Busy Autumn


It looks like I will be attending three conventions this fall – Dragonflight in Seattle, and Celesticon & Big Bad Con here in the Bay Area.

I’m going to be running a lot of Motobushido – two games at Dragonflight, one at Big Bad Con and one at Celesticon.  I’ll be running a Night Witches variant at Big Bad Con and doing some Games on Demand GMing as well.

If you are going to be at any of these events, please look me up!

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The One Ring


Played “The One Ring” this weekend.  Without going into distressing detail, I am playing an elf (!) slayer (no surprise) with a big-ass spear.  He’s Middle Earth’s only noir elf, doesn’t like singing (though he’s pretty good at it), and mostly spends his time wandering Mirkwood and sticking said spear into orks and goblins.

Also in the party were a Beorning, a High Elf, a Woodsman, and a Dwarf.

We got to run into a slightly younger version of Legolas, who I got to be disrespectful to and lived.  We got to visit Beorn, and discovered that he’s just a big-hearted, cuddly softy (who can rend you to bits fairly quickly and efficiently).  Finally, we got to take an epic tour of scenic Dol Guldur, touring their famous pits, sampling their unique native orkish cuisine, and experiencing quaint local customs such as “get your ribs crushed by a cave troll”.  I turned out to be particularly good at the latter, though the dwarf clearly beat me in the “throw yourself on the swords of the orc guards” competition.  Eventually we decided that we had stayed long enough, and departed, rescuing a high elf princess and bearer of the third of the three so she could drop it off in Lothlorian on her way to catch a cruise ship across the sea.

“The One Ring” strikes me as a system that tries really hard, but ultimately seems to have a few too many bells and whistles to keep track of.  You roll a d12 plus a number of d6’s for skill rolls, trying generally to beat a difficulty of 14.  But –

– if you roll a Gandalf rune (12) shows up on the d12, you get an automatic success, regardless of the other dice numbers

– if you roll a Lidless Eye (1) on the d12 the result counts as a 0 (which is no big deal, it’s only one point less than what you would have rolled anyway) AND regardless of whether or not you succeed, something terrible happens to you.

–  if you roll a “6” on one or more of your d6’s, it increases the level of success.

– you can spend “Hope Points” in order to add one of your characteristics scores to the roll, but when you spend Hope Points you bring yourself closer to despair which seems a bit problematic to me for two reasons – first, Hope Points regenerate very slowly.  If you get more than a couple per session you are doing pretty well.  Second, the way they are used strikes me as rather counterintuitive.  “Ha, I have dug down into the depths of my soul and have pulled victory from the jaws of defeat!  I’m da elf!  I’m da elf!  I’m…  so depressed.  Life is meaningless and we are but characters in the trilogy of life!”

Weapon damage seems to be similarly complicated, with damage, injury, and edge stats to keep track off, all of which do different things depending on the roll you get on the dice.  Combat isn’t a big part of our group experience though, so I haven’t played around with those much.

The setting is, however, quite good.  The game is set between “The Hobbit” and “Fellowship of the Ring”, about 5 years after the Battle of the Five Armies, during the last of the good years.  Smaug is dead, the Necromancer has been driven out of Mirkwood, and everything is great!  New era of peace and prosperity around the corner!  Pay no attention to that slimy looking dude wandering around Mirkwood and babbling about “Precious”.  There are a lot of creepy, rotten things to fight, lots of quests to go on, and in general you don’t have to worry about messing with the canon.

I think we all had lots of fun being brave and heroic and stupid in the special way that only epic fantasy characters have of being brave and heroic and stupid, secure in the knowledge that if they are going to die, they are going to die cool.

By Orome! My GROIN MUSCLES!

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Celesticon 2015


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So it’s official.  Not going to Pacificon this year.

Or probably ever again in my current incarnation on this earth.

There was drama.

