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Topic: Characters in Weird War II
Subject: The Sniper


 photo aidan-turner.jpg

Name: Corban McGuinness (Nomad D2)
Position: (PFC) Private First Class in the 1st Marine Raiders Battalion (Marine Corp.)




Agility: d12
Strength: d6
Vitality: d8
Alertness: d10
Intelligence: d6
Willpower: d8

Initiative - d12 + d10
Life Points - 16
Physical combat - d6 + d6
Gun combat - d12 + d6 (d8 w/ pistols - d12 w/ rifles)
Basic Combat Dodge - d12 + d10

Skills:
Athletics - d6
Covert - d6
Specialization: Camouflage d10
Discipline - d6
Specialization:Concentration d8
Guns - d6
Specialization: Pistols - d8
Specialization: Rifles - d12+d2
Medical Expertise - d2
Melee Weapon Combat - d6
Perception - d6
Specialization: Tracking - d10
Survival - d6
Specialization: Hunting - d8
Unarmed Combat - d6

Assets:
Intimidatin' Manner (minor) - True grit and a steely-eyed stare identify him as a dangerous man.
Sharp Sense (minor) - Sight - Has the eagle eyes of a trained sniper.
Steady Calm (minor) - Keeps a clear head no matter the situation he finds himself in.
Trust Worthy Gut (minor) - Learned long ago to trust his hunches.

Complications:
Credo (major) - Sense of honor, fights for those who can't defend themselves.
Ego Signature (minor) - Leaves a nine of spades in his sniper nest after assassinating his targets.
Hero Worship (minor) - Deceased father. (Died mysteriously while serving in the Marine Corp.)
Loyal (minor) - Loyal to his family and the Marine Corp.


Equipment:
USMC M1903-A1/Unertl (x8 optical) - (sniper rifle - 5 round magazine - .30-06) - 8 lb 11 ounces
Colt M1911A1 - (pistol - 7 round magazine - .45ACP) - 2.44 lb
USMC Ka-Bar - 1.1 lb (combat knife)
Dog Tags w/ P-38 can opener (known as a "John Wayne" by Marines)
Gun cleaning kit (canvas pouch - in pack)
Wet Stone (in pack)
Steel & Flint (in pack)
Jump Boots
M1 Steel Helmet (w/ camoflage netting)
Reversible Camoflage Uniform (green pattern/brown pattern)
M1936 Reinforced Field Suspenders
M1936 Pistol Belt w/ M1916 shoulder holster
Ammo Pouches - (belt)
- Two rifle pouches holding five magazines each (standard issue) (50 rounds on belt)
- One pistol pouch holding 2 magazines and a combination tool (standard issue) (under arm)
- additional leather pistol pouch holding 2 magazines (not standard issue but often carried)
Pistol Clips (loaded - 0.481 lb) (belt & weapon - 5 clips - 35 rounds)
Rifle Clips (belt & weapon - 11 clips - 55 rounds)
M1942 First Aid Pouch w/ Carlisle Bandage
Supplemental tie-on First Aid Kit (ankle - it is basically just a spare bandage)
M19 Canteen w/ Cover - water (2 canteens were standard issue - 1 in pack)
M1936 Wire Cutters (canvas pouch - in pack)
MKIIIA1 Fragmentation Grenade
Playing cards - Nine of Spades (most in pack but a stack in pocket at all times)
Water Purification Tablets (in pack)
Wrist Compass
Lock Picks (canvas pouch in pants cargo pocket)
Soap (in pack)
Socks (in pack)
Tooth Brush (in pack)
Poncho (in pants cargo pocket)
K-Rations x3 (in pack)
T-5 Parachute (for jump) (standard issue until replaced by T-7 mid 1944)

History:
Description - 6' brown hair, hazel eyes. He appears younger then his 20 years and though he is clean shaven whenever necessary he tends to shave as little as necessary when in the field and is often seen as scruffy with a few days of growth on his face. He claims to not shave both because it would interfere with his lying in wait for targets and because it aids in his camouflage but the main reason in truth is that it makes him look a older. He is a handsome young man with his only distinguishing mark being a small scar in his right eyebrow.

Personality - Even amongst hardened soldiers his piercing eyes and quiet demeanor give him a dangerous aura that belies his young face. Raised in a poor family with numerous siblings he had been taught to hunt from a young age, not for sport but in order to feed to himself and his family. The talent he found and cultivated when out in the woods has now been sharpened by his combat experience and the only reason he feels no qualms that he now finds himself hunting men is because of his patriotism and firm belief that he is fighting a necessary war for whats right. He sees himself as the guardian of his unit which makes him willing to kill anyone who comes into his cross hairs as any enemy he kills at range is one less person shooting at his fellow Marines. When he leaves a sniper nest, after making kills, he leaves behind a nine of spades as a calling card. With the history of spades as a symbol of death coupled with the divine nature inherent in the number nine, no matter the culture or faith of the card's viewer they should understand at least a part of the message inherent in this display. Among Christians there are of course nine choirs of angels, the ninth choir being representative of innocence and thus symbolic of those he fights for. Amongst Taoists the nine nodes of the bamboo hold great significance. Among the Siberian tribes the nine notches of the birch are the axis of the world. In Islam there are nine openings of man. The ancients held the number nine in great esteem as well, the Greeks and Egyptians included, as well as the Azects who counted nine underground worlds as well as nine stages that their souls must traverse to reach their eternal rest. Obviously the list can go on extensively but personally, and thus most notably, Corban ponders the nine levels of hell according to Dante whenever he leaves behind his calling card. When pulling the trigger on a target he sincerely hopes that he is sending them to the fate they deserve, down to the ninth level of hell, there to join their fellow betrayers of humanity.

