Gare Du Nord — Paris, France

Thursday, January 13, 1967…
The Gare Du Nord train station in northern Paris is an ocean of movement. Travelers from all over Europe converge here, just as Parisians use it to leave their homes for business or holidays in nearby countries. Clouds of different languages swirl above the crashing masses, French and English and Italian and Polish and Dutch, among others, a fluid mismatch of words and tongues caught up in broad waves of movement, wide currents that threaten to take the weak or powerless off in directions they cannot help. Even in the low tide moments of the late evening the station is a confusing storm of travelers, porters, and valets, but in the center of it all Colonel Lennox Conroy stands motionless, an island of a man, not any taller than the rest, but so powerful, so sturdy, the currents sway carefully around him instead of crashing directly into his stocky frame.
Colonel Conroy isn’t wearing his uniform. Instead, he dons a brown tweed suit, one that doesn’t fit him well, a suit that seems to wear the man instead of the way he usually inhabits his Army dress uniform. He grimaces in it, frowns at the way it is tight around his shoulders, the way it squeezes his midsection, but his eyes brighten when he spots Friday Williams, then Maxime Weis, and finally Laura Taylor in the crowd. Ms. Taylor, it seems, is invisible until she appears in front of the man, her appearance making him smile slightly, amused he didn’t see her sooner.
He gives the approaching agents a little nod and then lifts his hands to breathe into them, rubbing his warm breath into his fingers. The Gare Du Nord is enclosed, but in mid January, is almost uncomfortably chilly.
"Where the hell is Commander Murray?" the Colonel mutters as the team approaches, then spots him making his way through the crowd.
He nods, to himself, his seemingly rhetorical question answered.
"I got us a private room on the 2305," he grumbles. He tilts his head in the direction of the train that is already boarding. "Sergeant Gagneux is getting us set up for the overnight trip to Berlin. Let’s go. I’ll brief you onboard."
He isn’t a man accustomed to waiting. He isn’t a man used to waiting for agreement and consensus. He just turns and starts to march toward the train, the crowd breaking around him as he moves, leaving an open wake for the others to follow, confident that they are following him.
The group had been working with Colonel Conroy since each member of the small, elite group had been recruited into J.E.T.S.E.T. The Colonel was a gruff, barrel-chested man who wears a constant expression of annoyance. He was only supposed to be a temporary handler for the team, but like a number of Americans who came to Europe to fight in the war, he never seemed to have had an opportunity to leave. There was simply too much to do, especially while NATO and SHAPE were in the middle of moving their headquarters from France to Belgium, setting up a series of logistical puzzles that have made everything more difficult and more confusing than necessary.
As Conroy pushes through the crowd, occasionally he runs into groups even his width won’t let him part, offering a clumsy "Excusez-moi" to try to break through. His voice is French pushed through a cheese grater, an accent so terrible, so graceless, that according to the faces of the people he passes, it may have been more polite to push them to the ground than try to speak to them. He meets each horrified expression with a simple smile, repeating himself, "Merci. Excusez-moi."

A little system discussion… everyone starts a new adventure with a D12 Impact Die. However, if part of your introduction brings in a temporary Detail that complicates things for your character, you can increase your starting Impact Die to D20. For example, maybe as a part of your introduction you describe a terrible bout of food poisoning that your character is just getting over. They’ll start with the Temporary Detail "Queasy stomach: Probably shouldn’t have had that second helping of that dodgy looking curry." You’ll begin with a D20 Impact Die, but that Temporary Detail may hinder you later in the mission. Try to think of this as your chance to interject something you might like to explore with your character for that adventure or a bit of recent history you’d like to highlight, rather than just providing the GM a momentary weakness. It could be anything, from a lingering physical ailment to the ugly aftermath to a failed romance to trouble sending money to a neighbor that your character is trying to help out of a financial jam. What is the character bringing with them into this adventure?