You are surveying the darkened French countryside from the open door of an airplane. For most of your flight over France, it has been cloudy and still. Once you entered the Rouen area, however, the wind picked up, accompanied by heavy rain and thunderous clouds. The airman by the door is now making final checks, compensating for the sudden onset of the storm that’s been brewing since you entered this area. When he seems satisfied, he nods in your direction. Holding up a hand with three outstretched fingers, the airman mouths the words,
“Three minutes to drop.”
You have been dispatched here in response to a coded message from Aramis, a local resistance leader located southwest of Rouen. His message was cut off mid-transmission but seemed to contain a dire warning about a Black Sun Master, and Section M has sent your team to find out more. Your orders are simple: find Aramis, investigate the Black Sun activity, and eliminate any immediate threats. If Aramis has survived, he may be found to the northeast of the village where the resistance has safehouses. You will use a code phrase to identify him. He will ask in English for a cigarette, and you are to respond, ‘I only have Lucky Strikes.’
"You will also meet a resistance operative named Isabella Schneider. Treat her with care, and she may be a double agent, as she is an Austrian citizen. Yet she has been useful to date, and her archeological knowledge may prove very useful against The Black Sun operation. She could be on the level as well."
The report that put you on a plane over occupied France was simple, ‘Black Sun officer Jans Stöller spotted lorries of gear arriving in the village. Black Sun's presence in the village of Saint Sulac. Garrison… ‘. Evidently, the name of this Black Sun operative was enough to warrant throwing this team together and sending you across the Channel.
As you are recalling these events, the light turns green, and you line up, ready to jump from the plane. As you look out of the open side door, you can see dark clouds, hear the resonating thunder, and then the sudden flash of lighting. The rain almost obscures your vision at this height, and something about this storm feels wrong. It’s too sudden, with no warning and dark clouds seem to have coalesced directly over the village—and only there. Before you can ponder this strange occurrence, the airman signals the first drop; the storm is playing havoc with the plane’s instruments, and they must clear the area as soon as possible.
[OOC: Please introduce your character, the other pregens will also make the jump with you. Though for some reason they are wearing red undershirts.
This is Captain Swann's 100th jump he is a old hat at this kind of a thing, as such his difficulty is 0. He doesn't have to make the roll, though can do so to see if Momentum is generated. The advantage for doing so is the Momentum generated can help other characters with their jump.
The Canadian though should roll Agility + Athletics test (2d20), difficulty 1. Which means only 1 success is needed to make the jump. The roll is under the Attribute + Skill, with 1 being a critical success. If you had an appropriate speciality in Athletics (Parachuting for example) then any die that rolled less than the skill is also a critical success (worth 2 successes).
Isabella will meet them on the ground, so we can get started while Lionhawke recovers.]