Background - Service record states that he is now 20 years old and that he has served for 2 years but in truth he is only 18. He enlisted at 16 with the aid of his uncle, a Master Sergeant, who told him that if he waited he would miss his chance to serve his country by entering the war. Raised from birth on a strong diet of loyalty and honor by second generation Marines, his father and two uncles, he needless to say felt a strong compulsion to follow in the family tradition of serving their country. An Irish boy from a large Irish family, he is the oldest of his many siblings and as their father died during military service he has been raised to be protective of his family in his father's stead. His idealizing his father and taking on his duties in turn fed into his sense of honor and was at least in part responsible for his enlistment as well. (It should be noted that the circumstances of his father's death were never released by the government. While his uncles claimed he died a hero they never gave a sufficient explanation to family. Though he is unlikely to ever be given the chance, if given the opportunity he would look into his father's death though he would not be likely to accept an explanation that portrayed his father as anything other then a good Marine and a good man.) In the Marines he could earn his family much needed money, an income he couldn't make as an uneducated and underage boy in the states. While he has family at home, and he knows they are receiving the bulk of his pay, he hasn't seen or heard from them since his enlistment which he assumes must be because they feel as though he abandoned them when he enlisted. When coupled with what he has seen in this war, so many good men dying on a daily basis, he see no point in wasting time dwelling on the past or pondering a future beyond the days of fighting ahead. Simply put, he is a survivor through and through, a marine who lives in the moment and dreams only of the next days hunt. And it is this grit and determination that has carried him forward to where he is today, and that will in turn carry him through the days of war ahead.

Service Record - He first saw service in the Pacific within the 1st Marine Raiders Battalion, an elite force within an elite force made up of selected volunteers that was created under the orders of President Franklin D. Roosevelt and was said to be the first United States Special Operations Force to form and see combat in World War II. Starting on February 16th 1942 under Lt. Col. Merritt A. "Red Mike" Edson, he took part in the landing on Tulagi in the British Solomon Islands Protectorate as the opening phase of the Guadalcanal Campaign. After the successful capture of Tulagi, the Raiders were moved to Guadalcanal to defend Henderson Field where they had one of their most notable engagements during the "Battle of Edson's Ridge", where the 1st Raiders, remnants of the 1st Parachute Battalion, and the 2nd Battalion 5th Marines scored a major defensive victory over Imperial Japanese Army forces on the night of September 13-14. Currently volunteered for special assignment.


Posted on 2010-08-29 at 19:19:13.
Edited on 2015-03-12 at 10:22:44 by Alacrity

Topic: Characters in Weird War II
Subject: The Doc


Photobucket

Cpl. John Stewart (Doc) Reid, (Odyson)

Attributes:
Agility - d6
Strength - d8
Vitality - d8
Alertness - d8
Intelligence - d8
Willpower – d10

Assets
Sharp Senses (Minor) Hearing – You have very sharp hearing
Steady Calm (Minor) - Even in the most dangerous situations, you remain calm, as if nothing fazes you or could ruffle your feathers.
Tough as Nails (Minor) - You are much tougher than you look. You can dish it out and you can take it as well.

Complications
Crude (Minor) - You say the wrong thing at the wrong time, and the right time and well any time really. Subtle is not your middle name.
Easy mark (Minor) - You are gullible and believe every hard luck story in the world.
Phobia (Minor) - You do not like Snakes and their presence can cause you to have difficulty.

Skills
Covert d6
Discipline d6
Guns d6
Knowledge d6
Specialization: Concentration d8
Melee Weapons d6
Land Vehicles d6
Ranged Weapons d6
Unarmed Combat d6
Perception d6
Medical Expertise d6
Specialization: First Aid d10
Specialization: “duct tape” Improv d8


Equipment:
Helmet
Jacket/Pants (Reinforced)
Jump Boots
Suspenders
Pistol Belt
.45 Caliber Pistol with holster
First Aid Pouch w/ Carlisle Bandage
Fighting Knife w/ M8 Scabbard
M1A1 Carbine w/ Folding Stock
Canteen w/ Cover
Gas Detection Armband
Musette Bag
Entrenching Tool
Paratrooper Gloves
Fragmentation Grenade
Medic Kit Satchel
Carbine Ammo Pouch

First aid supplies:

Number Item Quantity
1463600 Sulfanilamide, Crystalline, 12 5-Gm Envelopes 1
7624000 Pencil, Lead 1
7878000 Pin, Safety, Medium 1
9102500 Ammonia, Aromatic, 10 Ampules 3
9112200 Iodine Swab, 10-minim, 10 2
9115500 Morphine Tartrate, 5 Tubes 2
9201000 Bandage, Gauze, Compressed, White, 3-Inch by 6 Yards, 72 10 Bandages
9204000 Bandage, Triangular, Compressed, White 6
9206000 Dressing, First-Aid, Small, White 4
9705000 Case, Instrument, Medical Officer's, Complete 1
9707500 Kit Component, Insert Type II 1
9708000 Kit Component, Litter Strap 1
9708500 Kit Component, Pouch 1
9767500 Container, Metal, No. 1 1
9961500 Vial, 1/2-oz: 1 each for the following 6
1006000 Acetophenetidin, 1000 Tablets 16 Tablets
1010000 Acid, Acetylsalicylic, 1000 Tablets 16 Tablets
1084500 Atabrine, 100 Tablets 50 Tablets
1150500 Compound Cathartic, 1000 Pills or Tablets 36 Pills or Tablets
1223000 Glycyrrhiza and Opium Compound, 1000 Tablets 25 Tablets
1463700 Sulfanilamide, 1000 Tablets 16 Tablets
Form 52b Emergency Medical Tag (20 in Booklet in Duplicate) 1

