WW2 Supers d6: CHARACTERS

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max_vale
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WW2 Supers d6: CHARACTERS

#1 Post by max_vale »

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:
Last edited by max_vale on Thu May 02, 2024 2:09 am, edited 87 times in total.

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Re: WW2 Supers d6: CHARACTERS

#2 Post by max_vale »

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:
Last edited by max_vale on Thu May 02, 2024 2:10 am, edited 110 times in total.

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Re: WW2 Supers d6: CHARACTERS

#3 Post by max_vale »

Corporal (CPL) Wade MacGyver. CURRENTLY ON WAR BOND TOUR
Military Service: United States Marine Corps (USMC)
Current Assignment: Member of SST 4
Military Honors: Bronze Star, Purple Heart
Age: 23
Height: 6'
Weight: 180lbs
Hails From: Freeport, Maine
Physical Description: Blond Hair and Blue eyes, Slightly taller than average and fit

DEXTERITY: 3D+1
-Brawling Parry: 3D+2
-Guns: 5D
-Dodge 4D
-Melee: 3D+2
-Melee Parry: 3D+2

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

MECHANICAL: 2D+1
-Navigation 3D

PERCEPTION: 3D+1
-Hide/Sneak 4D+2
-Search 4D
-Con 4D

STRENGTH: 3D
-Brawling: 3D+2
-Stamina: 3D+2
-Running 3D+2

TECHNICAL: 3D
-Equipment Repair 3D+2
-Demolition 3D+2


TALENT POWERS:

-GRAVITY LIFT, Minor: this power affects 1 person or 1 vehicle within 50 yards of Wade that he targets using his Search skill (under PERCEPTION) with anything within 15 yards considered Short Range, 16-25 yards to be considered Medium Range and 26-50 yards to be Long Range (i.e. he uses the Search skill as the 'attack' to see if the Power hits them); on a successful attack the victim 'falls' upwards 10 feet into the air (People....Small Vehicles would probably 'fall' about 5-7 feet and heavy vehicles just 1-3 feet) and back down doing 5D damage (1D vehicle)....larger vehicles may not actually 'fall' that much, but they WILL be temporarily affected by not moving on the ground, having their weapon's line of sight altered, etc.

-SHIELD: Minor; this power creates a Force Field that Wade can position in front of himself or 1 other person/object within 50 yards of Wade's position. It provides a "shield" of 5D Strength to block or slow down any thrown/fired weapon or any Talent power that involves energy such as Energy Blasts or Lightning from Weather Control or Hurled Objects from TK, etc. If the damage roll is greater than the Shield roll, some of it 'leaked thru' and can still hit the protected target, but with a Damage roll of only the difference between the Shield Roll and the remaining Damage....i.e. Wade uses his Shield to block a Sniper's attack on his Commanding Officer. The Sniper rolls 5D damage for his Arisaka Rifle's bullet while Wade rolls 5D for his Shield. The Rifle's damage roll is a 22; Wade's Shield roll is an 18. The 4 remaining Damage points means the bullet, greatly slowed down, now hits the Lieutenant, but for only a Damage roll of 4 vs. the LT's STR roll of 3D to resist.

If Wade is positioning the Shield in front of someone besides himself, he has to use his Perception skill to successfully interpose the Shield between the attack and the person/object being protected. The Difficulty number is the range; 10 for anyone/anything within 15 yards; 15 for anyone/anything within 16-25 yards and 20 for anyone/anything within 26-50 yards.

-HYPER STRENGTH, Minor: This power temporary increases Wade's Strength score to 5D (all skills rise accordingly...i.e. if his normal STR is 3D and his normal Brawling is 4D (i.e. +1D); when Wade's STR is HYPER, now his Brawling skill is 6D (5D base +1D for the skill).

