons : knife, pistol (S&W .357), 2 grenades
Encumbrance : 14/20
Wealth : $200
WhtKnt - I substituted a S&W .357 from the core rules instead of the standard-issue British gun, because the S&W doesn't have a Strength requirement, but it does less damage. I'm figuring it's the British equivalent to a S&W - is that ok?
Backstory TBD soon. But he's British, and an Intelligence operative.

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Hey, folks!! We're coming up short a soldier in our little band of brothers and could use a replacement. If anyone is interested, the game is set in World War I, with some very weird goings-on. You can be of any Allied nationality (though if someone wants really wants to play a Central Powers character, let me know, we might be able to work something out; it would certainly make for an interesting dynamic to have an "enemy" amongst the group who, for one reason or another, are forced to work together).
The game is SAVAGE WORLDS: Weird War I. The PDFs are not required but are available on DriveThruRPG for those who wish to purchase them. The Player's Guide is all that you really need. I'll leave the recruiting open for a little while to let interest grow, so don't feel like you have to hurry with your submission. If I get some particularly good applications, I may take two or even three more.

Ancient Dragon Master |

I can do this, then.
Attributes: Define you attributes as normal (i.e., 5 points to distribute, all attributes begin at d4). Infantrymen must have a minimum Vigor of d6+. Civilians may have other requirements.
Sanity: Those who face the mind-blasting horrors of war sometimes slip over the edge into madness. Sanity is a derived Trait that tracks your character’s mental health and stability. A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances.
As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point. Sanity can also go down, of course. This may eventually lead to shell-shock, a medical discharge or worse.
Skills: As usual, you get 15 points to put into skills. Infantrymen must have Fighting d6+, Shooting d6+, and Throwing d4+. Beyond these requirements, you may spend your points as desired. Medics must have Healing d4+ and Knowledge (medicine) d4+.
Edges and Hindrances: All characters start with one free Edge. You may take one Major Hindrance (worth 2 points) and two Minor Hindrances (worth 1 point each). You may not take any Hindrances that would get a soldier rejected by the draft board, such as Blind, Elderly, One Arm, One Leg, or Young. Obviously, this does not apply to civilians.
For 2 Hindrance points you can:
Raise an attribute one die type.
Choose an Edge.
For 1 Hindrance point you can:
Gain another skill point.
Gear: Basic gear issues varies with country and branch of service, but in general, you are issued a uniform, a bedroll, a mess kit, canteen, backpack, ammo pouches, and a basic weapon. You will also receive a bayonet, shovel, and 75 rounds. You may spend up to $50 on personal goods, but they must be small enough to fit into your standard pack.
EDIT: So it says at the top that all characters are human and receive 1 free edge, then under edges and hindrances it says that all characters start with one free edge.
Are these the same (presumably human bonus) edge or do we gain another?
EDIT: Did you finish clearing the castle?

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The freebie is the same edge as the one free for humans, however...
How many advances have I given you guys? I forget. As soon as I get it sorted out how many advances I have given out, everyone will start with the same.
Yes, they did finish the castle. More recently, they were involved in a mass battle and have fought against some supernatural trench ghouls. They are about to take a short leave in Paris (their reward for taking care of the ghouls).

Ancient Dragon Master |

[size=200]Hi[/size]
Human Male
Rank: Novice
Attributes: Agility: d10, Smarts: d8, Spirit: d4, Strength: d4, Vigor: d8
Skills: Driving: d4, Fighting: d10, Healing: d4, Investigation: d6, Notice: d8, Shooting: d10, Stealth: d4, Streetwise: d4, Swimming: d4, Throwing: d4
Pace: 6; Parry: 7; Toughness: 6
Edges: Extra Edge (racial), Ambidextrous, Two-Fisted
Hindrances: Bad Luck (major), Habit (minor): Work With GM, Cautious (minor)
Gear: Bayonet (Damage: d4 ), Bedroll (sleeping bag; winterized), Canteen (waterskin), Backpack, Shovel, Binoculars, Soap, Whistle, Uniform, Ammo Pouch, 75 rounds, Basic Weapon, mess kit
What counts as a basic weapon?

Ancient Dragon Master |

Working on it
Human Male
Rank: Novice
Attributes: Agility: d10, Smarts: d8, Spirit: d4, Strength: d4, Vigor: d8
Skills: Fighting: d10, Healing: d8, Investigation: d4, Knowledge (Medicine): d4, Notice: d8, Shooting: d10, Stealth: d4, Swimming: d4, Throwing: d4
Pace: 6; Parry: 7; Toughness: 6
Edges: Extra Edge (racial), Ambidextrous, Two-Fisted
Hindrances: Bad Luck (major), Cautious (minor), Habit (minor): Whistles
Gear: Bayonet (Damage: d4 ), Bedroll (sleeping bag; winterized), Canteen (waterskin), Backpack, Shovel, Binoculars, Soap, Whistle, Uniform, Ammo Pouch, 75 rounds, Lee - Enfeild Mk I, mess kit