So anyway, it’s off to Celesticon 2015 this year for Sophie and I.  Sophie will be an exclusive guest of the convention, running her new game, “War of Ashes:  FATE of Agaptus”, while I will be running “Motobushido.”  Celesticon has a pretty generous policy on comping badges – 6 hours of GMing will get you in the door for free, which is great!  I admit that I am not a great CoC fan, but for those who are, Sandy Peterson will also be at Celesticon running his famous game and leading seminars on how to write an awesome CoC adventure, along with several other notable guests.

I hope that if you are in the Bay Area September 4-7, look me up at Celesticon!

Mad Max: Fury Aisle


Fun new game!

Needed for play

  • Some sort of medium for playing music recordings
  • Soundtrack for “Mad Max:  Fury Road”
  • Headphones or earbuds (optional, but recommended)
  • Grocery Store with narrow aisles and/or routinely packed with shoppers

Instructions

Put your headphones on, and cue up the soundtrack, preferably starting with “Chapter Doof”

As you cruise around the store shopping, treat all shopping carts as post-apocalyptic vehicles trying to stop your shopping cart (hereafter known as “the rig”).

Scoring

“What a lovely day!” You make it up or down a single aisle without having to wait for some dumbass to get out of your way.  1 pt.

“WITNESS ME!”  Any time a store employee asks you if you need help finding anything.  5 pts.

“Chrome” – any time someone hits your shopping cart.  1 pt.

“Shine” – any time you hit someone else’s shopping cart.  1 pt.

“FOOL!” – manage to get helped at the meat department in the order you arrived without some jackass cutting ahead of you.  2 pts, or 3 pts if you actually scream “FOOL!”

“Hope is a mistake” – find yourself totally blocked in an aisle, unable to go forward or back, for at least 30 seconds.  5 pts.

“Healthy Babies” – encounter running child…
… and avoid:  3 pts

… and hit with cart:  5 pts

…  and hit with cart hard enough to make child cry:  7 pts

“Ah, mediocre!” – find your way blocked by someone on their cell phone discussing which type of soup they should get (other products 1 pt. less).  5 pts.

“Our Better Selves” – actually assist another shopper in some tangible way (help them find something, reach an upper shelf, etc.  Simply not killing them doesn’t count).  10 pts.

“Feels like hope”  – wait in line at the check out aisle for less than 5 minutes.  1 pt.

“Some Kind of Redemption” – store employee opens a new check out line just for you.  10 pts.

“The Vuvalini” – encounter an old woman in the produce department who starts a conversation about rhubarb or something, and converse with her politely on the topic or her choice for at least a minute:  15 points plus she doesn’t shoot you dead.

Post your score.

Mad Max: Fury Road - Nux (Nicholas Hoult) ©2012 Warner Bros

“What a lovely shopping day!”

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Some Quick Card Games


Over the weekend Sophie and I played a few quick card games that we have been accumulating.  I think all gamers get a few of these over time – they’re inexpensive, which makes them good gifts, and they play quickly, which makes them great for filling in space while waiting for people to show up for a game or if a given game runs short.

KIGIpic2305566_t

2-5 players

Ages 10+

15 minutes

A wealthy patron commissions a lovely landscape mural, hiring the greatest (and most competitive) painters in the world… you! Interfere with each other’s paintings and compete to win the world’s greatest treasure: Points!

On your turn, draw a card from the central display. If it is a Commission card, keep it at your side for scoring at the end of the game.

If it is a tree card, you may add it to any player’s tree. If you make a contiguous limb of cards sharing one or more features, you score 1 point for each instance of those features in that contiguous group.

If you score more than 10 points in a turn, remove the scoring cards and the owner of the tree collects them as “pruned” branches.

Then reveal a new card in the central display. If there are ever three Commissions in the display, discard them all and replenish the display with three new cards from the deck.

I think that of all the games we played, this one took the longest.  There are a fair number of tactical decisions to be made regarding scoring.  Since your opponent can score off your tree, you want to be wary of setting up 8- or 9- point scores that your opponent can play off to prune your tree.  You need to keep an eye on your opponent’s tree for opportunities as well.  Until you get used to looking at both your tree and your opponent’s each turn the game will play a little slower than listed (no surprise) but once you get the hang of it things can go very quickly.