WILLPOWER: 2D+2
WP (Max/Current): 14/6)

Equipment:

-1 M12 'Trench Gun' Pump-Action Shotgun (12 gauge, 6 shell capacity tube, can load 1 shell per action, Damage: 6D/4D+2/3D+1, Range: 15/30/60 yards, In close penalty: none, Can mount a bayonet, Reliability: 1; 5 shells in weapon, 18 spare shells for 23 total)

-1911 Colt .45 Pistol (.45 ACP round, 12/25/50 yard range, Ammo: 7 round clip, 3 clips including one in weapon for 21 total rounds, Damage: 5D, In close penalty: none, Reliablity: 2)

-Sykes-Fairbairn 'Commando' Knife (Difficulty 5 in melee, Throwing depends on range, Range: 5/10/15 yards, Damage: STR +1 for Wade this is 3D+1)

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

-1 Smoke Grenade (Range: 10/20/40 yards, fills a 5 yard radius sphere with smoke for 3 rounds)

-Helmet, Utilities (Green Field Uniform), Canteen, Normal USMC Field Kit

Wound Status: Seriously Wounded (-2D to all actions until treated)

Luck Points: 0

Skill Points: 1
Last edited by max_vale on Sun Sep 19, 2021 2:55 pm, edited 43 times in total.

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Re: WW2 Supers d6: CHARACTERS

#4 Post by max_vale »

Corporal (CPL) Theodore 'Teddy' Gomez CURRENTLY ATTACHED TO SST 7
Military Service: United States Marine Corps (USMC)
Current Assignment: Battery A, Air Defense Company, 1st Separate Battalion
Age: 24
Height: 5'7"
Weight: 155 lbs
Hails From: Pomona, California
Physical Description: Teddy has dark tan skin, brown eyes and black hair cut into a flat top. He's clean shaven and still a bit baby faced with a small scar on the left side of his chin.

DEXTERITY: 3D+1
-Guns: 4D+2
-Dodge: 4D
-Thrown Weapons: 4D

KNOWLEDGE: 2D

MECHANICAL: 3D
-Navigation: 3D+1
-Heavy Weapons: 3D+2

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

STRENGTH: 3D+1
-Brawling: 3D+2
-Climb/Jump: 4D
-Lifting: 3D+2
-Stamina: 4D
-Swimming: 3D+2

TECHNICAL: 3D

TALENT POWERS:

-TELEPORTATION (Moderate): When Teddy successfully Activates this Power, he can Teleport anywhere he can see within 100 yards and can carry himself (and all his gear) and 1 other person he's touching and on a successful Search roll (Difficulty number per GM) the Teleport takes him exactly where he intended. On a failure, he 'scatters' and reappears somewhere within 10 yards in a randomly determined direction from the intended aim point. The Quirk with this power is a whip-crack like sound and a smell of ozone in the area he Teleported out of.

-HYPER PERCEPTION (Minor): When Teddy successfully Activates this power, his Perception Attribute is beyond human limits (5D rating), with all skills correspondingly rising as well.

WILLPOWER: 2D
WP (Max/Current): 12/10)

Equipment: BAR ( Current Clip: 10/20 rounds; 30-06 caliber, Can fire in either semi-automatic (1 shot at a time) or full automatic modes (5 round bursts); It deals 6D damage with Bursts or 5D+1 for semi-auto; 20 shot clips (1 action to reload if a spare clip is available), range: 75/150/300 yards, In-close penalty: -1D (If trying to shoot targets inside of 5 feet or in cramped places) Reliability: 1 on Semi-Auto; 2 when firing Bursts; When performing Suppressing Fire (10 rounds spent) targets must defeat a PER roll of 15 to be able to take any action that would expose them to fire); Five 20 round clips including 1 in weapon; 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 inclduing 1 in weapon, 1 Frag Grenade (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D), 1 Smoke Grenade, Helmet, Sykes-Fairbairn Knife (Damage is STR +1, for Teddy this is: 3D+2) , 1 Smoke Grenade, Helmet, Utilities (Green Field Uniform), Canteen

Wound Status:

Luck Points: 1

Skill Points: 1
Last edited by max_vale on Fri Dec 24, 2021 2:47 pm, edited 22 times in total.