9705100 Case, Instrument, Medical Officer's, Empty 1
9705200 Case, Instrument, Medical Officer's, Metal Container for 2 Knives 1
3008500 Bistoury, Sharp-Pointed, Straight 1
3228800 Forceps, Hemostatic, 4 3/4-Inch, Straight, Abbey 1
3229500 Forceps, Hemostatic, 5-Inch, Straight, Jones 1
3269500 Forceps, Tissue, Spring, 4 1/2-Inch, Straight 1
3335600 Knife, Operating, 1 1/4-Inch Blade 1
3393500 Needle, Surgeon's Regular, Size 6, 3/8-Circle, 6 1
3394500 Needle, Surgeon's Regular, Size 10, 3/8-Circle, 6 1
3401100 Needle, Uterine, Size 5, Half-Circle, 6 1
3474500 Scissors, Operating, 4 1/2-Inch, Straight, 1 Point Sharp 1
9377000 Suture, Silk, Braided, Non-Capillary, 3 Sizes 1

Background:
The roar of the C-47's engines made normal conversation impossible. As Jack sat in his assign seat awaiting the order to hookup his mind drifted back over the past year and other events that had brought him here.

It was June of 1942 and John Stewart Reid had just graduated Monroeville High School. His class was all of 47 students and that was thought of as normal for this rural Pennsylvania farm community. For as far back as he could remember he had been called Jack. John had been his father's name and his Stepfather's name so folks called him Jack to avoid confusion. Even though he had grown up in town his life was not pleasant. Jacks father had died in mining accident when he four, leaving his mother to care for three kid by herself. She had moved the family to Monroeville because her sister lived on a farm there and she took her and the kid in. Susan was able to get a part time job in town at the Dry goods store owned by widower. George was from Russia and had moved there with his wife and started business seller goods to the locale farmers. His wife had died shortly after they had moved to Monroeville. George had two young sons and they all lived in the apartment above store. It wasn't long before George asked Susan to marry him and she accepted. Susan felt it was a good way to care for her children and to take the burden off her sister. But right from beginning George let the family know that his sons were his family. Jack, him older sister Anna and his little brother Mike were second to Paul and Max. Every night Paul and Max ate at the dining room table while Anna, Jack and Mike ate in the kitchen. All the heavy hauling, cleaning and other chores at the store were now his and Mikes to do while Anna did the cooking and cleaning of the apartment. The community thought George was such a good man to take in those poor children, but they didn't know how cruel he was forcing his authority on his stepchildren. He had no use for girls and would verbally and physically mistreat Anna. Jacks mother would do nothing; she feared that George would throw her out.

Jack soon learned that he could distract the man with smart remarks or actions and get George to punish him and leave Anna alone. It just became natural to be blunt, but it kept him from having friends at school. All he could think of was to get out of this town. For nearly twelve years Jack took the brunt this hot tempered Russian. When Anna left to get married Jack had just started his senior year but he continued to suffer his stepfather's wrath.

Jack turned 18 in April of 1942 and had enlisted in the army just before graduation. Jack had packed his belonging and the day he graduate he move in with his sister until he was to report for his induction two weeks later. His sister was the only person to see if off when he boarded the train for boot camp.

When Jack had completed basic training he volunteered for the Medical Corp. Jack was assigned to the 307th Airborne Medical Company. Jack seemed to have a knack for first aid and soon was promoted to Corporal. In May of 1943 he volunteered to be one of the first 30 medics to receive jump training. He was attached to the 504th PIR of the 82nd Airborne Division.

In July the 504th PIR was dropped in the vicinity of Gela in in Italy, with heavy losses from both the German and Allied (friendly fire) antiaircraft fire. Despite the heavy losses the division was moved up to the front by motor and reinforced by the 39th Infantry Regiment of the 9th Infantry Division on July 12, 1943. The crossings of Fiume delle Canno were secured on July 18, 1943 and the division pushed along the coastal highway, seizing the Marsala-Trapani area of Sicily's western coast by July 23rd.

This was Jacks first action and he lost many of his new friends, some dyeing in his arms as he tried to help and comfort them. By the end of the action Jack was getting use to being called "Doc", it had caught him off guard at first. Jack's curt manner seemed to relieve the tension of the wounded. Most saw it as "Gallows" humor, it was never mean.

Because of their heavy loses the 504th was relieved, the 307th Medics were detected and reassigned. Jack was approached for "special duty" because of his jump training.

Posted on 2010-08-29 at 19:15:28.
Edited on 2015-04-04 at 15:06:32 by Alacrity

Topic: Characters in Weird War II
Subject: Corp.


 photo rex.jpg

Corporal Rex 'Rat' Miller
5' 10” 160 lbs
Black Hair
Black Scraggly Beard
Blue Eyes
Athletically Muscular
Age is 28 years young

Agility: d8
Strength: d10
Vitality: d8
Alertness: d10
Intelligence: d6
Willpower: d8

Skills:
Discipline - d6
Guns - d6
Specialization: Pistol – d10
Specialization: SMG – d8
Knowledge d6
Specialization: German (Speak/Read/Write) – d8
Specialization: Explosives – d8
Melee Weapon Combat - d6
Specialization: Knife fighting d8
Mech. Expertise d6
Specialization: Hotwire – d8
Specialization: Fix/Repair – d8
Pilot – d2
Land Vehicles d6
Armoured Vehicles: d2
Survival - d6
Specialization: Desert – d8
Unarmed Combat - d6