Commissions in the game (methods of scoring extra points) can be an important factor in play – an extra 10 points at the end of the game is quite a boost.  The commissions that come up early in the game will drive player strategy (if you get a commission for “most branches”, for example, you will want to build up your tree and score  without allowing for pruning, so you get a lot of branches, and you will want to pick up other commissions that play on that, such as “longest branch” and “least pruning” and avoid commissions like “Most pruning” and “smallest tree”) while commissions picked up later in the game will revolve around targets of opportunity, and trying to get commissions that will nullify your opponent’s (so if your opponent has “largest tree” you should start looking to get “smallest tree”).  Particularly in a two-player game, this can even out a lot of the commissions – it gets harder to do in games with three or more players.

We made an error in scoring the game our first time out, but I think it worked equally for and against both of us, so it probably didn’t make a big difference.  I wound up losing by a couple of points.

Incidentally, the wealthy patron who commissions your landscape mural must be HP Lovecraft, because my tree looked more like the tree that Clancy Brown had tattooed on his chest in Carnivale than a lovely landscape.

Outcome:  I lost by a couple of points.

pic1845363_tNINE LIVES

2-5 players

Ages 8 and up

15 minutes

Cats are running loose through the city! There are nine different breeds, five cats each, each with their own personalities. Rescue as many cats as you can, but try not to get scratched!

NINE LIVES is a fast game of trading, bidding, and clever tactics. Each round, all players bid a numbered card from their hand. High bids use special powers first, which can force trades between players. Then, low bids get first choice of cats to rescue, which is key scoring victory points and winning the game. Score points by rescuing the majority of a breed, rescuing any cats of a rare breed, and finally one point per scratch… but only if you have the *fewest* scratches!

This was a fun little game that I, at least, probably didn’t really grasp on my first play-through.  You are trying to score points by collecting sets of different breeds of cat into your kennel.  Some breeds are rare and worth more points – exactly which breeds are rare is determined by drawing a few cards from the deck at beginning of play and setting them aside.  Each cat has a value, which is used for bidding each turn – and cats of higher bidding value also have special abilities which can allow you to swap cards out of your hand or kennel.  Art on the cards is very cute, with lots of nice drawings of cats, and each cat (even within the same breed) is individually named.

Each game is exactly five rounds long, so even learning the rules the game goes very quickly. You start with five cards, and play one out of your hand each turn, so your choices become more constrained as the game progresses (something I didn’t realize on my first play-through).  It is a good idea to look at your hand before turn one and get an idea of what order you want to play your cards in.

Cats are also rated for the number of scratches they give you if they are in your kennel at the end of the game.  Once again, this means that you want to keep track of your opponent’s kennel, since having more scratches than your opponent at the end of the game costs you points.  Some cats are relatively benign, and some are really vicious, which is a factor to consider when deciding what breeds to collect.

If you like cats (and what sane person doesn’t?) this is a great game to pass a lighthearted 15 minutes.  Just looking at the illustrations during play will make you feel better.

Outcome – I won by a couple of points on scratches.

COUP

2-6 players

Ages  13 and up

15 minutes

You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive…

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:

Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player’s character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.

On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:

Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)

When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t (or don’t) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game.

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influence – that is, a face-down character – wins the game!

Another fast and easy game, with lots of potential for bluff and deception.  The rules are a bit longer than the previous two games, but once they are understood the game runs very quickly.

However…

Yeah, there is a “however” here that prevents me from saying much more about this game.  And that is that despite what the box says this isn’t really much of a two-player game.  The nuances of bluffing just don’t work as well with only two players, and it is unlikely that you will see the full range of characters and their powers in any given game.  Also, given that players start supposedly evenly matched, and there are only a small number of turns in the game (our game ran 6 turns), the player who goes first has a sizable advantage.  Certainly the second player still has a shot depending on the luck of the draw, but the game is really the first player’s to lose.

On the other hand this game looks like it would be an insane free-for-all with more than two players, and the 6-player game must be a bloodbath.

I wouldn’t recommend this one for two players, but really look forward to playing it with three players or more.

Outcome:  I won by virtue of being able to stab Sophie’s characters to death before they could coup me to death.