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Re: WW2 Supers d6: CHARACTERS

#5 Post by max_vale »

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:
Last edited by max_vale on Thu May 02, 2024 2:11 am, edited 99 times in total.

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Re: WW2 Supers d6: CHARACTERS

#6 Post by max_vale »

Master Gunnery Sergeant (MG SGT) Charlie 'Dutch' Van Horn. CURRENTLY RECOVERING IN HOSPITAL IN HAWAII
Military Service: United States Marine Corps (USMC)
Current Assignment: Senior NCO and Second in command of SST 4
Military Honors: Navy Cross, Silver Star x2, Bronze Star, Purple Heart x3
Age: 26
Height: 6'
Weight: 235 lbs
Hails From: Amish Country, Pennsylvania
Physical Description: Blond Hair, Blue eyes, a little taller than average, strapping guy

Dutch grew up in Pennsyvania, deep in Amish country. He's NOT Amish, but had many friends among The Friendly Folks while he was growing up. He hunted and fished, ran amuck in the woods, all the usual things for a kid. He wrestled in high school, and took state championship his senior year. He had no interest in the military, but was drafted- and decided to lean into it.

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

KNOW 3D
-Survival: 4D+2
-Technology: 3D+1

MECH 2D+1
-Heavy Weapons: 4D
-Animal Handling/Riding: 3D+1

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

STR 3D+2
-Brawling: 5D+1

TECH 2D+1


TALENT POWERS:

-EAGLE EYES (Minor); This Power when activated grants a Perception of 5D (or +1D if Search Skill is 5D or higher) for Search Skill Rolls involving using eye sight for anything within 200 yards that can be seen from the size of a penny up to really large objects in complete clarity if the Difficulty Number is passed with the roll. Difficulty number will be per GM guidance, but have to do with the size of the object; how reasonably the Character can see it, etc.

-TELESCOPIC HEARING (Minor): This Power when activated grants a Perception of 5D for all rolls involving hearing any sounds within a 250-500 yard range depending on conditions per GM fiat (i.e. Difficulty numbers determined by GM); to include incredibly low sounds to sounds beyond human's ability to hear.

-SUPER SCENT (Minor): This Power when activated grants a Search Skill of 5D (or +1D if Skill is 5D or better) for the character when making any Search rolls involving the power of smell. On a successful use of the Power, the character could tell how many people (even specific people if their scent is known) are within a 200 yard radius, where (in general) they are, ability to track which direction they may have moved, etc. Difficulty numbers are determined by the GM and the specific situation. The sense of smell is beyond that capable of any humans.


WILLPOWER: 3D+1
WP (Max/Current): 19/14)

Equipment:

-Bren Gun: LMG: (.303 caliber, Fires 5 round bursts or 10 round suppressing sprays; It deals 6D damage with each Burst; When performing Suppressing Fire (10 rounds spent) targets must defeat a PER roll of 15 to be able to take any action that would expose them to fire; 30 shot clips (1 action to reload if a spare clip is available), range: 75/150/300 yards, In-close penalty: -1D (If trying to shoot targets inside of 5 feet or in cramped places) Reliability: 2 when firing Bursts; One 30 round clip in weapon; One spare 30 round clips in pouch; 60 total rounds); Bren has a built in Bipod; when used on the Bipod the Heavy Weapons skill is used; when fired 'from the hip'; the Guns skill is used; Bren is quite large and heavy and after awhile, Stamina rolls may be needed if continuously fired from the hip.

-1 Frag Grenades (Range: 10/20/40 yards, 3/6/10 yard blast radius, Damage: 7D/5D/3D)

-Bowie Knife (Difficulty: 10, Damage: STR +2 for Dutch this is: 4D+1)

-Colt 1911 .45 pistol (.45 ACP, 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: currently 7 rounds; for a total of 21 rounds)

-Helmet, Utilities (Green Field Uniform), Canteen, Standard USMC Field Kit

Wound Status: Bruised/Sore (-1D to all actions)

Luck Points: 1

Skill Points: 1
Last edited by max_vale on Wed Jul 12, 2023 3:54 pm, edited 64 times in total.

