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:
WW2 Supers d6: SST 11 Characters
WW2 Supers d6: SST 11 Characters
Last edited by max_vale on Mon Apr 08, 2024 12:13 am, edited 78 times in total.
Re: WW2 Supers d6: SST 11 Characters
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: Grazed (-2 on next round's actions only, not -2D, just -2)
Luck Points: 2
Skill Points:
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: Grazed (-2 on next round's actions only, not -2D, just -2)
Luck Points: 2
Skill Points:
Last edited by max_vale on Thu May 23, 2024 3:48 am, edited 59 times in total.
Re: WW2 Supers d6: SST 11 Characters
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
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.
Re: WW2 Supers d6: SST 11 Characters
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: Wounded (-1D to all actions until treated)
Luck Points: 2
Skill Points:
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: Wounded (-1D to all actions until treated)
Luck Points: 2
Skill Points:
Last edited by max_vale on Thu May 23, 2024 3:46 am, edited 87 times in total.
Re: WW2 Supers d6: SST 11 Characters
Sergeant (SGT) John Porcupine CURRENTLY REASSIGNED
Last edited by max_vale on Sun Jul 16, 2023 2:29 am, edited 48 times in total.
Re: WW2 Supers d6: SST 11 Characters
Sergeant (SGT) Casey Campbell. WIA
Skill Points: 1
Re: WW2 Supers d6: SST 11 Characters
Master Seargent (MSGT) Julien Blanc. WIA
Last edited by max_vale on Sat Dec 30, 2023 2:02 pm, edited 3 times in total.
Re: WW2 Supers d6: SST 11 Characters
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); 7 shots in weapon; 4 spare eight round en-bloc clip for 39 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:
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); 7 shots in weapon; 4 spare eight round en-bloc clip for 39 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: