WW2 Supers d6: SST 11 Characters

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WW2 Supers d6: SST 11 Characters

#1 Post by max_vale »

Sergeant (SGT) Koda

Military Service: Canadian Army
Current Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Mentioned in Dispatches, Bronze Star x2 (US Award), Purple Heart (US Award)
Age: 29
Height: 5'6"
Weight: 140 lbs
Hails From: The Far North of Canada
Physical Description: Short, Medium Build, Deep black hair with a flat face and lessened features

DEX: 3D+2
-Guns 4D+1
-Brawling Parry 4D
-Melee Parry 4D+1
-Melee Weapons 4D+2
-Throw 6D

KNO: 3D+1
-Survival 5D+1
-Tactics 3D+2

MECH: 2D+2
-Animal Handling 3D+1
-Heavy Weapons 3D+1

PER: 2D+2
-Alertness 4D
-Hide/Sneak 3D+1
-Search 3D

STR: 3D+2
-Brawling 5D
-Climbing/Jumping 4D+2
-Stamina 5D+2
-Swimming 4D+1
-Running 4D

TECH: 2D
-Cultural Items Create/Repair 2D+2
-Demolition 2D+1
-Equipment Repair 2D+1

TALENT POWERS:

SPIRIT AIDES, Major: When Activated, this power allows Koda to do one of 3 different things:

-Spiritual Awareness: Koda gains an increase in Perception all around him.....in game terms, his PER skills are 3D higher for a short period of time for any kind of incoming danger or tracking others, etc. I.e. it would help any and all PER skills involved in being aware of/finding/hiding from others, but NOT for stuff like Persuasion or Leadership, Con, etc.....

-Koda can turn his Javelins into 'Mystical Weapons'; while the power is active his Small Spears/Javelins are infused with power and able to hit far harder and cut thru things a regular weapon never would be able to including metal and armor.....in game terms, a weapon that deals 8D damage (4D vehicle) and has the same range a normal thrown weapon would.

-Finally, Koda can 'Become One with Nature'; while the power is active he is immune to Natural (NOT those caused by other Talents though) effects like Lightning Bolts, Cold, Warmth, etc., etc.; and in addition he instinctively knows about Animals and Plants and how to survive in any environment (+3D bonus to suitable skills like 'Survival' or 'Animal Riding' or 'Calming Animals down', etc.)

The 'quirk' is that he has to close his eyes and call upon the 'Spirits'.....either saying something or perhaps holding some Talisman or Amulet or something (I.e. something where by if he can't speak or can't hold the object, he utilize his Power).....and/or he can only use each of the above effects Once per Activation.)

WILLPOWER: 4D+1
WP (Max/Current): 25/ 25

Equipment:

-M1 Garand Rifle (.30-06 caliber, 8 shot capacity in Internal Magazine loaded by 8 round 'en-bloc' clips, Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 8 shots in weapon; 4 spare eight round en-bloc clip for 40 total rounds)

-M1911 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

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for Koda this is: 4D and Knife can be thrown with range: 5/10/15 yards)

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D); 0 German 'Potato Masher' Stick Grenade (Range: 15/30/60 yards, Damage: 6D+2/4D+2/2D+2, 3/6/10 yard blast radius)

-Goggles (when turned on, allow vision at night/in the dark with no penalties)

-Helmet, Utilities, 'Meatball' Rising Sun Japanese Flag; Standard field kit (rations, canteen, etc.)

-3 Javelins; Damage is STR + 2 (for Koda this is 4D+1); can be thrown at a range of 20/40/80 yards

Wound Status:

Luck Points: 2

Skill Points:
Last edited by max_vale on Mon Apr 08, 2024 12:13 am, edited 78 times in total.

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Re: WW2 Supers d6: SST 11 Characters

#2 Post by max_vale »

Corporal (CPL) Philippe 'Phil' Heuron

Military Service: Canadian Army
Current Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Mentioned in Dispatches, Bronze Star x2 (US Award), Purple Heart x3 (US Award)
Age: 23
Ht: 5'9"
Wt: 155lb.
Physical Description: Average-looking, dark hair, brown eyes

DEX: 3D
-Guns: 5D+1
-Brawling Parry: 3D+1
-Melee Weapons: 3D+1
-Melee Parry: 3D+1
-Thrown Weapons: 3D+1

KNO: 2D+1
-Survival: 3D+2
-Tactics: 2D+2

MECH: 3D
-Driving: 4D
-Navigation: 4D
-Radios: 3D+1
-Heavy Weapons: 3D+1

PER: 3D+2
-Alertness: 5D+2
-Search: 7D
-Hide/Sneak: 4D

STR: 3D
-Brawling: 3D+1
-Climbing/Jumping: 4D
-Stamina: 4D+1

TECH: 3D
-Demolition: 3D+1
-Equipment Repair: 3D+1

TALENT POWERS:

-ICE RAY, Moderate: When Phil activates this Power he can direct waves of cold and ice at targets with any of the following effects:

-He can directly damage/possibly kill 1 or 2 people within 20 feet of each other, with a range of: 50 yards (Short Range, Difficulty 10 if not dodging/running); 100 yards (Medium Range, Difficulty 15); 200 yards (Long Range, Difficulty 20). He uses his PER/Search skill as the 'attack roll'. Damage inflicted is 6D (2D to vehicles). This takes the effect of freezing people/objects which can then be smashed/shattered in a hail of ice spikes, etc.

-He can alternately choose to use this power to cover a 20 ft, by 20 ft, by 20 ft cube with cold; causing up to 6 people caught in this area to be at -2D to all actions as they can't see, are shivering, are slipping, etc., etc.

Quirk:-Snowflakes appear and swirl around Phil when he is using this power.

-WALK ON WATER, Minor: When Phil activates this Power, he can walk/run on water normally; any water that is wide enough to plant his feet on; creating small 'ice steps' with his feet when he does so. These 'ice steps' don't last and quickly melt/dissolve after he takes other steps.

WILLPOWER: 4D+1
WP (Max/Current): 25/ 25

Equipment:

-M1A1 'Folding' 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, has a hinged butt that can be folded in for parachute jumps, storage, etc); 15 shots in clip in weapon; 2 spare clips for 45 total shots)

-M1911 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

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for Phil this is: 3D+1 and Knife can be thrown with range: 5/10/15 yards)

-Helmet, Utilities, Standard field kit (rations, canteen, etc.); 'Lucky' Wrench (if used as a weapon, it does STR + 2 damage, for Phil this is: 3D+2)

Wound Status:

Luck Points: 2

Skill Points:
Last edited by max_vale on Mon Apr 08, 2024 12:14 am, edited 58 times in total.

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Re: WW2 Supers d6: SST 11 Characters

#3 Post by max_vale »

Sergeant (SGT) Tom Nado

Military Service: United States Army
Current Military Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Bronze Star x3, Purple Heart x2
Age: 19
Height: 5'11"
Weight: 132 lbs
Hails From: Missouri Ozarks
Physical Description: Lanky and angular, with blue eyes and hair the color and rough consistency of hay

DEX: 4D
-Guns: 7D
-Brawling Parry: 4D+1
-Melee Wpns: 4D+1
-Melee Parry: 4D+1
-Thrown Wpns: 4D+1

KNO: 2D+2
-Survival: 5D
-Tactics: 3D

MECH: 2D
-Animal Handling: 4D
-Heavy Wpns: 2D+1

PER: 3D+2
-Alertness: 4D+2
-Hide/Sneak: 4D+2
-Search: 5D

STR: 3D+1
-Brawling: 4D
-Climbing/Jumping: 4D+1
-Stamina: 4D+2

TECH: 2D+1
-Demolition: 2D+2
-Equipment Repair: 2D+2

TALENT POWERS:

-ANIMAL COMMUNICATION, Minor: When using this Power, Tom can communicate with 1 Medium or Large Animal or a group of smaller ones where by he can understand their 'speech' and they him. They will see him as a friend, but will not do something that is not in their nature...i.e. a deer is NOT going to attack a Guard....but it might race across a field to distract said Guard. The animal is still an animal and will view the world in a VERY different way (i.e. it won't know what a Tank is); but it will endeavor to be friendly or at least, non-aggressively towards Tom for as long as the Power is in effect.

-PLANT CONTROL, Minor: When using this Power, Tom can Control a Plant(1 Medium or Large plant like a tree or a lot of smaller ones like a patch of grass or some vines or bushes, etc.) and in essence have it react to him and even 'move' as much as it is able (i.e. branches sway; vines/stalks 'grab', etc.) as if it were a trained pet. He can have it attack 1 person (if able...a tree branch 'swat' like in crazy winds, etc.) or attempt to distract/impede up to 3 people in a 10 foot area (i.e. they suffer a -1D penalty to all actions). He cannot 'talk' to the plants, but he can communicate with the plants as one would with a trained pet. This Control only lasts while the Power is active. He could also use the power to have the plant/tree help it climb him or used in a different manner (non 'life' threatening) if it's strong enough to support him, but he cannot force the plant/tree to allow anyone else to do so. This Power has a range of 50/100/200 yards and he must be able to see the Animal to use this power. Damage in animal attacks is per GM judgement call.