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Skyrealms of Jorune at Endgame


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Today at Endgame I ran Skyrealms of Jorune as part of their “Old School” event for Square 1 Roleplaying.  I had two players who played, respectively, a human durlig farmer (in Jorune jargon, a Toth) and a bronth private detective (a Yordeh, or Yiordeh depending on which you think is a misspelling).  The game was overall fun, though I felt during and after that it hadn’t quite come up to where I wanted it to be, owing mainly to my getting lost in the rather byzantine rules system.

It took me far longer to create six pregen characters for the players than I expected or wanted it to.  I had announced the game for up to four players, and wanted everyone to have a choice, and also wanted to showcase the variety of characters that could be played in Jorune.  My final two players got to choose from:

  1. A human durlig farmer looking for adventure
  2. A Muadra Dyte Punk (a sort of street gang minor magician)
  3. A Boccord Jers (a jungle guide)
  4. A Bronth Private Detective (Yordeh)
  5. A Crugar Thriddle Liason (Querrid)
  6. A Woffan Iscin (a scientist)

The character creation section of Jorune 3rd edition proved to be a throwback to the bad old days of roleplaying – in order to create a character I had to dig through not only the “Character Creation” chapter, but the “Isho” chapter and the “Combat” chapter as well.  There was no single place that listed all the steps needed for character creation, and the process grew very protracted and tedious.  I estimate it took a good 12 hours to create the six characters – more time for the early characters, less for the later ones as I got skilled.  By the final character I had the process down to no more than 40 minutes or so.  The idea of trying to sit down at a table with several interested parties and wade through character creation all at once gave me willies.  Creating the Muadra was particularly difficult and time consuming because there are a number of skills that are found in the “Isho” chapter rather than the character creation chapter.

So anyway, it took me awhile.  Too long really, because by the time I was finished with the characters I felt a) a bit disheartened by the whole affair and b) like I had spent a lot of time doing something that was largely a wasted effort (by the time I finished all the characters I knew I was only going to have two players).

Characters in “Skyrealms” tend to have a fair number of skills at what we would today think of as a pretty low level.  Skills are rolled on a d20, with the player trying to roll equal to or under the skill rank.  Skill ranks of 6-12 are not uncommon, and when creating characters one must spread a very limited number of points rather thinly.  One mitigating factor for this is that in addition to ranks, skills also have a level, ranging from unskilled to familiar to experienced to seasoned.  The higher your skill level, the less you have to worry about routine tasks.  So for example a character unfamiliar with durlig farming would need to roll – probably against a skill rank of 5 or less – in order to accomplish even the most routine tasks involving durlig farming.  However, a character familiar with durlig farming would never need to roll when undertaking routine durlig farmer tasks.  Seasoned characters would need to roll only under the most difficult of circumstances.  This cut down somewhat on the number of dice rolls, and meant that the low numbers were mitigated somewhat.

Casting dyshas is also a rather complex process, involving the character’s affinity with certain types of Isho (of which there are seven, corresponding to the seven moons of Jorune), skill ranks with each individual dysha (spell) known, number of Isho points (mana) used to power the spells, and a number of rarified skills which Muadra can take to modify their dyshas and perform other neat tricks.

Then there is combat.  Oh my lord there is combat.  Let me limit myself to bullet points of the steps involved:

  • Roll for Advantage.  This determines whether your character can attack or defend, attack and defend, attack and defend with a bonus, or basically stand there flat-footed for a round.  (Important note – you have ~50% chance each round to be limited to doing nothing or to merely defensive actions.  What this means is that for about 25% of any combat you and your opponent basically stand there and stare at one another).  When rolling for Advantage High = good, Low = bad.
  • Assuming you can attack, roll to hit.  When rolling to Hit Low=good, High=bad.
  • Assuming you hit, your target rolls Defense to see if the attack is blocked.  Again, Low=good, High=bad
  • Assuming the attack is not blocked, roll for hit location.  This is a straight d20 roll, but since the head is the prime locale, Low=bad, High=good.
  • Now that you know where you hit, roll to see if you penetrate armor, if any.  This time you roll 2d6.  Low=bad, High=good.
  • Now, at last, roll for injury.  Again 2d6, and again Low=bad, High=good.