Assets:
Born Behind the Wheel : +1 step bonus with land based vehicles
Mean Left Hook: Deadly in hand to hand combat
Tough as Nails: 3 extra life points

Complications:
Amorous: Loves the ladies
Head Strong: If you believe you are right, you do not back down
Hooked: Cigarettes
Overconfident (Minor) – You believe in yourself a lot

Equipment:

Jacket/Pants (Reinforced)
Jump Boots
Suspenders
Pistol Belt
.45 Caliber Pistol with holster
First Aid Pouch w/ Carlisle Bandage
Fighting Knife w/ M8 Scabbard
Thompson SMG
Canteen w/ Cover
Gas Detection Armband
Musette Bag
Entrenching Tool
Paratrooper Gloves
Fragmentation Grenade
Supplemental tie-on First Aid Kit
SMG Ammo Pouch

Back Story for Corporal Rex ‘Rat’ Miller

In his early teens Rex ‘Rat’ Miller was a resourceful ‘Ridge Runner’ for his parent’s Moonshiner operation in the rugged mountains of Kentucky. By far the ‘Best Wheel Man of the Miller Clan!’

Revenuers with ties to Chicago Mobsters blew up the Stills that claimed the lives of his parents. His older sister and brother were gunned down after the three siblings retaliated with explosives and gunfire of their own, utilizing strategic ‘Hill Billy Guerilla Tactics’ to carry on their personal vendetta.

Mobsters kidnapped his fiancée Alice, raping and torturing her to persuade Rex to cease and desist with his personal vendetta against them, but the young Moonshiner was too stubborn to quit, especially when the naked, bloody remains of his fiancée was found in the trunk of a car near his home.

It was during this vendetta that Rex developed an affinity for Tommy Guns, fighting with an ‘Eye for an Eye’ attitude, using the chosen weapon of the Chicago Mobsters against them.

The only thing that prevented Rex from being executed by the Chicago Mobsters was the intervention of his Uncle Charley, who pulled some strings to get young Rex enrolled in the Marines.

His fellow Marines soon learned to refrain from ridiculing him about the teeth marks on his tooth bitten ears and the numerous knife scars and bullet wounds dotting his muscular, but lean body. These were his personal trophies from his numerous Street Brawls and Pistol Fights during his Moonshiner Days.

Lars, the German-born American Training Camp Cook, befriended Rex, taking the time to teach the former Moonshiner how to read, write and speak German. Countless hours of KP Duty resulted in the Kentucky Moonshiner trading his natural ‘Kentucky Brogue’ for a passable German Accent.

After the war broke out, Rex was assigned to the European Theater of War as a Gunnery Sergeant, but when he refused to follow orders to send his units into an obviously Suicidal Mission that Rex adamantly insisted was not necessary, citing numerous examples from his Moonshiner experiences, he was busted down to the rank of Lance Corporal by a Lieutenant Colonel who refuted his objections.

His Sword was confiscated and the Red Stripes were stripped from his pants in full view of his men, before his units were sent on their mission, while Rex was held under guard and banished into Solitary Confinement in the Field Headquarters Brig.

Not only were his units annihilated, the entire Field Headquarters was wiped out by the Nazis, killing everyone except Rex, who was buried under the bombed out debris of the Brig.

When his Uncle Charley got wind of the predicament that his nephew had gotten himself into, he again pulled some strings and got Rex transferred to the African Desert Theater of War.

Assigned to one of the British dominated ‘Rat Patrol’ units, Rex quickly gained notoriety as a Fierce Fighter, Strategist, Wheel Man and Demolition Expert as a ‘Rat Patrol’ machine gun jeep driver.

He also showed a knack from his Moonshiner Days to fix equipment; especially necessary when stranded out in the desert and lives depend upon your equipment not malfunctioning!

His Ability to Hot Wire a Vehicle, Drive a Tank or even Pilot a Plane proved most helpful in tight situations! At least Rex could get a Plane off the ground and fly it far enough to come in for a Hard Landing! Rex is Not a Certified Pilot, but is a Certified Nut Job in some circles of the Military!

Proving to be virtually Fearless, he was promoted to the rank of Corporal, earning himself the moniker ‘Rat’ after outwitting the Nazis with his ability to speak German, while leading his wounded comrades from behind enemy lines back to the relative safety of the British Desert Command Headquarters!

However, because the Germans were on high alert for the escaped ‘Rat Patrol’ unit, a major offensive was launched against the British Desert Command, resulting in Rex being wounded and fortunately once again eluding the Germans with his ‘Rat’ abilities.

After being found wandering aimlessly in the desert as the lone survivor of his unit, ‘Rat’ as he was now code named, was sent to a London hospital for both physical and mental restoration.

There he met and became romantically involved with Lady Pamela, a British born nurse of Royal Bloodlines, in charge of his personal recovery. Her influence and love brought forth a side of his humanity that had been severely repressed by his Moonshiner and War experiences.

This resulted in Rex having a bit more compassion and understanding when interacting with his fellow soldiers; especially in situations where a disagreement would have previously been settled in mere moments by the use of fists, knives or guns!

Rex Does Not have a Constant Problem with Authority, just that instance that busted him down from Gunnery Sergeant to Lance Corporal and witnessing the senseless slaughter of the units previously under his command, plus the destruction of the entire field headquarters while imprisoned in the Brig.

Yet he will challenge any decision or proposed strategy that he thinks will produce similar results!