-WEATHER CONTROL, Minor: Tom can Control the Weather (requires being outside) and can do such things as making it rain, brining in Fog, causing Snow, etc. He can also use this to directly make attacks (Lightning Bolts, Freezing Winds, etc.) on 1 person directly with Attacks using his PER/Search skill as the 'attacking' skill and Damage is 6D (2D vehicle); or it can be used to impede up to 3 people in a 10 by 10 by 10 foot cubic area.

WILLPOWER: 4D
WP (Max/Current): 24/ 24

Equipment:

-M1941 Johnson LMG: 30-06 caliber, Fires in 5 shot bursts, Damage: 6D per Burst, 20 shot clips but note: In addition an additional 5 rounds can be loaded into the weapon with a 5 round 'Alligator' Stripper Clip for a total capacity of 25 rounds when thus 'fully' loaded; note, loaded 5 round Stripper Clip takes 1 round, so to load to a full 25 takes 2 rounds); range: 75/150/300 yards, In-close penalty: -1D, Reliability: 2; Note: Weapon has built-in, fold-down bipod, when deployed, the Weapon uses the Heavy Weapons skill, if fired from the hip/shoulder, use the Guns skill; When performing Suppressing Fire (10 rounds spent) up to 3 targets in a 10 foot arc must defeat an Alertness/PER roll of 15 to be able to take any action that would expose them to fire). Tom has 25 rounds in weapon; 2 spare clips (20 rounds per clip) and 2 spare 5 shot Alligator clips for a total of 75 rounds.)

-M1911 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

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D), 1 German 'Potato Masher' Stick Grenade (Range: 15/30/60 yards, 3/6/10 yard blast radius, Damage: 6D+2/4D+2/2D+2)

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for Tom this is: 3D+2 and Knife can be thrown with range: 5/10/15 yards)

-Helmet, Utilities, Standard Kit (Canteen, rations, etc.)

Wound Status:

Luck Points: 2

Skill Points: 1
Last edited by max_vale on Mon Apr 08, 2024 12:15 am, edited 79 times in total.

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Re: WW2 Supers d6: SST 11 Characters

#4 Post by max_vale »

First Lieutenant (1st LT) Nahum Chisholm

Military Service: United States Army
Current Assignment: SST 11 attached to First Special Service Force (FSSF)
Military Honors: Bronze Star x3, Purple Heart x4
Age: 25
Height: 5'10"
Weight: 185 lbs
Hails From: Northern New England on the Quebec border
Physical Description: Brown Hair, Gray Eyes

DEX: 3D+2
-Guns: 6D
-Dodge: 5D+2
-Brawling Parry: 4D
-Melee Wpns: 4D+1
-Melee Parry: 4D
-Thrown Wpns: 4D

KNO: 3D
-Survival: 4D+1
-Tactics: 3D+2

MECH: 2D+1
-Heavy Wpns: 2D+2

PER: 3D
-Alertness: 5D
-Hide/Sneak: 4D+1
-Search: 4D

STR: 3D+2
-Brawling: 5D+1
-Climbing/Jumping: 5D
-Stamina: 5D+1

TECH: 2D+1
-Demolitions: 2D+2
-Equipment Repair: 3D

TALENT POWERS:

-HYPER DEX, Moderate: When activated, Chisolm has a DEX of 6D and all skills are either at that level, or if better, they get a +2D bonus. When using the power he becomes visually blurry (as if he is vibrating)

-HEAL SELF, Minor: When wounded, Chisolm can Activate this Power and can make a 5D roll to improve his health by 1 level...i.e. from Wounded to Normal or from Seriously Wounded to Wounded or from Mortally Wounded to Seriously Wounded. The Difficulty number is 10 (if he's Wounded); 15 (if he's Seriously Wounded); or 20 (if he's Mortally Wounded). He can also use this power for things like Diseases or being Poisoned, etc. (assuming he KNOWS he's sick or been poisoned). He CANNOT use this Power to re-grow a digit or a limb, etc. He also cannot use this Power repeatedly on himself but can only use it to improve his Health Status by one level once an hour or so.