For those of you keeping count, yes that is a whopping 6 rolls just to whack someone with a mace.  There are, of course, modifiers for all these rolls.  AND once you start taking injuries, you need to keep track of the severity and location of each, as minor wounds to the legs have different effects than a minor wound to the arm or torso.

I confess that I did a lot of hand waving in the combats we got into.  In part this was because one of the characters had no real skill at fighting whatsoever, and I didn’t want the player sitting around doing nothing during a protracted fight.  But in part I also wanted to reduce the number of steps required for a single attack because six seemed like too many for me.

So now I have gripped.  And I think that the game system is worthy of quite a bit of criticism if you hold it up to the standards of today (or even the standards of 1992, which is when 3rd edition was published).

But…

…  the world is lovely.  It is rich and full and inspired.  It has a background, and there is a real attempt to explain not only how the magic system works but why, and how the Isho field surrounding Jorune affects everyone.  There are numerous sentient races on the planet, and while some of them are very much the “humans in suits” sort of aliens, there are also some that are truly weird and delightful.  Thriddle are, IMHO, one of the coolest races ever developed, and for their sake  I regret that “Skyrealms” didn’t generate a larger following and petered out to die an ignominious death brought on by poor sales and wrangling over copyright ownership.

Despite the system, I would run it again.  I might do so at this year’s Big Bad Con, or at Pacificon.

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“QUIVERING TRID NODES!”

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MOTOBUSHIDO – “Fury Road” House Rules


We saw “Fury Road” this weekend, and of course I spent a good portion of the movie trying to figure out how to run various scenes as part of a Motobushido game.  I came up with the somewhat humorous rules below during the climactic fight scene.

For a real, gonzo, post-apocalyptic feel to your Motobushido game, every Duel not exclusively within your Pack must start at level 2 (threats of immediate violence).  Want gas?  Threaten violence.  Want safe passage?  Threaten violence.  Want a candy bar?  Threaten violence.  Need to stop the vehicle for 5 minutes while you go behind a dead, parched, tree for a piss?  THREATEN VIOLENCE!

“I need to take a leak!”

One of the immediate indications that one has been adopted into a Pack is that Pack members stop pointing weapons at you and threatening to kill you for the slightest reason.  Shinmai, of course, are not full members of the Pack, and so can expect to receive rather brutal treatment until they are fully accepted.

“Found a new Shinmai!  He’s really excited!”

Against established antagonists to your Pack, such as government authorities, enemy Packs, and random animals that might be used for food, it is perfectly acceptable to start a duel at Stage 3 – in fact it is generally considered poor etiquette to do otherwise, unless you can manage to use Stage 2 for some sort of stirring, post-apocalyptic speech.  (This only counts if you manage to work in a) that the world really sucks and b) that you are the only person/Pack that can save whatever it is that needs saving).

Duel instigation, Stage 2

Duel instigation:  Stage 3

Since automobiles and rigs are a big part of the “Mad Max” universe, your Pack may look and handle a bit differently than in a standard Motobushido game.  If you want to create a Party Rig, just let players select their cycles as normal, but the various cards for stunting substitution form a pool.  When the rig is in a duel, whoever is driving the rig can draw on the cards of all the other player characters in the rig.  Any player characters not in the rig are assumed to be a) leaping from vehicle to vehicle and doing their own thing, b) on their bike, doing their own thing.

“Anyone seen Max?”

“Well crap…”

Also, since duels generally take place against the background of a hideous, post-apocalyptic wasteland, be sure to change the terrain during the duel without warning.  Throwing in terrain that vehicles don’t have a rating for is perfectly legit.

The 20 Coolest Things About the First Trailer for 'Mad Max: Fury Road'

When all else fails, try Badass.

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Just a couple of photos


Since I convinced my friend Steve to play a small game of Warhammer 40K with me a few days ago, I have had a yen to repaint the armies involved – Orks and Chaos Space Marines.