Lady Pamela had limited success in curtailing the Amorous advances of Rex towards other nearby nurses or women, but she dismissed such conduct as a Casualty of War, as she did with the Addiction that Rex had for Cigarettes, which seemed to calm him in times of stress.

During his rehabilitation, Uncle Charley came to visit, introducing his nephew to Colonel Kevin Darling, who offered him a position that Rex now holds with Team YeOlde.


Posted on 2010-08-29 at 19:03:14.
Edited on 2015-03-12 at 08:07:17 by Alacrity

Topic: Characters in Weird War II
Subject: Sarge


Sargent Richard “Dick” Harris Branigan



Attributes:
Agility d6
Strength d6
Vitality d10
Alertness d10
Intelligence d8
Willpower d8

Assets:
Born Behind the Wheel (Major) – Dick’s upper class upbringing gave him access to motor vehicles from a very young age and in his younger days he enjoyed pushing it to the limit.
Heavy Tolerance (Minor) – Dick never lets enjoying a night on the town impair his manners.
Mechanical Empathy (Minor) – Dick enjoys tinkering with things, whether or not they go boom.
Tough as Nails (Minor) – The amount of hairy situations Dick has survived defies explanations.

Complications:
Credo (Minor) - Dick adheres very strongly to the code of gentlemanly behaviour, holding doors for ladies, removing his hat, etc.
Hooked (Minor) – Dick has smoked pipe tobacco almost as long as he can remember and gets irritable without it.
Loyal (Minor) – To the Crown, Country and any man he fights alongside.
Overconfident (Minor) – A boisterous Brit with a penchant for grandiosity, very little deters Dick.
Prejudice (Minor) – Raised and trained in a traditional manner, Dick believes women belong in the home, not factories or the battlefield.

Skills:
Guns d6
Heavy Weapons d6
Specialization: Demolitions d12+d2
Land Vehicles d6
Specialization: Cars d8
Armoured Vehicles d4
Ranged Weapons d6
Melee Weapons d4
Unarmed Combat d4
Perception d6
Mechanical Engineering d6
Specialization: Machinery Repairs d8
Scientific Expertise d6
Specialization: Chemistry d8

Equipment:
Helmet
Jacket/Pants (Reinforced)
Jump Boots
Suspenders
Pistol Belt
.45 Caliber Pistol with holster
First Aid Pouch w/ Carlisle Bandage
Fighting Knife w/ M8 Scabbard
Lee-Enfield Rifle
Canteen w/ Cover
Gas Detection Armband
Musette Bag
Entrenching Tool
Paratrooper Gloves
Fragmentation Grenade
Supplemental tie-on First Aid Kit
Carbine Ammo Pouch
Hair Comb
Demolition Kit
Steel reinforced Briefcase with 6 tumbler lock on each hinge.

8 blocks of Shock resistant High explosive (H6, Torpex, C-4 or equivalent) (one block can destroy a tank or knock down wall. All 8 can blow a bridge or building)
2 priming assemblies
1 pull/push igniter with 30’ cord (cord is thin and can easily break)
1 timer assemble for igniter (60 second max)
2 “pen” bombs (look like pens, click and then 10 seconds boom. Small charge - enough to blow a hand off or kill a man if in pocket. Once clicked, it is live, no shutoff)
1 Tin Black Powder (3 oz) - alternate for fuse or primer
1 Tin Methyl Hydrate (3 oz) - alternate for primer and can be mixed with block of explosive to make it volatile
2 M67 Grenade core-detonators - alternate primer and timer
3 long burn fuses (30 seconds each, can be cut)
4 sheets flash paper (8x9) sealed in plastic
1 ball of plasticine (for molding)
Assorted twist-tie, string and elastics
Padding to hold everything in place


Background:
The second son of an upper class British family, Richard Harris Branigan seemed destined to join his father’s successful import business and spend the rest of his life in an office. Shipped to a fine private school, Dick (as he called himself) excelled in applied sciences but never really found the inclination for white colour work his family expected of him. Where his older brother spent his allowances on investments and high society life, Dick spent his on fast cars, strong drinks and adventure. By the time he’d graduated, Dick was heading in a much different direction than his family intended.

A proud Brit, Dick enlisted in His Majesty’s Royal Marines shortly after leaving school, his mechanical and chemical aptitude providing a strong base to develop a healthy career as a demolitions officer. Despite being in his 40s when WW2 broke out, Dick was one of the first in line for deployment, hoping to use his skills however best they could serve his country.

Though not as quick as he once was, Dick remains tough and unwilling to bend, which coupled with his stiff upper lip has given him quite the reputation as hardened soldier. His predilection for proper manners, well maintained uniforms and impeccable facial hair led to him standing out, not to mention his ability to provide quite a bit of quite literal bang for his superiors buck.

Posted on 2010-08-29 at 18:52:47.
Edited on 2015-03-11 at 20:45:28 by Grugg

Topic: Characters in Weird War II
Subject: Characters in Rautenberg


Captain Luke Edintore (Almerin)



Attributes:
Agility d8
Strength d6
Vitality d10
Alertness d10
Intelligence d8
Willpower d10

Assets:
Allure (Minor) – Ladies go crazy for a Sharp dressed man. Luke is a good looking man
Sharp senses (Hearing) (Minor)- Your hearing is very good
Healthy as a horse (Minor) – You are rarely sick and generally throw things off easily

Complications:
Amorous (Minor) – Luke has an eye for the ladies as well
Loyal (Minor) – To Government & army superiors
Memorable (Minor) – Hard to forget such a fine distinguished gentleman
Prejudice (Minor) –The SS, soldiers and officers alike. Seen far too many atrocities in this war caused by them.

