SCPO (Senior Chief Petty Officer) 'Mediocre' Fred Roker
Military Service: United States Navy (USN)
Current Assignment: Member of SST 4
Military Honors: Navy Cross, Silver Star x2, Bronze Star, Purple Heart x4
Age: 26
Height: 5'9"
Weight: 165 lbs
Hails From: Lebanon, Kansas
Physical Description: Brown and Brown, average height and weight, just, y'know, kinda normal-looking.
DEXTERITY: 3D
-Brawling parry: 3D+1
-Dodge: 3D+2
-Melee weapons: 3D+2
-Melee parry: 3D+1
-Guns: 5D+1
KNOWLEDGE: 3D
-Bureaucracy: 3D+1
-Streetwise: 3D+1
-Technology: 3D+1
-Survival: 3D+2
MECHANICAL: 3D
-Radios: 4D
-Gunnery: 3D+2
-Heavy weapons: 3D+2
PERCEPTION: 3D
-Bargain: 3D+2
-Con: 3D+2
-Hide/Sneak: 3D+2
-Persuasion: 3D+1
STRENGTH: 3D
-Brawling: 4D+1
-Brawling Parry: 3D+1
-Stamina: 3D+2
TECHNICAL: 3D
-Radio Repair: 4D
TALENT POWER: SHAPE-CHANGE: MAJOR, quirk: Can only Change into 'Wolf-Man' form and must howl like a wolf when doing so. When Fred is in this form it grants him increased STR (base of 5D for all STR related skills or +1D for any Skills that are at 5D or higher) and increased smell and hearing (+2D to PER for anything involving the use of smell or hearing...i.e. lots of Search, Alertness, etc. rolls; being able to track people/know if people are around) and the ability to attack using Claws/teeth for STR +1D damage (6D in Fred's case) when making successful Brawling attacks. In addition, any Targets unfamiliar with Fred's alternate form will have to make a PER/Leadership roll against Difficulty 15 or be at -1D to act due to his fearsome appearance.
WILLPOWER: 5D
WP (Max/Current): 30/27)
Equipment:
--M1 Carbine (.30 caliber, 15 shot capacity in detachable clip, Damage: 4D+2, Range: 30/60/120 yards, Semi-Automatic, In Close penalty: None, Reliability 2); 15 shots in clip in weapon; 2 spare clips for 45 total shots
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-1917 .45 Revolver (.45 ACP round, 12/25/50 yard range, 6 shot cylinder, Reliability 1), 18 total rounds including 6 in weapon
-Helmet, Green Utilities with Navy 'pin' on label, Canteen, Sykes-Fairbairn 'Commando' Knife (Damage is STR +1, for Roker this is: 3D+1) and Knife can be thrown with range: 5/10/15 yards), picture of his girl and lucky rabbit's foot.
Wound Status:
Luck Points: 1
Skill Points:
WW2 Supers d6: CHARACTERS
WW2 Supers d6: CHARACTERS
Last edited by max_vale on Thu May 02, 2024 2:09 am, edited 87 times in total.
Re: WW2 Supers d6: CHARACTERS
Corporal (CPL) Lalbahadur Gurung
Military Service: British Army; 5th Gurkha Rifles (Frontier Force) 4th Battalion
Current Assignment: Member of SST 4
Military Honors: Navy Cross, Silver Star x3, Purple Heart x4
Age: 26
Height: 5'4"
Weight: 150 lbs
Hails From: Nepal
Physical Description: Gurung has black hair, kept very short or shaven, a clean shaven face and dark brown eyes. He tends to be quiet and soft spoken, choosing action over discussion or deliberation and like most other Gorkha he follows orders literally and without question.
DEXTERITY: 4D
-Guns: 6D+2
-Brawling parry: 4D+1
-Melee weapons: 7D
-Melee parry: 4D+1
KNOWLEDGE: 2D+1
-Language (English): 3D
-Survival: 3D
MECHANICAL: 2D+2
-Heavy weapons: 4D
-Boating: 3D
PERCEPTION: 3D
-Hide/Sneak: 5D
-Search: 4D+1
STRENGTH: 4D
-Brawling: 4D+2
-Stamina: 4D+2
TECHNICAL: 2D
-Demolitions: 2D+1
TALENT POWERS: ENERGY KHUKURI (Moderate); When active Lalbahadur can attack with an 'energy knife' (utilizing Melee Weapon skill) that inflicts 7D damage (3D to vehicles) with the minor quirk of glowing purple while doing so.