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Re: WW2 Supers d6: CHARACTERS

#7 Post by max_vale »

Corporal (CPL) Roger Myers KIA
Military Service: United States Marine Corps (USMC)
Current Assignment: Member of SST 4
Military Honors: Silver Star, Bronze Star, Purple Heart
Age: 22
Height: 6'2"
Weight: 140 lbs
Hails From: Washington State; along the coast
Physical: Brown Eyes, Jet Black Hair, Tall and Very Slim

DEXTERITY: 2D+1
-Guns: 3D
-Brawling Parry: 2D+2
-Melee: 2D+2
-Melee Parry: 3D

KNOW: 3D
-Languages: 3D+2
-Tactics: 3D+2
-Cultures: 4D
-Survival: 3D+1

MECH: 4D
-Heavy Weapons: 6D+1
-Navigation: 4D+1
-Animal Handling/Riding: 4D+2

PER: 2D+2
-Hide/Sneak: 3D

STR: 3D
-Swimming: 3D+1
-Brawling: 3D+2

TECH: 3D
-Demolitions: 4D
-Equipment Repair: 4D+2


TALENT POWERS:

SUPER SWIM: MINOR: When this power is activated, Roger can swim with the ease and speed of a fish or maritime animal, allowing him to keep up with non-powered boats for a short time, handle cold or currents (though not EXTREME cold or currents) far easier than normal people; he can also hold his breath for longer than most people while using this skill (i.e. as long as the Power is active if in combat situations or up to 10 minutes if using it in non combat situations); in game terms he has 5D Swimming Skill or +1D when using the Swimming Skill if his Skill level is 5D or higher.

ELECTRIC SHOCK: MINOR: When using this power, Roger can electrify his body; meaning anything he grabs takes 5D Damage from the volts suddenly coursing through his body like an Electric Eel. To grab an unwilling target requires an Easy (Difficulty 10) Brawling attack (STR skill) roll. Roger's clothes and equipment are not affected by his use of this power as the electrical charge is internal until and unless he directs it 'out' through his hands/fingers.

MAGNETIC DETECTION: MINOR: Like Electric Eels, Roger can hold still and utilize an ability to Detect Living Creatures that have iron and hemoglobin in the blood or machines that create magnetic fields. In game terms, when using this power, Roger can detect machines and/or people out to 50 yards (he has PER 5D for detecting objects with a Difficulty number to be assigned by me based on various factors such as what's out there, what actions they are taking, environmental situation, etc.)

WILLPOWER: 1D+2
WP (Max/Current): 8/8)

Equipment:

-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

-Sykes-Fairbairn 'Commando' Knife (Damage is STR +1, for Myers this is: 3D+1) and Knife can be thrown with range: 5/10/15 yards)

-Helmet, Utilities (Green Field Uniform), Canteen, Standard USMC Field Kit


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

Luck Points: 1

Skill Points:
Last edited by max_vale on Tue Mar 15, 2022 2:55 am, edited 23 times in total.

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Re: WW2 Supers d6: CHARACTERS

#8 Post by max_vale »

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:

Luck Points: 2

Skill Points:
Last edited by max_vale on Thu May 02, 2024 2:13 am, edited 18 times in total.

max_vale
Rider of Rohan
Rider of Rohan
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Re: WW2 Supers d6: CHARACTERS

#9 Post by max_vale »