Skills:
Covert d6
Animal Handling d6
Specialization: Pets d8
Discipline d6
Specialization: Leadership d8
Guns d6
Specialization: Rifles d12
Knowledge d6
Melee Weapons d6
Land Vehicles d6
Specialization: Engine Repair d8
Ranged Weapons d6
Unarmed Combat d6
Perception d6


Equipment:
Helmet
Jacket/Pants (Reinforced)
Jump Boots
Suspenders
Pistol Belt
.45 Caliber Pistol with holster
First Aid Pouch w/ Carlisle Bandage
Fighting Knife w/ M8 Scabbard
M1A1 Carbine w/ Folding Stock
Canteen w/ Cover
Gas Detection Armband (issued during normandy invasion)
Musette Bag
Entrenching Tool
Paratrooper Gloves
Fragmentation Grenade
Supplemental tie-on First Aid Kit
Carbine Ammo Pouch
A pair of Carl Zeiss Jena Binoculars 8 X 24 with leather carrying case

Background:
Comes from a family of Italian immigrants, the Addentare's. Unfortunately the people at the immigration office spelled their name wrong, so now it's Edintor.

Luke is an older man, 40 ish. Black hair combed back tightly, with a thin black mustache. (Think E.P. Jacobs, but slightly older)

Before the war, Luke was a milkman, going from door to door. Passionate about milk and dairy products. The attack on Pearl Harbor woke something up inside him. He watched the news in a theater and came out another man. The world didn't need milk in these times. Housewives could wait. His son Julio would take over the business. Luke volunteered.

Only, his son didn't take over the business. Instead, Julio got called for duty and Luke's business was in the hands of a cousin, something the milkman didn't like.

But he was off to Europe, and proved himself capable of surviving dire situations. He showed insight, willpower and enough eagerness to follow orders to be given the title of Captain.

Luke is quite a stern man. He's of average height and weight, leaning towards athletic. His role as captain is taken very seriously, but he isn't too familiar yet with the terminology. He adopts quickly though and learns on the fly.

His biggest assets are intelligence and agility. He is tough, but not muscular.


Posted on 2010-08-29 at 18:40:31.
Edited on 2015-03-11 at 13:36:23 by Alacrity

Topic: Weird War II Q n A
Subject: Graphic


Almerin did a graphic for the game that I added to my first post. Check it out!

Posted on 2010-08-29 at 13:41:55.

Topic: WWII Horror LFP
Subject: game start posted


Castle Rautenberg

Posted on 2010-08-28 at 19:36:27.

Topic: Weird War II Q n A
Subject: Castle Rautenberg Q n A


This is the question and answer area for the World War II game - Castle Rautenberg.

There is no Horror in the Rule Based game Section so I put it as Modern.



Posted on 2010-08-28 at 19:30:30.
Edited on 2010-08-28 at 19:31:28 by Alacrity

Topic: Weird War II
Subject: Escape From Castle Rautenberg




Special thanks to Almerin for the Graphic!

The drone of the planes engine has become a part of the background, like it has always been there. Twenty soldiers sit in position awaiting the orders to jump out of plane and carry out a mission that if successful, no one will know about it until long after the war is over, and if not well, that isnt an option.

It is 1943 and OSS picked up reliable intelligence that the Nazis are developing rocket fuel at a remote location near the Swiss border. An old estate - Castle Rautenberg, is being used as the research facility. Due to the remoteness of the castle, and it close vicinity to the neutral country of Switzerland; the allies can not risk a bombing run.

The briefing didnt mince words. If the Nazis perfect this fuel, it could fire long range missiles of mass destruction capacities and they meant long range. If this mission fails, then the folks back home could be in serious danger.

The plan was simple. Two demolition experts would be part of the team. They would set charges to blow the only bridge to the castle on a timer. Then the team would move to the castle, wait for the bridge to blow and serve as a diversion for the castles resident forces (thirty men, a few commanders, a SS overseer and a team of scientist estimated at 6). In the confusion, the team would move in, find the rocket fuel and destroy it and the castle. Once the mission was completed, the team would move south across the Swiss border to a town called Barovia where a contact (Baron Winters) would arrange for their safe return.

How much longer? a young private asks.

The soldier beside him looks at his watch, About a half hour or so.

Suddenly, the transport plane veers to the left and dives at the same time. Soldiers are scattered and flung about as the plane almost does a roll.

What the..

Did the pilot just ....

Machine gun fire tears through the fuselage of the plane. Five men go down in the hail of bullets.

DOWN! GET DOWN!:

Holy ...

Mother of God ....

The transport banks right and up as more gunfire rips through the plane.

OUT! JUMP NOW!

Soldiers scramble to get their footing, but so many are killed or wounded before the doors are even open. You jump out into the night sky muttering a profane oath or a prayer to whatever god may have mercy.

The plane you were on dives to the ground and explodes upon impact. Whatever charges the demo guys had, it works well unfortunately. You look around for others but only count a few parachutes in the air. There are two german planes in the air, but they are banking away from you. Either the pilots did not see you, or they are very low on fuel. Either way, you are alive for now.

But what of the mission? You are nowhere near the drop point, and the explosion is going to bring every Nazi in the area running. The voice of the Major giving the mission briefing runs through your head,

Gentleman. I dare say that if you dont succeed, Hitler will be raining bombs on New York by the end of the year.


OOC: Wait! Don't Post yet. Another post is coming. But time to finish off those last details on the character.