WILLPOWER: 4D
WP (Max/Current): 24/ 24

Equipment:

-M1A1 Thompson SMG: (.45 caliber, Range: 25/50/100 yards; Ammo: 30 or 20 round 'stick' clips, Fires 5 round bursts, Damage: 5D+2 per burst, In close penalty: None, Reliability: 2, 30 rounds in weapon; When performing suppressing fire (10 rounds spent); Targets must make a PER 15 Difficulty roll to be able to take any actions that would expose them to fire; 2 spare clips (30 rounds each) for a total of 90 rounds.

-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)

--V-42 'Force Knife' Commando Blade (Damage is STR +1, for Chisholm this is: 4D and Knife can be thrown with range: 5/10/15 yards)

-Helmet, Utilities (Green Field Uniform), Standard Kit (canteen, rations, etc.), Pocket Knife (Damage is STR +1 if used as a weapon, for Nahum this means: 4D damage)

Wound Status:

Luck Points: 2

Skill Points:
Last edited by max_vale on Mon Apr 08, 2024 12:16 am, edited 86 times in total.

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Re: WW2 Supers d6: SST 11 Characters

#5 Post by max_vale »

Sergeant (SGT) John Porcupine CURRENTLY REASSIGNED
Military Service: United States Army
Current Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Bronze Star x3, Purple Heart
Age: 22
Ht: 5'6"
Wt: 145lb
Hails From: Montana
Physical Description: Dark Haired, Dark Eyed, Short and Muscular, Cree Native American

DEX: 3D
-Guns: 5D+1
-Brawling Parry: 3D+1
-Melee Weapons: 3D+1
-Melee Parry: 3D+1
-Thrown Weapons: 3D+1

KNO: 3D
-Survival: 5D+1
-Tactics: 3D+2
-Geology: 4D

MECH: 3D
-Heavy Weapons: 3D+1

PER: 3D
-Search: 4D+1
-Hide/Sneak: 3D+1
-Alertness: 3D+2

STR: 3D
-Brawling: 4D+1
-Climb/Jump: 5D
-Stamina: 3D+1

TECH: 3D
-Car Repair: 4D
-Equipment Repair: 3D+1
-Demolitions: 3D+1


TALENT POWERS:

-EARTH CONTROL/'BENDING'; Major

When this power is active, John can use his mind to manipulate earth (as in soil, sand, dirt and rocks....NOT trees or shrubbery or water, etc.) in 3 ways:

-He can create a 10 foot wide and deep hole/pit that can affect up to 3 targets and all falling in it take 5D damage or 1 vehicle that takes 1D vehicle scale damage but now has to make a DIFFICULT driving roll to get out of the hole while it exists. The range/'attack' roll for this uses his PER and is 50/100/200 yards.

-John can create a 'shield' in front of himself or others within 10 yards (Provides STR 5D resistance; any weapon that's damage roll is higher penetrates, but with only the remaining amount of the roll as the new Damage roll....Shield requires loose earth/rock nearby to use...can't be used inside a stone house for example)

-John can use controlled Earth/Stones to attack up to 3 targets within 30 feet of each other with a range of 50/100/200 yards (uses PER as the attack skill) with damage equal to 5D each.

Quirk: John must scoop some earth or loose stones in his hands while activating the Power

WILLPOWER: 3D
WP (Max/Current): 18/ 5

Equipment Carried:

-M1 Garand Rifle (.30-06 caliber, 8 shot capacity in Internal Magazine loaded by 8 round 'en-bloc' clips, Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 6 shots in weapon; 1 spare eight round en-bloc clips for 14 total rounds)

-M1911 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, Reliability: 2); 5 rounds in weapon; 2 spare clips for 21 Total Rounds

-0 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for John this is: 3D+1 and Knife can be thrown with range: 5/10/15 yards)

-Scope (to be used as a monocular)

-Helmet, Utilities, Standard Kit (Canteen, rations, etc.)


Wound Status:

Luck Points: 1

Skill Points: 2
Last edited by max_vale on Sun Jul 16, 2023 2:29 am, edited 48 times in total.

