The Nazi Defences (Weird Wars II / Savage Worlds) (Inactive)

Game Master PhilOfCalth

During the bloody days of October 1944 in the town of Kelmis, only a few Km from the battlefronts of World War 2, local folklore and history is becoming current fact. It is up to the more able bodied patients of a military field hospital to find out what's going on.


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Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Vigor: 1d6 ⇒ 4

Wild: 1d6 ⇒ 4


Male

Only Christel takes a level of Fatigue this time

When you spend another hour out of bed you will all have to test again

What do you all want to do now?


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy yawns and stretches. It's been a long night, I need to hit the sack. All the weird stuff happens at night anyhow so might as well sleep during the day.

Snuffy goes back into the cathedral and crawls into his bunk.


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

If Snuffy is going back to bed, then Christel will follow suit.


Male

Are you just going to walk in the front door of the cathedral?


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6
GM Larkin wrote:
Are you just going to walk in the front door of the cathedral?

Snuffy is tired enough that he's not going to walk around to the back entrance so goes through the front door.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Andrew stays behind to see how much of a fuzz Snuffy is going to raise. Maybe he can use that to slip in without someone accusing him of spying for 'his German pals'...


Male

Anyone who's trying to hide while Snuffy approaches needs to pass a -1 stealth test. It's broad daylight and you look like patients!

"You there? What are you doing out?! And in your PJs!" the main points at William, not raising his weapon
"Jenkins! Go get the Sarg'!" Jenkins runs into the cathedral leaving 2 MPs to confront Snuffy.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy sits down on the steps of the church waiting to get yelled at by a Sarge, which is a common occurrence in his life.

"Hey buddies, get any chocolate bars left? I lost mine," Snuffy asks the MPs.


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

Stealth: 1d6 - 1 ⇒ (5) - 1 = 4

Wildcard: 1d6 - 1 ⇒ (2) - 1 = 1

Using Snuffy's distraction, Christel slips past the MPs and into her bunk.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Stealth: 1d4 - 2 ⇒ (2) - 2 = 0
Wildcard: 1d6 - 2 ⇒ (2) - 2 = 0
I didn't think of actually hiding but of staying far enough behind - since that doesn't seem to be possible (and since Andrew hides about as well as a German tank on a city market) he approaches the gate, staggering a bit and pressing his hand against his head.

Sorry pals, 'twas my fault...I thought it was a bright idea to get a bit...well something to drink othe then water...I thought it was better not to be alone out there so I brought the private...seems we both can't handle much right now...please let us get into the shadows before y'start yelling at us, would you?


Male

That's persuasion with a +1 for RP, to convince him that you're not lying. A raise will get him to put in a good word for you with the Srg.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Persuation: 1d4 - 1 ⇒ (3) - 1 = 2
Wildcard: 1d6 - 1 ⇒ (1) - 1 = 0

Time for my last Bennie...

Persuation: 1d4 - 1 ⇒ (4) - 1 = 3
Wildcard: 1d4 - 1 ⇒ (1) - 1 = 0
Ace: 1d4 - 1 ⇒ (2) - 1 = 1

Result: 4 - nor raise but a (close) pass...


Male

You're on +1 not -1, which would have given you 8 when you spent your bennie... It's nearly midnight here so I'll have to reply in the morning

Scarab Sages

male 1/4 Elf Lorekeeper???

I don't have persuation - wouldn't that give me -2? - I must admit I am not that rules savy with SW and I don't have my rulebook with me atm. Alos: don't worry, I am in Germany so we are not that far apart regarding time ;-)


Male

You have Persuasion on your profile at d4... I'll just say he put in a good word for you and if it turns out I'm wrong I'll say the Srg ignored it.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

You're right, seems I need to work on my reading comprehension ;-)


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy stretches and yawns as he listens to the Hauser's tale, "Yep, couldn't let the fly boy sarge wonder around by himself so I had to go along to make sure he didn't get into trouble."


Male

"Keep an Eye on them Jenkins" the more talkative of the MPs says to his comrade as he steps away to meet the Sergeant Cools. You can hear him talk on your behalf.
"It seems these 2 snuck out in the night for a good time. I'm sure they have been through a lot over the last few months sarg'. I'm sure we can be lenient"
There is a pause before Cools responds in a gruff voice.
"Very well. Remind them there's a war on and send them back to their bunks!"
The man returns to you, and begins to bark abuse in a raised tone
"Sergeant Cools sees you as the wastes of times that you are! This is no time for getting your jollies! This is war time! Now get back to your bunks and don't let us catch you again, or we'll find something to charge you for!"


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy gives the MPs a tired wave as walks into the cathedral. 'He then heads for his cot for some well deserved ZZZZZZZs.


Male

You all sleep well into the afternoon and when you awake there is a cold meal waiting for you by your bed-side. You are still tired but the rumbeling of your stomic convinces you to at least eat before you take any more sleep.

So what do you guys want to do during the day? Investigation?


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Well, at least eat...and perhaps look around for a way to get in and out without having to deal with the MP


Male

Streetwise to find a way to get out during the day, legally or otherwise


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Sorry, tomorrow...need sleep now (nightshift + hard day = too many errors while posting...)


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

After a meal, Christel begins considering a means of egress and ingress without alerting the MPs.