-ARMOR (Minor): When active, Lalbahadur's body becomes harder and scale-like; giving him a STR of 5D to resist damage. His skin is close to impenetrable when this power is active; Graze's become glancing wounds (i.e. skin is not broken); Wounds become Bruises (-1D for 1d6 rounds, no skin broken, just a bit of stun), Serious Wounds become Dazed (-2D for 2d6 rounds, no action possible the round after this result, chance of concussion, no skin broken); Mortal Wounds result in being Knocked Out (1 hour) and Wounded (Skin broken; -1D when conscious until treated). Only the last result breaks the skin, so poison or infection as a result of contact with the blood stream, etc. is impossible. If breath is held, Gas will not affect a character with the ARMOR power active. In addition, due to the 'scale-like' hardening of the skin, while the ARMOR power is active, if Gurung hits someone while using his Brawling skill, he adds +1D to the damage (5D in his case).
WILLPOWER: 4D+1
WP (Max/Current): 25/20)
Equipment:
-SMLE Bolt-Action Rifle: .303 caliber, 10 round internal magazine (Reloaded by Two 5 round stripper clips), 5D+1 damage, range: 100/200/400 yards; Ammo kit with Four 5 shot charger clips, 10 rounds in weapon, 25 rounds total
-S&W 1917 Revolver: .45 caliber, 6 round cylinder, 5D damage, range: 12/25/50 yards; 18 rounds including 6 in gun)
-Kukhuri Knife (Dificulty: 10; Damage: STR +2, for Gurung this is 4D+2)
-Sykes-Fairbairn 'Commando' Knife (Difficulty 5 in melee, Throwing depends on range, Range: 5/10/15 yards, Damage: STR +1 for Gurung this is 4D+1)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-Gurkha uniform and Helmet, USMC field kit, rations, canteen, etc.
Wound Status: Dazed (-2D on all actions for the next 6 rounds)
Luck Points: 2
Skill Points:
Military Service: British Army; 5th Gurkha Rifles (Frontier Force) 4th Battalion
Current Assignment: Member of SST 4
Military Honors: Navy Cross, Silver Star x3, Purple Heart x4
Age: 26
Height: 5'4"
Weight: 150 lbs
Hails From: Nepal
Physical Description: Gurung has black hair, kept very short or shaven, a clean shaven face and dark brown eyes. He tends to be quiet and soft spoken, choosing action over discussion or deliberation and like most other Gorkha he follows orders literally and without question.
DEXTERITY: 4D
-Guns: 6D+2
-Brawling parry: 4D+1
-Melee weapons: 7D
-Melee parry: 4D+1
KNOWLEDGE: 2D+1
-Language (English): 3D
-Survival: 3D
MECHANICAL: 2D+2
-Heavy weapons: 4D
-Boating: 3D
PERCEPTION: 3D
-Hide/Sneak: 5D
-Search: 4D+1
STRENGTH: 4D
-Brawling: 4D+2
-Stamina: 4D+2
TECHNICAL: 2D
-Demolitions: 2D+1
TALENT POWERS: ENERGY KHUKURI (Moderate); When active Lalbahadur can attack with an 'energy knife' (utilizing Melee Weapon skill) that inflicts 7D damage (3D to vehicles) with the minor quirk of glowing purple while doing so.
-ARMOR (Minor): When active, Lalbahadur's body becomes harder and scale-like; giving him a STR of 5D to resist damage. His skin is close to impenetrable when this power is active; Graze's become glancing wounds (i.e. skin is not broken); Wounds become Bruises (-1D for 1d6 rounds, no skin broken, just a bit of stun), Serious Wounds become Dazed (-2D for 2d6 rounds, no action possible the round after this result, chance of concussion, no skin broken); Mortal Wounds result in being Knocked Out (1 hour) and Wounded (Skin broken; -1D when conscious until treated). Only the last result breaks the skin, so poison or infection as a result of contact with the blood stream, etc. is impossible. If breath is held, Gas will not affect a character with the ARMOR power active. In addition, due to the 'scale-like' hardening of the skin, while the ARMOR power is active, if Gurung hits someone while using his Brawling skill, he adds +1D to the damage (5D in his case).