While everything is still in process, I thought I would share a couple of photos.  Right now I am at the shading stage an haven’t started on the highlights yet.

CHAOS 1500(1)

Ork Battlewagon (1)

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Motobushido at Endgame!


I’m going to be running Motobushido at Endgame to celebrate the reboot of Road Warrior on the 16th of May and I am very excited!  Here’s my blurb.

The Chrysanthemum an the Carburetor

WAR!

A new ruler has risen in the land, vowing to destroy the motobushi forever. Skirmishes occurred throughout the Spring, and in high summer your pack suffered defeat at the Battle of Little Town. Now it is autumn, and your much diminished pack, along with remnants of other motobushi packs – including your hated rivals the War Pigs – have been driven North into the mountains. A meeting of the packs has been called at Three Peaks caverns, and you have been sent as your pack’s representatives. The survival of your pack, and perhaps the Motobushi tradition, is in your hands.

For this second Motobushido game I am going to do a few things differently than in my previous one.

  • I’m going to run the First Founding this time.  Last time I skipped it due to concern over time constraints, but I discovered when I ran that I certainly could have fitted it in had I wanted to.  I think it is a good way for players to learn the system, so I am going to use it this time.
  • Characters aren’t going to be 1st Rank.  For campaign games that’s great, but for one-shots the 1st Rank powers are not the most interesting and don’t necessarily highlight each class to it’s best effect.  At the moment I am considering exactly how many advances I want to give each character, but it will be somewhere around 6 spit up various ways between Pack, Sword, and Highway.
  • I’m going to come up with some different questions to ask at the beginning.  I’ll put them on cards and ask players to draw them randomly.  If I have time I will put two questions on each card and let the drawing player choose one to ask (I got that idea from “The Quiet Year”)

I am also going to beg my long-suffering wife to take a few minutes to make a map for me of Three Peaks Caverns

Once again I am very excited to be running this innovative and evocative little game.

Motobushi, start your engines!

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Maryam’s letter


From the KGB file on Maryam Bakrazde, transferred from NKVD records April 14, 1954

Dearest Sergei and Yergei,

Well, here I am – your beautiful Maryam, only a few days at the front and already in the hospital.  You did tell me it would not be like crop dusting.

The 588th is a truly amazing unit, and a tribute to what women can accomplish when we are given our freedom.  We attack the Germans relentlessly, fearlessly, constantly.  It is our task to support our brothers at the front by never giving the Hitlerite invaders a moment’s rest, a single quiet moment.  Always we are nipping at their heels, snapping and biting.

Of course I cannot say where we are, but believe me we see constant action.  And my sisters in the regiment are simply amazing!  Upon arrival, I found myself suddenly thrust into the leadership of a section of aircraft, pilots, and navigators.  It was not a role I had expected, but I attempted to rise to the responsibility.  I owed it to the amazing individuals I serve with.

Since then we have flown many missions.  Often we fly several times per night.  We take off at dusk, drop our bombs on the target, and return, sweeping down the runway crying “More bombs!  More bombs!”.  And then we are off again, into the night sky.  Often we shut down our engines over the target so that the Germans cannot hear us coming, and sail over the target with no more sound than the wind whispering over the wings.  We have heard that the Germans hate and fear us, and have begun calling us “Night Witches” because the they think our aircraft sound like broomsticks.

So how did I end up in the hospital?  I fear the story is not too dramatic.  We we drop bombs on the Germans, and sometimes they shoot back at us.  Despite their poor aim, sometimes one or two will get lucky.  That’s what happened to me.  We were over the target, and had just dropped our bombs successfully, when we were hit by shrapnel from a flak gun.  I was hit in the legs and lost consciousness.  That would have been the end, but my heroic navigator, Sgt. Teremova, was able to successfully land the plane, even though she was also badly wounded.  She pulled me to safety after the landing.  I owe her my life.

So now I have a little German souvenir in my leg, and a cane to help me get around.  But my feet still reach the rudder pedals, and I am anxious to fly again.  Now that I have only nine toes, perhaps one of you will finally be able to catch me!

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