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Re: WW2 Supers d6: SST 11 Characters

#6 Post by max_vale »

Sergeant (SGT) Casey Campbell. WIA
Military Service: United States Army
Current Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Bronze Star x2, Purple Heart
Age: 22
Height: 5'10"
Weight: 180 lbs
Hails From: Back Woods of Tennessee
Physical Description: Blondish/Brown Hair, Hazel Eyes

DEX: 3D+2
-Guns: 5D
-Brawling Parry: 4D
-Melee Weapons: 4D
-Melee Parry: 4D
-Thrown Weapons: 4D

KNO: 2D+1
-Survival: 4D+2
-Tactics: 3D

MECH: 3D+2
-Animal Handling/Riding: 4D+2
-Heavy Weapons: 5D

PER: 3D
-Alertness: 4D+2
-Hide/Sneak: 5D
-Search: 5D

STR: 3D
-Climbing/Jumping: 4D
-Stamina: 4D+1
-Brawling: 3D+2

TECH: 2D+1
-Demolitions: 2D+2
-Equipment Repair: 2D+2


TALENT POWERS:

-SONIC SCREAM, Moderate: When activated, Casey can use this power to attack two people or 1 vehicle within a 20 x 20 x 20 foot cube at 7D damage (3D vehicle) or he can utilize it to smash fragile instruments within a 20 x 20 x 20 cubic area and cause painful sounds inflicting -2D to all actions taken by up to 6 people in a 20 foot cubic area. While called a 'Scream'; the Sonic rays emanate from inside Casey and he does NOT have to be screaming when using the power. A quirk is that the rays visibly appear as black rounded lines 'waving' from Campbell outwards towards their targets. Casey's range with this power is 50/100/200 yards and he uses his PER/Search as his 'attack' skill.

-GLIDE, Minor: Casey can use this power when active to 'glide' up to 50 feet in any direction (save straight up unless their is a strong current/wind/etc. to utilize) as long as he is jumping off of something or has built up some speed by running or driving, etc. (I.e. he can't just walk and launch himself 50 feet away with this power on flat ground).


WILLPOWER: 3D
WP (Max/Current): 18 /

Equipment:

-M1941 Johnson LMG: 30-06 caliber, Fires in 5 shot bursts, Damage: 6D per Burst, 20 shot clips but note: In addition an additional 5 rounds can be loaded into the weapon with a 5 round 'Alligator' Stripper Clip for a total capacity of 25 rounds when thus 'fully' loaded; note, loaded 5 round Stripper Clip takes 1 round, so to load to a full 25 takes 2 rounds); range: 75/150/300 yards, In-close penalty: -1D, Reliability: 2; Note: Weapon has built-in, fold-down bipod, when deployed, the Weapon uses the Heavy Weapons skill, if fired from the hip/shoulder, use the Guns skill; When performing Suppressing Fire (10 rounds spent) up to 3 targets in a 10 foot arc must defeat an Alertness/PER roll of 15 to be able to take any action that would expose them to fire). Casey has 20 rounds in weapon; 2 spare clips (40 rounds) and 2 spare 5 shot Alligator clips for a total of 70 rounds.

-M1911 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

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for Casey this is: 3D+1 and Knife can be thrown with range: 5/10/15 yards)

-Tanto Blade (Damage is STR +1, for Casey this is 3D+1, Knife is not made for throwing)

-Helmet, Utilities, Standard Kit (Canteen, rations, etc.), Mattock Pick Axe (if used in Combat does STR +1 Damage, for Casey this is: 3D+1)

Wound Status:

Luck Points: 2
Skill Points: 1

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Re: WW2 Supers d6: SST 11 Characters

#7 Post by max_vale »

Master Seargent (MSGT) Julien Blanc. WIA
Military Service: Canadian Army
Current Assignment: SST 11 attached to the First Special Service Force (FSSF)
Military Honors: Mentioned in Dispatches
Age: 34
Height: 5'11"
Weight: 180 lbs
Hails From: Trois-Rivieres
Physical Description: Well built, solid, brown and brown, capable air about him.

Julien is a French-Canadian from the rural outskirts of Trois-Rivières who joined the army straight out of high school, while a second great war was only a spectre on the horizon. Thrown onto the front, Julien displayed bravery in leading his squad in a flanking maneuver, but was hit by a stray artillery shell that killed all but one of his men. The near-death experience revealed his Talent: the ability to sense nearby heartbeats and to move in a cone of utter silence. He used these skills to get himself and a young, badly wounded Private back to friendly lines before being sent for special training.

STATS & SKILLS

DEX: 3D
-Guns 3D+2
-Missile Weapons 3D+1
-Thrown Weapons 3D+1
-Melee Weapons 3D+2
-Dodge 3D+2

KNO: 3D
-Medicine 3D+1
-Languages 3D+1
-Cultures 3D+1

MECH: 3D
-Animal Handling 3D+2
-Driving 4D
-Piloting 4D

PER: 4D
-Hide/Sneak 4D+1
-Con 4D+1
-Search 4D+1
-Persuasion 4D+1
-Alertness 4D+1

STR: 3D
-Running 3D+1

TECH: 2D
-Demolition 3D+1

TALENT POWERS:

HEART SIGHT: Moderate, When Activated, Julien is able to "see" the heartbeats of living creatures within 100 yards. Makes Alertness rolls with a +2D bonus and the chance to detect people not otherwise able to be detected (hidden out of sight, behind walls, etc.). A thumping heart sound fills the ears of those within a dozen paces of Julien when he uses this ability.

SHROUD OF SILENCE: Minor, When Activated, Julien creates a zone of utter silence centered on himself and radiates out in a 10 foot cube. He makes hide/sneak rolls at 5D or +1D (whichever is higher) to not be noticed. Also creates other effects, like someone nearby can't yell out for help, etc.

WILLPOWER: 2D+2
WP (Max/Current): 14/ 14

Equipment:

-M1 Garand Rifle (.30-06 caliber, 8 shot capacity in Internal Magazine loaded by 8 round 'en-bloc' clips, Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 6 shots in weapon; 4 spare eight round en-bloc clip for 39 total rounds)

-M1911 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

-V-42 'Force Knife' Commando Blade (Damage is STR +1, for Julien this is: 3D+1 and Knife can be thrown with range: 5/10/15 yards)

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)

Wound Status: Wounded (-1D to all actions until treated)

Luck Points: 2

Skill Points:
Last edited by max_vale on Sat Dec 30, 2023 2:02 pm, edited 3 times in total.

max_vale
Rider of Rohan
Rider of Rohan
Posts: 3977
Joined: Tue Jun 05, 2012 5:58 pm

Re: WW2 Supers d6: SST 11 Characters

#8 Post by max_vale »

Corporal (CPL) Luther 'Luke' Goodfox

Military Service: United States Army
Military Honors:
Current Assignment: SST 11, previously with SST 25 attached to the 45th Division
Age: 25
Height: 5'9"
Weight: 165 lbs
Hails From: Pawnee, Oklahoma
Physical Description: Medium Height, Athletic Built, Native American man in his mid 20s.

DEXTERITY: 3D
-Guns: 5D+1
-Thrown Weapons: 3D+1
-Melee: 3D+1
-Melee Parry: 3D+1
-Brawling Parry: 3D+1

KNOWLEDGE: 3D
-Tactics: 4D
-Survival: 4D+1

MECHANICAL: 3D
-Heavy Weapons: 3D+1
-Animal Handling/Riding: 4D

PERCEPTION: 3D+1
-Hide/Sneak: 4D+1
-Search: 4D+1

STRENGTH: 3D+1
-Brawling: 3D+2

TECHNICAL: 2D+1

TALENT POWERS: - TELEPORTATION (Minor): Luke can Teleport himself (and only himself) along with what he's carrying a distance of 50/100/200 yards (using PER/Search as the roll (at 5D or +1D to the skill if/when it surpasses 5D), if he fails it, he ends up in a random spot along the same trajectory per GM fiat).

-HEAL OTHERS (Moderate): With this power, Luke can heal wounds of others by placing his hands on the wounds and making a 7D roll against the following Difficulty Numbers: 10 for a Wound, 15 for Seriously Wounded, 20 for Mortally Wounded. If he succeeds, the Damage level drops 2 'degress'; i.e. a Mortally Wounded character becomes just Wounded; a Seriously Wounded character is fully healed.....though note, they WILL still be tender and sore for a bit (-1D for 1d6 rounds) if Seriously Wounded. Luke's eyes glow white while this Talent is Active.


WILLPOWER: 3D
WP (Max/Current): 18/18)

Equipment: M1 Garand Rifle (.30-06 caliber, 8 shot capacity in Internal Magazine loaded by 8 round 'en-bloc' clips, Damage: 5D+1, Range: 100/200/400 yards, In-close penalty: -1D, Reliability: 1); 8 shots in weapon; 4 spare eight round en-bloc clip for 40 total rounds)

-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); 3 pistol clips with 7 rounds each including 1 in weapon,

-2 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D), 1 Smoke Grenade, Helmet, V-42 Commando Knife (Damage is STR +1, for Luke this is: 3D+1 and weapon can be thrown) , 1 Smoke Grenade, Helmet, Utilities (Green Field Uniform), Canteen

Wound Status:

Luck Points: 2

Skill Points:

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