WILLPOWER: 4D+1
WP (Max/Current): 25/20)
Equipment:
-SMLE Bolt-Action Rifle: .303 caliber, 10 round internal magazine (Reloaded by Two 5 round stripper clips), 5D+1 damage, range: 100/200/400 yards; Ammo kit with Four 5 shot charger clips, 10 rounds in weapon, 25 rounds total
-S&W 1917 Revolver: .45 caliber, 6 round cylinder, 5D damage, range: 12/25/50 yards; 18 rounds including 6 in gun)
-Kukhuri Knife (Dificulty: 10; Damage: STR +2, for Gurung this is 4D+2)
-Sykes-Fairbairn 'Commando' Knife (Difficulty 5 in melee, Throwing depends on range, Range: 5/10/15 yards, Damage: STR +1 for Gurung this is 4D+1)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-Gurkha uniform and Helmet, USMC field kit, rations, canteen, etc.
Wound Status: Dazed (-2D on all actions for the next 6 rounds)
Luck Points: 2
Skill Points:
Last edited by max_vale on Thu May 02, 2024 2:10 am, edited 110 times in total.
Re: WW2 Supers d6: CHARACTERS
Corporal (CPL) Wade MacGyver. CURRENTLY ON WAR BOND TOUR
Last edited by max_vale on Sun Sep 19, 2021 2:55 pm, edited 43 times in total.
Re: WW2 Supers d6: CHARACTERS
Corporal (CPL) Theodore 'Teddy' Gomez CURRENTLY ATTACHED TO SST 7
Last edited by max_vale on Fri Dec 24, 2021 2:47 pm, edited 22 times in total.
Re: WW2 Supers d6: CHARACTERS
Major (MAJ) Marvin Acme
Military Service: United States Marine Corps (USMC)
Current Assignment: Commanding Officer (CO) of Special Services Team 4
Military Honors: Navy Cross x2, Silver Star x2, Bronze Star, Purple Heart x4
Age: 31
Height: 5'9"
Weight: 165 lbs
Hails From: Albuquerque, New Mexico
Physical Description: A wily man, Marvin has the look of a cunning predator. Tan leathery skin, dark features, and brown hair mask what appear to be several scars and burns on his body. The unsettling gleam in his eyes only further reinforces the aura of danger. Acme is a crazy Demolitions Expert (redundant). Marvin tends to blow things up. Bridges, buildings, relationships, whatever.
DEX 4D
-Guns: 5D+2
-Brawling parry: 4D+1
-Melee: 4D+2
-Melee Parry: 4D+1
-Dodge 5D
-Thrown Weapons 6D
KNOW 2D+1
-Survival: 3D
MECH 2D
-Gunnery 4D
PER 2D+2
-Hide/Sneak: 3D+2
STR 3D
-Running 4D
-Brawling: 3D+2
TECH 4D
-Demolition 6D+1
TALENT POWER:
-ENERGY BOMB, Major: With this power, Marvin can infuse non-living objects that he touches with energy that will detonate either when Marvin chooses (if his Power is Active) or immediately upon his power failing. The resulting explosion inflicts 9D damage (5D vehicle) over a 30 foot Cubic area (Marvin decides which WAY the blast goes, if needed) with a drop off of -2D damage for every 10 feet of area...i.e. 9D at 'ground zero; 7D damage for those 11-20 feet away hit by the blast and 5D damage for those 21-30 feet away from the blast that are hit by it.
Alternatively, Marvin can infuse small, non-living objects with his power and throw them (using the Thrown Weapons skill) and the objects explode upon landing/hitting something. Marvin makes a decision when he infused the small objects to either have it be a 7D damage (3D vehicle) blast over a 10 foot cubic area OR a 5D (1D vehicle) damage blast over a 20 foot cubic area. Range is 10 yards/20 yards/40 yards (Short/Medium/Long) with appropriate Difficulty number and a miss "scatters" like a grenade would.
The Quirk for this Power is that Marvin has to be able to touch the object and the object cannot be living.