Streetwise: 1d8 ⇒ 6
Wild: 1d6 ⇒ 3


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Streetwise: 1d4 - 2 ⇒ (1) - 2 = -1
Wildcard: 1d6 - 2 ⇒ (3) - 2 = 1
We will have to be more careful tonight -apart from you of course, Christel, you managed quite well what we didn't - they won't buy that story a second time and whatever they will charge us with, they will slap last night right on top of it.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Streetwise: 1d4 - 2 ⇒ (2) - 2 = 0

Wild: 1d6 - 2 ⇒ (2) - 2 = 0


Male

After the cold breakfast Christel goes to clean herself up as well as she can in the Cathedral's facilities.
When she returns she runs into a GI who's mid conversation with one of his squadmates. When he sees Christel he turns to her displaying a large bandage covering his right ear.
"Hey Madam. There are a few of us going out for a drink this evening. Care to join us?" he says


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

"Perhaps," she replies, noncommittally. "Could I bring some friends?"


Male

The injured man scratches his head for a second before replying
"I don't see why not"

The conversation is within ear shot of everyone else if you want to join in


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Hey buddy, I could use some fresh air and a drink. Mind if I tag along?


Male

"Yea it's not really my call" the GI replies, "one of the MPs generally sneaks us out, but I'm sure he'll be cool!"


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Sure coud use something to take the sting of this camp...would love to join you.


Male

"I'll say it to the man. Sure it won't be a problem"
The injured man's friend chimes in. He looks like he's still on active duty, weapon slung, cloths covered in a layer of dirt.
"Going out for drinks? Don't you know there's a war going on!"
"You know I'll be back with you soon. Probibly tomorrow!" The wounded GI says defensivly "You can't blame me for wanting to have a drink with some decient foke while I can"
"Yea well I wouldn't go anywhere without my weapon if I were you. The line is spread thin at points and Jerry can just walk through."


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

As they walk, Christel addresses her new friends. At first, her conversation is light and involves discussion of local progress on the front and the weather. Then, she turns serious. "Have you gentlemen seen anything out of the ordinary, lately?"


Male

The two men look at eachother, a confused look comes over their faces.
"What do you mean 'out of the ordinary' mam?" the healthy one responds

The men are standing around the injured soldier's cot. Not walking about the place.


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

"Strange things, such as ghostly figures."


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Andrew makes a mental note to take the kitchen knife he hid away with him this time


Male

You can also try to get your pistol, which was taken from you when you were committed to the hospital. I'm sure you wouldn't want to go up against German soldiers with just your knife

Christel Wexler wrote:
"Strange things, such as ghostly figures."

The two men look at eachother again and this time there is a look of recognition on their faces. The healthy one puts his hand on his friend's shoulder and says

"It's OK mam. My friend here is a trained killing machine. No ghostys can hurt you while he's around!


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Will (try to) get to it tomorrow.


Male

"Alright I have to get to it" the healthy soldier say, leaving his friend with a wicked grin. A grin that says 'I just set you up with the crazy girl'
"Right, and I'll see you guys tonight. Say at my bunk at twenty hundred?"

In the mean time steers bunk has been cleared off by orderlies and a new patient is carefully guided over to it. The soldier is clearly of native american origin and seems to have been hit by shrapnel.

Do you want to describe yourself Danny/Langsford


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Hey Buddy! Welcome to the haunted ward. I'm Snuffy Smith, soldier extraordinaire. We're sneaking out tonight for drinks and to see what trouble we can find if you want to go with us. Snuffy proceeds to talk to the new patient a few more minutes. Do you have any Hershey bars by any chance? I gave all mine away.


The newcomer seems to be taken aback by Snuffy's enthusiastic greeting, his dark features trying (and failing) to conceal a look of puzzlement. Clearly, he is unused to such lively banter. "What? Oh, uh, no Hershey bars, sorry."

Adjusting himself into a more comfortable sitting position on the cot, he winces slightly from his wounds, wrapped neatly under long swathes of clean bandages. He looks at the group, his gaze resting on Christel the longest. "Drinks? Count me in." Provided that this was, in fact, not some sort of prank. "I really could use some whiskey..."


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Stepping up to the wannabe barflys so they can talk without the staff overhearing them
Do you have any Idea where they keep our stuff, the Germans might be to close for comfort and I don't feel like wrestling one for his Luger if it comes to it


Male

Streetwise to ask around where the weapons are kept.

You might worry about what the MP will do when he sees you going for drinks with him while armed


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

I am, but I figured I can worry about that a bit more if I know whether or not I might be able to snitch my gun at all...

Streetwise: 1d4 - 2 ⇒ (4) - 2 = 2
Wildcard: 1d6 ⇒ 6

Streetwise Ace:1d4 ⇒ 1
Wildcard Ace:1d6 ⇒ 1

Since I forgot the Wildcard -2 when rolling I do include it now for a total of 5, unless the snakeeyes do mean something sinister when you roll them for the Aces...


Male

Snake eyes on your aces mean nothing.
Asking about people with friends who were previously released Andrew comes to realise that Sergeant Cools has a small office space in the back of the Cathedral, behind the altar. He keeps all the equipment in a sizable closet off the office.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy changes into his fatigues, put on his heavy army overcoat concealing the Lugar and heads out with the group when they leave.


When the time comes, Danny is obviously eager to get out as he throws on his fatigues, despite his occasional wincing from the pain of his injuries. Afterwards, he slowly edges his way to the friendly Snuffy, elbowing him to get the other man's attrention. Something had been turning over in his mind. "Hey Snuffy," Danny kept his voice low. "What was that you were saying about haunted before. Is that some crap story someone came up with, or...?"


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Do I have any idea about Cools schedule?

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