Posted on 2010-08-28 at 19:27:35.
Edited on 2010-08-29 at 13:40:41 by Alacrity

Topic: WWII Horror LFP
Subject: Character sheets


Would people like the characters posted? I don't usually but it might help in this adventure to "know" your fellow team members.



If you have an actor in mind for your character, let me know because it help visualization. Any actor of any time period. Almerin gave me one for his and Tann's sounds like Dolf Lundgren.

Thanks,

Roger

Posted on 2010-08-28 at 18:30:53.
Edited on 2010-08-28 at 18:34:30 by Alacrity

Topic: WWII Horror LFP
Subject: going char by char


I am working through the characters now. get me a name soon or you will be Sarge Red Shirt.

Posted on 2010-08-28 at 18:10:55.

Topic: WWII Horror LFP
Subject: thanks to all


I will be working this wekend on getting this game started. Sorry for the delays.

Posted on 2010-08-28 at 15:37:25.

Topic: Loaded Dice #55: A Burning Desire
Subject: Very off topic


Personally I would question the effectiveness of a wineskin. I think the player may get a quick lesson in the "wick" effect.

Posted on 2010-08-27 at 18:06:01.

Topic: First day of seventh grade.....
Subject: fries with that


Just keep in mind - all those bothersome kids will grow up to become McDonald's managers - and poor ones at that.

Posted on 2010-08-25 at 17:17:56.

Topic: Continuing Where We Last Left Off Q&A
Subject: a tale to tell


There was an old tale of a Elven Princess would disappeared shortly before the second Blood war. She became an adventurer and traveled with a Ranger named Connor.

Anyway, she ran into what first appeared to be zombies, but turned out to be a spider demoness that would wind its prey in thread and manipulate them as tools to fight and capture prey. The ranger carried a sword called Bar, or Never-Blunt which had a magical quality of sharpness and was particularly effective against the pawns, though not the spider itself. Connor downed the spiderspawn by attacking above their heads, instead of the creatures theemselves. The demoness was defeated in a grand battle but in the end the body shriveled up and crumbled.

So, there are some similarity in the story and what you are dealing with now.

Posted on 2010-08-25 at 02:33:48.

Topic: Continuing Where We Last Left Off Q&A
Subject: Actually


I just looked up something -

Kilgim does have a spell that allows him to see the threads and he already cast it - detect evil which is good for 45 rounds (minutes). Your dwarvenness saved you from the hypnotic nature of viewing the web, so you do not have to dismiss it like Adrian. (sure its pretty, but not as pretty as a head of foam poured on a tankard of strong ale)

Now you might have dropped your concentration as you were casting "prayer" but you can regain the view by concentrating for one round again.

Posted on 2010-08-24 at 18:51:36.

Topic: WWII Horror LFP
Subject: Great start Odyson


Love the medic concept. So we have a team now. I will start ironing out the characters and hopefully post the opening of the game this weekend.

Posted on 2010-08-24 at 18:26:16.

Topic: Continuing Where We Last Left Off Q&A
Subject: a little hint


Allow me to throw a hint or two out there as my late night writing can be obtuse. Call it a successful preception roll

Arien's sword is partially effective against the priest's parts.

Maximus' sword is VERY effective, and whatever/whoever you are dealing was trying to get his weapon away from him.

The Priests move like puppets on strings.

Both Kilgim and Adrian saw that the room was full of strings.

Hobgoblins have only 9 hit points so they break (apart) real easy.

BTW - Vanadia and Bromern wanted me to supply more detail of the room. It has a dome ceiling, going as height as 60 feet at its pinacle and 40 feet at the base. There is no furnishing in the room beyond some large pillows, rugs and floor mats.

Posted on 2010-08-24 at 13:45:37.

Topic: Continuing Where We Last Left Off Q&A
Subject: If I remember correctly


The Bullywugs that Adrian summoned in the last adventure were slicd, filleted, and their legs served with a tree sap dressing. So no need to be embarassed.

Posted on 2010-08-24 at 12:43:37.

Topic: Continuing Where We Last Left Off Q&A
Subject: think of it this way


better the one hit die meat shields than the PC's.

Posted on 2010-08-24 at 12:09:13.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: out in the black


We are close to the end of the module so you can read it soon. You might find it funny to see where I wildly deviate from the storyline of the book. I know the first time I let Veronica read a module we finished playing she came to me and asked "where is this guy? I don't see any mention of the monster that attacked us here. Where did you get the whole subploy of so and so and whosit?"

I plagerize dramatically as a DM.

Posted on 2010-08-24 at 10:11:55.

Topic: Continuing Where We Last Left Off Q&A
Subject: a pun?


Did I make a pun?

Posted on 2010-08-24 at 10:07:41.

Topic: Continuing Where We Last Left Off
Subject: See - no one dead


Kilgim, Char calls out behind him, Undea!

The bodies reform in front of you like marionettes. The heads, arms and legs dont match but they form together - yet the flesh doesnt reconnect nor do they take on a hideous form of life. They are puppets on invisible strings ruled by an invisible master.

Kilgim attempts to turn the spirits but as the bodies have none, they do not succumb to the holy power of the cleric. He immediately switches to a prayer that will aid the party more directly.

"Is there any way to tell where she is?" Arien called as he moved to take a defensive position by the dwarf priest. "We need to stop her to stop these attacks!"

Arien, Char, Valentine, Maximus...Flynn, Dapple called from the shadows, Dont waste your strength trying to disable or kill them. Those arent battle weapons in their hands, just kitchen grade metal. Use what you can to blunt and warp the edges.