WILLPOWER: 4D
WP (Max/Current): 24/21)
Equipment:
--M1A1 Thompson SMG: .45 caliber, Range: 25/50/100 yards; Ammo: 30 round 'stick' clip (Currently has Three 30 round Stick Clips including one in weapon; 20 rounds in Weapon currently; 90 total), Fires 5 round bursts, Damage: 5D+2 per burst, Reliability: 2, Can Suppress up to 3 opponents in a 10 foot radius: uses 10 rounds, Tgts must make Alertness (Per) Check at 15 or can only duck/dive for cover)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
- 1911 .45 Semi-Auto Pistol (.45 caliber, 7 round capacity in clip, Damage: 5D, Range: 12/25/50 yards, Three 7 round clips including one in weapon with 7 rounds currently, Total: 21 rounds)
-Sykes-Fairbairn 'Commando' Knife (Difficulty: 10, Damage: STR +1 for Marvin this is: 3D+1, Can be thrown at Ranges: 5/10/15 yards)
-Helmet, Utilities (Green Field Uniform), Canteen, Demo Kit with fuses and wire cutters and explosives, 3 rocks (to be used as make-shift 'bombs'), Standard USMC Field Kit
Wound Status:
Luck Points: 1
Skill Points:
Military Service: United States Marine Corps (USMC)
Current Assignment: Commanding Officer (CO) of Special Services Team 4
Military Honors: Navy Cross x2, Silver Star x2, Bronze Star, Purple Heart x4
Age: 31
Height: 5'9"
Weight: 165 lbs
Hails From: Albuquerque, New Mexico
Physical Description: A wily man, Marvin has the look of a cunning predator. Tan leathery skin, dark features, and brown hair mask what appear to be several scars and burns on his body. The unsettling gleam in his eyes only further reinforces the aura of danger. Acme is a crazy Demolitions Expert (redundant). Marvin tends to blow things up. Bridges, buildings, relationships, whatever.
DEX 4D
-Guns: 5D+2
-Brawling parry: 4D+1
-Melee: 4D+2
-Melee Parry: 4D+1
-Dodge 5D
-Thrown Weapons 6D
KNOW 2D+1
-Survival: 3D
MECH 2D
-Gunnery 4D
PER 2D+2
-Hide/Sneak: 3D+2
STR 3D
-Running 4D
-Brawling: 3D+2
TECH 4D
-Demolition 6D+1
TALENT POWER:
-ENERGY BOMB, Major: With this power, Marvin can infuse non-living objects that he touches with energy that will detonate either when Marvin chooses (if his Power is Active) or immediately upon his power failing. The resulting explosion inflicts 9D damage (5D vehicle) over a 30 foot Cubic area (Marvin decides which WAY the blast goes, if needed) with a drop off of -2D damage for every 10 feet of area...i.e. 9D at 'ground zero; 7D damage for those 11-20 feet away hit by the blast and 5D damage for those 21-30 feet away from the blast that are hit by it.
Alternatively, Marvin can infuse small, non-living objects with his power and throw them (using the Thrown Weapons skill) and the objects explode upon landing/hitting something. Marvin makes a decision when he infused the small objects to either have it be a 7D damage (3D vehicle) blast over a 10 foot cubic area OR a 5D (1D vehicle) damage blast over a 20 foot cubic area. Range is 10 yards/20 yards/40 yards (Short/Medium/Long) with appropriate Difficulty number and a miss "scatters" like a grenade would.
The Quirk for this Power is that Marvin has to be able to touch the object and the object cannot be living.
WILLPOWER: 4D
WP (Max/Current): 24/21)
Equipment:
--M1A1 Thompson SMG: .45 caliber, Range: 25/50/100 yards; Ammo: 30 round 'stick' clip (Currently has Three 30 round Stick Clips including one in weapon; 20 rounds in Weapon currently; 90 total), Fires 5 round bursts, Damage: 5D+2 per burst, Reliability: 2, Can Suppress up to 3 opponents in a 10 foot radius: uses 10 rounds, Tgts must make Alertness (Per) Check at 15 or can only duck/dive for cover)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
- 1911 .45 Semi-Auto Pistol (.45 caliber, 7 round capacity in clip, Damage: 5D, Range: 12/25/50 yards, Three 7 round clips including one in weapon with 7 rounds currently, Total: 21 rounds)
-Sykes-Fairbairn 'Commando' Knife (Difficulty: 10, Damage: STR +1 for Marvin this is: 3D+1, Can be thrown at Ranges: 5/10/15 yards)
-Helmet, Utilities (Green Field Uniform), Canteen, Demo Kit with fuses and wire cutters and explosives, 3 rocks (to be used as make-shift 'bombs'), Standard USMC Field Kit
Wound Status:
Luck Points: 1
Skill Points:
Last edited by max_vale on Thu May 02, 2024 2:11 am, edited 99 times in total.