Machinist Mate 3rd Class (MM3) Kermit Fletcher WIA; CURRENTLY IN FIELD HOSPITAL NEAR THE BEACH, SAIPAN
Military Service: United States Navy (Submariner, previously)
Current Assignment: Member of SST 4
Military Honors: Bronze Star
Height: 5'10"
Weight: 205 lbs
Eyes: Brown
Hair: Brown
Age: 23
Hails From: New York City, NY
Background: Kermit is a 23 year-old hailing from New York City. He doesn't know how to swim, but his father was a navy man, and that's good enough for Kermit. He enlisted the moment the Japanese bombed Pearl Harbour so he could get to the fight and show them what America's made of. Kermit's on the heavier side and not the brightest bulb on the control panel, but he has a knack with mechanical devices and "fitting things together" that served him well in the various equipment rooms he worked in before "the incident" that took him to Hell's Motel.

STATS & SKILLS

DEX 3D
-Guns 4D+1
-Dodge 3D+2
-Melee Weapons 3D+2

KNO 2D
-Streetwise 3D
-Survival 2D+1

MECH 3D+2
-Gunnery 4D
-Heavy Weapons 4D+2
-Radios 4D
-Sonar 4D

PER 2D
-Alertness 3D
-Gambling 2D+1
-Bargain 3D
-Hide/Sneak 2D+2

STR 3D+1
-Brawling 4D
-Stamina 3D+2
-Running 3D+2

TECH 4D
-Equipment Repair 4D+2
-Ship Repair 4D+2
-Radio Repair 4D+1
-Demolition 4D+1

TALENT POWERS:

-FISH IN THE WATER (MINOR): Kermit is able to move more freely in water, disregarding the need to breathe, ignoring the effects of depth and currents, slightly improving his underwater perception as though he were acclimatized to living in the water, and generally allowing him to be a more effective swimmer than his natural physique or training would permit. (Game Terms: He gains +1D to Swimming (4D+1 currently) and can stay underwater for 7 rounds with no problems and longer if either in non stressful conditions or if he's willing to make Will Power rolls and does NOT incur penalties that normal people underwater would at the GM's discretion.

-PRESSURE WAVE (MODERATE): Kermit can channel the pressure of the deep into an implosive close-range attack against up to two people within 20 feet of him or objects, dealing massive damage. When he uses this power it comes with the minor quire of creating a bright yellowish-white 'ring' expands outward from himself towards his targets. (Game Terms: He may make an attack on up to two targets anywhere within 20 feet of himself that he is aware of using his Alertness Skill as the Attack Roll and a Difficulty Scale of 5 to hit people within 5 feet, 10 to hit people within 10 feet, 15 to hit people within 15 feet and 20 to hit people at 20 feet away from himself. Those hit take 7D damage (3D vehicle/hard objects).

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

Equipment:

--Bren Gun: LMG: (.303 caliber, Fires 5 round bursts or 10 round suppressing sprays; It deals 6D damage with each Burst; When performing Suppressing Fire (10 rounds spent) targets must defeat a PER roll of 15 to be able to take any action that would expose them to fire; 30 shot clips (1 action to reload if a spare clip is available), range: 75/150/300 yards, In-close penalty: -1D (If trying to shoot targets inside of 5 feet or in cramped places) Reliability: 2 when firing Bursts; One 30 round clip in weapon; One spare 30 round clip in pouch; 60 total rounds); Bren has a built in Bipod; when used on the Bipod the Heavy Weapons skill is used; when fired 'from the hip'; the Guns skill is used; Bren is quite large and heavy and after awhile, Stamina rolls may be needed if continuously fired from the hip.

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

-1911 .45 Auto Pistol (.45 ACP round, 12/25/50 yard range, 7 shot clip, Reliability 2),, 3 clips (including one in weapon), 21 total rounds including 7 in weapon

-Helmet, Green Utilities with Navy 'pin' on label, Canteen, 'Gung Ho' Raider Bowie Knife (Damage is STR +2, for Fletcher this is: 4D)

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

Luck Points: 2

Skill Points:

max_vale
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Rider of Rohan
Posts: 3977
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Re: WW2 Supers d6: CHARACTERS

#10 Post by max_vale »

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:

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....

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