Re: WW2 Supers d6: CHARACTERS
Master Gunnery Sergeant (MG SGT) Charlie 'Dutch' Van Horn. CURRENTLY RECOVERING IN HOSPITAL IN HAWAII
Last edited by max_vale on Wed Jul 12, 2023 3:54 pm, edited 64 times in total.
Re: WW2 Supers d6: CHARACTERS
Corporal (CPL) Roger Myers KIA
Last edited by max_vale on Tue Mar 15, 2022 2:55 am, edited 23 times in total.
Re: WW2 Supers d6: CHARACTERS
Chief Petty Officer (CPO) Elias Tucker
Military Service: United States Coast Guard
Current Assignment: Member of SST 4
Military Honors: Navy Cross, Silver Star x2, Purple Heart x2
Height: 5'7"
Weight: 127 lbs
Eyes: Hazel
Hair: Brown
Age: 25
Hails From: Sigourney, Iowa
Background: 2nd son of rye and wheat farmers, did well in school academically, read about history of the Coast Guard. Even though he has never seen a boat he joined up, his intellect was noticed right away and was trained in the upcoming field of radar operator and technician.
DEX: 3D
-Guns: 5D
-Brawling Parry: 3D+1
-Melee: 3D+2
-Melee Parry: 3D+1
KNO: 3D+2
-Technology: 4D+2
-Survival: 4D
MECH: 3D
-Radar: 4D
PER: 3D+1
-Alertness: 4D+1
-Search: 4D+1
-Hide/Sneak: 3D+2
STR: 3D
-Brawling: 3D+2
TECH: 2D
-Radar Repair: 3D
-Demolitions: 3D
-Security: 2D+1
TALENT POWERS:
-INVISIBILITY (Moderate): Your character can turn himself and anything he carries/wears (that's not living) Invisible as long as the power is active with the minor quirk of seeming to 'shimmer' as the Power Manifests itself. (Game terms, anybody not aware of you has to beat a Difficulty Number of 20 to detect you (from hearing or smelling) if they're not looking for you specifically or a Difficulty Number of 15 to detect you if actively looking for you specifically.....keep in mind a typical NPC will only have 2-4 dice or so in skills)
-HYPER FOCUS (Minor): When this power is active, all skills involving Focusing (Shooting, Searching, most Knowledge skills, etc.) gain a +2 bonus.
WILLPOWER: 3D+2
WP (Max/Current): 20/17)
Equipment:
-Scoped Springfield 1903 Bolt-Action Rifle (30-06 caliber, 5 shot capacity in Internal Magazine reloaded by 5 round 'Alligator' stripper clips which takes 1 round to load weapon; Damage: 5D+1, Range: 150/300/600 yards, In-close penalty: -1D: If trying to shoot targets inside of 5 feet or in cramped places, Reliablity: 1; Weapon currently has: 3 rounds loaded and Five extra 5 round Stripper Clips for a Toal of 28 rounds; Note: With a Scope single aimed shots at Medium Range Difficulty become Short Range Difficulty numbers and Long Range Difficulty shots become Medium range Difficulty. No change is applied to Short Range shots
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-Smith and Wesson 1917 .45 Revolver (.45 caliber, 6 round cylinder, Damage: 5D, Range: 12/25/50 yards, 18 total rounds including 6 in weapon)
-Sykes-Fairbairn 'Commando' Knife (Difficulty: 10, Damage: STR +1 for Tucker this is: 3D+1, Can be thrown at Ranges: 5/10/15 yards)
-Helmet, Utilities (Green Field Uniform with Cost Guard pin on lapel), Canteen, Standard USMC Field Kit
Wound Status: Wounded (-1D to all actions until treated)
Luck Points: 2
Skill Points:
Military Service: United States Coast Guard
Current Assignment: Member of SST 4
Military Honors: Navy Cross, Silver Star x2, Purple Heart x2
Height: 5'7"
Weight: 127 lbs
Eyes: Hazel
Hair: Brown
Age: 25
Hails From: Sigourney, Iowa
Background: 2nd son of rye and wheat farmers, did well in school academically, read about history of the Coast Guard. Even though he has never seen a boat he joined up, his intellect was noticed right away and was trained in the upcoming field of radar operator and technician.
DEX: 3D
-Guns: 5D
-Brawling Parry: 3D+1
-Melee: 3D+2
-Melee Parry: 3D+1
KNO: 3D+2
-Technology: 4D+2
-Survival: 4D
MECH: 3D
-Radar: 4D
PER: 3D+1
-Alertness: 4D+1
-Search: 4D+1
-Hide/Sneak: 3D+2
STR: 3D
-Brawling: 3D+2
TECH: 2D
-Radar Repair: 3D
-Demolitions: 3D
-Security: 2D+1
TALENT POWERS:
-INVISIBILITY (Moderate): Your character can turn himself and anything he carries/wears (that's not living) Invisible as long as the power is active with the minor quirk of seeming to 'shimmer' as the Power Manifests itself. (Game terms, anybody not aware of you has to beat a Difficulty Number of 20 to detect you (from hearing or smelling) if they're not looking for you specifically or a Difficulty Number of 15 to detect you if actively looking for you specifically.....keep in mind a typical NPC will only have 2-4 dice or so in skills)
-HYPER FOCUS (Minor): When this power is active, all skills involving Focusing (Shooting, Searching, most Knowledge skills, etc.) gain a +2 bonus.
WILLPOWER: 3D+2
WP (Max/Current): 20/17)
Equipment:
-Scoped Springfield 1903 Bolt-Action Rifle (30-06 caliber, 5 shot capacity in Internal Magazine reloaded by 5 round 'Alligator' stripper clips which takes 1 round to load weapon; Damage: 5D+1, Range: 150/300/600 yards, In-close penalty: -1D: If trying to shoot targets inside of 5 feet or in cramped places, Reliablity: 1; Weapon currently has: 3 rounds loaded and Five extra 5 round Stripper Clips for a Toal of 28 rounds; Note: With a Scope single aimed shots at Medium Range Difficulty become Short Range Difficulty numbers and Long Range Difficulty shots become Medium range Difficulty. No change is applied to Short Range shots
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-Smith and Wesson 1917 .45 Revolver (.45 caliber, 6 round cylinder, Damage: 5D, Range: 12/25/50 yards, 18 total rounds including 6 in weapon)
-Sykes-Fairbairn 'Commando' Knife (Difficulty: 10, Damage: STR +1 for Tucker this is: 3D+1, Can be thrown at Ranges: 5/10/15 yards)
-Helmet, Utilities (Green Field Uniform with Cost Guard pin on lapel), Canteen, Standard USMC Field Kit
Wound Status: Wounded (-1D to all actions until treated)
Luck Points: 2
Skill Points:
Last edited by max_vale on Thu May 16, 2024 12:59 am, edited 19 times in total.
Re: WW2 Supers d6: CHARACTERS
Machinist Mate 3rd Class (MM3) Kermit Fletcher WIA; CURRENTLY IN FIELD HOSPITAL NEAR THE BEACH, SAIPAN
Re: WW2 Supers d6: CHARACTERS
CPL (Corporal) Saul Rabinowitz (played by Jemmus)
Military Service: United States Marine Corps (USMC)
Current Assignment: Member of SST 4
Military Honors: Bronze Star, Purple Heart
Age: 25
Height: 5'10"
Weight: 165 lbs
Hails From: Baltimore, Maryland
Physical Description: Brown and Brown, thin mustache; lanky; average height and lean build
[imgurl=]https://i.pinimg.com/736x/4f/38/93/4f38 ... 5ca2bd.jpg
DEXTERITY: 3D+1
-Brawling parry: 3D+2
-Dodge: 4D+1
-Melee weapons: 3D+2
-Melee parry: 3D+2
-Guns: 5D+1
-Thrown Weapons: 4D+1
KNOWLEDGE: 3D
-Streetwise: 3D+1
-Tactics: 3D+1
-Survival: 3D+1
MECHANICAL: 3D
-Heavy weapons: 4D
PERCEPTION: 3D
-Hide/Sneak: 5D
STRENGTH: 3D
-Brawling: 3D+2
-Stamina: 3D+1
TECHNICAL: 2D+2
TALENT POWERS:
-CAMOUFLAGE: Moderate (Needs to beat a 7 on his Willpower roll to activate, lasts for 5 rounds with no issues): When Saul uses this Power, his body takes on the appearance of whatever terrain he is currently in/touching/standing on and his eyes became all black (though this does NOT affect his vision at all). IN game terms, he gains 6D or +2D to any and all Hide/Sneak rolls (depending on if his skill is higher than 6D, it is NOT at the moment) made while utilizing this power and if he remains still or moves very slowly, any enemies further than 25 yards away from him will be completely unable to see him.
-HYPER STRENGTH: Minor (Needs to defeat a 5 on his Willpower roll to activate, lasts for 7 rounds with no issues): When Saul activates this Talent Power, his Strength becomes 5D and all skills are either at 5D or at +1D if higher than 5D while this Power is active. He has the ability to perform super-human acts of Strength, though at 'minor' levels as far as Talents go. He can tip over vehicles if he's standing right next to them and uses his STR/Lifting skill to defeat a Difficulty number assigned by the GM....so he can't throw vehicles, but he COULD tip them over onto their side, for example. He can also inflict Lethal Damage with his bare-hands when making Brawling attacks while this Talent Power is active (i.e., Brawling attacks are not made with the Stun chart but the Normal one; his base damage is 5D), etc., etc.
WILLPOWER: 3D
WP (Max/Current): 18/15)
Equipment:
-M1 Garand Rifle (.30-06 caliber, 8 shot capacity in internal magazine, loaded by en-bloc clip, 1 action to reload clip; Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 7 shots in weapon; 4 spare eight round en-bloc clip for 39 total rounds)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-1911 .45 Pistol (.45 caliber, Range: 12/25/50 yards; Ammo: 7 round clip (1 action to reload if a spare clip is available), Damage: 5D, In close penalty: none, Reliablity: 2); 7 rounds in weapon; 2 spare clips for 21 Total Rounds
-Helmet, Green Utilities; Canteen, Sykes-Fairbairn 'Commando' Knife (Damage is STR +1, for Saul this is: 3D+1) and Knife can be thrown with range: 5/10/15 yards), Star of David on a chain around his neck and tucked into his uniform.
Wound Status: Grazed (-2 on next round actions only, not -2D, just -2)
Luck Points: 2
Skill Points:
Background: A young Jewish man from Baltimore, Maryland; Saul joined the Marines shortly before Pearl Harbor because he thought the Marines would be the first to get into the fight against the hated Nazis. Ironically for him, he's spent the war out in the Pacific fighting the Japanese. He spent the first few years of the war in relative 'light' duty serving as part of the garrison at Johnston Atoll, a U.S. base in the middle of the Pacific that served as a vital refueling stop for the trade going to Australia and the South Pacific, but Saul was chafing at the bit to get into the fight.
He got his chance at Tarawa; a bloody, 3 days nightmare of a battle on a tiny rock in the Pacific and it was here that his Talent Powers manifested themselves. Saul has a bit of Super Strength (Minor Power), but he can also change his body to literally blend in with his immediate surroundings....his eyes become a creepy all black when he does this, but he successfully used the ability to destroy several hidden Japanese positions on Tarawa that were tearing up his unit. After Tarawa, he was sent to Talent Training at 'Hell's Motel' and then assigned to SST 4.
Saul is a bit hot-tempered and acid tongued, but he's brave and loyal to a fault....once he considers someone his friend....
Military Service: United States Marine Corps (USMC)
Current Assignment: Member of SST 4
Military Honors: Bronze Star, Purple Heart
Age: 25
Height: 5'10"
Weight: 165 lbs
Hails From: Baltimore, Maryland
Physical Description: Brown and Brown, thin mustache; lanky; average height and lean build
[imgurl=]https://i.pinimg.com/736x/4f/38/93/4f38 ... 5ca2bd.jpg
DEXTERITY: 3D+1
-Brawling parry: 3D+2
-Dodge: 4D+1
-Melee weapons: 3D+2
-Melee parry: 3D+2
-Guns: 5D+1
-Thrown Weapons: 4D+1
KNOWLEDGE: 3D
-Streetwise: 3D+1
-Tactics: 3D+1
-Survival: 3D+1
MECHANICAL: 3D
-Heavy weapons: 4D
PERCEPTION: 3D
-Hide/Sneak: 5D
STRENGTH: 3D
-Brawling: 3D+2
-Stamina: 3D+1
TECHNICAL: 2D+2
TALENT POWERS:
-CAMOUFLAGE: Moderate (Needs to beat a 7 on his Willpower roll to activate, lasts for 5 rounds with no issues): When Saul uses this Power, his body takes on the appearance of whatever terrain he is currently in/touching/standing on and his eyes became all black (though this does NOT affect his vision at all). IN game terms, he gains 6D or +2D to any and all Hide/Sneak rolls (depending on if his skill is higher than 6D, it is NOT at the moment) made while utilizing this power and if he remains still or moves very slowly, any enemies further than 25 yards away from him will be completely unable to see him.
-HYPER STRENGTH: Minor (Needs to defeat a 5 on his Willpower roll to activate, lasts for 7 rounds with no issues): When Saul activates this Talent Power, his Strength becomes 5D and all skills are either at 5D or at +1D if higher than 5D while this Power is active. He has the ability to perform super-human acts of Strength, though at 'minor' levels as far as Talents go. He can tip over vehicles if he's standing right next to them and uses his STR/Lifting skill to defeat a Difficulty number assigned by the GM....so he can't throw vehicles, but he COULD tip them over onto their side, for example. He can also inflict Lethal Damage with his bare-hands when making Brawling attacks while this Talent Power is active (i.e., Brawling attacks are not made with the Stun chart but the Normal one; his base damage is 5D), etc., etc.
WILLPOWER: 3D
WP (Max/Current): 18/15)
Equipment:
-M1 Garand Rifle (.30-06 caliber, 8 shot capacity in internal magazine, loaded by en-bloc clip, 1 action to reload clip; Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 7 shots in weapon; 4 spare eight round en-bloc clip for 39 total rounds)
-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)
-1911 .45 Pistol (.45 caliber, Range: 12/25/50 yards; Ammo: 7 round clip (1 action to reload if a spare clip is available), Damage: 5D, In close penalty: none, Reliablity: 2); 7 rounds in weapon; 2 spare clips for 21 Total Rounds
-Helmet, Green Utilities; Canteen, Sykes-Fairbairn 'Commando' Knife (Damage is STR +1, for Saul this is: 3D+1) and Knife can be thrown with range: 5/10/15 yards), Star of David on a chain around his neck and tucked into his uniform.
Wound Status: Grazed (-2 on next round actions only, not -2D, just -2)
Luck Points: 2
Skill Points:
Background: A young Jewish man from Baltimore, Maryland; Saul joined the Marines shortly before Pearl Harbor because he thought the Marines would be the first to get into the fight against the hated Nazis. Ironically for him, he's spent the war out in the Pacific fighting the Japanese. He spent the first few years of the war in relative 'light' duty serving as part of the garrison at Johnston Atoll, a U.S. base in the middle of the Pacific that served as a vital refueling stop for the trade going to Australia and the South Pacific, but Saul was chafing at the bit to get into the fight.
He got his chance at Tarawa; a bloody, 3 days nightmare of a battle on a tiny rock in the Pacific and it was here that his Talent Powers manifested themselves. Saul has a bit of Super Strength (Minor Power), but he can also change his body to literally blend in with his immediate surroundings....his eyes become a creepy all black when he does this, but he successfully used the ability to destroy several hidden Japanese positions on Tarawa that were tearing up his unit. After Tarawa, he was sent to Talent Training at 'Hell's Motel' and then assigned to SST 4.
Saul is a bit hot-tempered and acid tongued, but he's brave and loyal to a fault....once he considers someone his friend....