Flynn finishes his spellsong and there is a flash and a brief paft! noise. Four hobgoblins in battle armour stand before the party. They look to their summoner for orders and Flynn commands them to take arms against a sea of trouble and by opposing, end them. The hobgoblins charge the priests in formation.

Hehe. the girlish voice laughs and suddenly the first two hobgoblins are pulled into the air, arms and legs stretched out spread-eagle. They scream a guttural cry which is cut off suddenly as they are cut apart in an instant, through neck, shoulders, elbow, hand, hip, knee and ankle. The blood and parts rain down upon their companions who are stopped in their charge at the mere sight of their death.

The hesitation is taken advantage of by the priests, who do not step forward, but rather cast forth arms and hands that fly out across the room and hack mercilessly at the hobgoblins. The disembodied hands hack and thrust with great fervour, slaughtering the warriors with nothing more than kitchen grade utensils. The flying hands and arms return to the sides of the dead priest puppets.

The hands fly again, this time at the party. A butcher cleaver soars at Flynn with deadly accuracy but he blocks the blow with his fiddle, which surprising turns the cleaver aside without a scratch to its finish.

Another flies toward Kilgim as he continues to pray. Arien waits a moment and then brushes the weapon aside with his shield. He swings out of reflex more than intent, but when he does, the flying hand drops to the floor. It stays for a moment and then begins to roll back towards the dead. When he attempts to move closer, he finds that his left arm and shield are being pulled upwards as if something was holding them.

Adrian faces a set of flying hands as well, which he dodges and parries with his sword. Then the battle mage finds that his feet are pulled out from under him and he is being lifted upside down.

Maximus easily deflects two hand attacks but as he does both hands are dropped to the floor with barely an effort and these ones do not resume the movement back to the bodies again.

Kilgim finishes his prayer and the divine favour of his god passes to all within 60 feet of him. The strength of the blessing is strong enough to aid Adrian in breaking the bonds on his feet, and for Arien to pull free as well.

The body parts of the bisected hobgoblins begin to move, slowly reforming much like the priests did before.

OOC: Okay you are in full combat with dead people with (very handy) range weapons. Pick your actions wisely.

Posted on 2010-08-24 at 03:36:48.

Topic: Voyages of the Rocinante - Firefly RPG QnA
Subject: posted


I realized that we have been playing a serenity game for awhile now and haven't had a bar fight. Why wait for unification day?

Posted on 2010-08-24 at 02:23:52.

Topic: Voyages of Rocinante - Serenity/Firefly RPG
Subject: sunrise, sunset


Newhouse, Beylix, Outside Jailhouse, 1:00 pm, Day Three
Moments passed in the standoff between the sheriff and the Captain; the Frisco gentlemen not sure if they should move while the sheriff had guns drawn. Pearson attempted to make peace by immediately handing over his sidearms to Wyatt by unclipping his gunbelt and handing it over. But there was a tension in the air.

Then the deputy walked up to the scene with a large bundle in hand. He seemed obvious to the incredulous stare of the sheriff. Weaver nodded politely to the captain and the men on the mule. Gentlemen. Thought you might need this. He said and rolled out a clean while linen blanket to wrap the body.

Ken! Sheriff Arness yells, Arent you suppose to be somewhere? He makes a head gesture to the jailhouse.

Think theres been enough killing Sheriff? Why dont you tend to Darla and Ill take care of these gents, see them on their way. Ken says as he quickly but respectfully wraps up Chads body with the skill of a man who has done this before many times. He lifts up the body and hands it over the railing to the folk waiting there, Truly sorry for your loss.

Right. The sheriff lowers his guns and starts to back away. Remember Weaver...

I know, kill em dead if they stray.

Right. And without a nod, the sheriff walks backwards toward the jailhouse and the bar called Emmetts.

Ken sighs deeply, Mr Bowman. I hope you found the work you wanted. I think it would be best for all if you got to moving.

With the body loaded on the mule, and in a minute everyone who was coming as well, the hovercraft swayed a bit but stabilized under Wolf`s steady hand and moved down the street and towards the spaceport. Behind you, the deputy goes from family to family, asking how they are doing and if their youngun`s are okay after seeing the death of Chad Sloat.

Newhouse, Beylix, Beside Edgar`s Place, 1:00, Day Three

Willow pushed Benny out on to the McClarrin Ave. Down the street was the tall towers of the spaceport and the shrinking back of a hover mule that was oh so familiar to Willow. Too late to call for a ride, Willow looks both ways out of habit and sees a familiar person entering the bar they have come out beside. It was Sam!

Newhouse, Beylix, Inside Edgar`s Place, 1:00, Day Three

Sam entered the bar and looked around. There were a dozen men in the room, four ladies and a thin tall man behind the bar with dark eyes and a greasy apron. Of the patrons, six were smelters by their overalls, flannel shirts and small burn holes all over. The other six were ranchers, with dungarees and chaps, big hats and fancy belt buckles - probably from the outskirt farms in town looking for cheap drink and women. A few from either party size you up, but don`t seem too interested. Six of them, 3 and 3 of each sit at a table playing poker while the others look on with the ladies in tow. The women are whores, and not the good kind, heck not even the average. If Sam were to be so inclined, Willow would be pumping him with immunization shots for a week.

What yll have? Asked the bartender in a tone that suggested no nonsense or tabs was allowed here.

(assuming you order whiskey)

Bartender puts a shot glass down and pours you a glass, half way and then waits until you produce coin, after which he fills it all the way and even gives you a fleeting smile.

There is a scrape of the chair behind Sam and he looks over his shoulder. Seems one of the smelters doesnt like the hand hes been played.

Gorram it! he says and pushes away the girl leaning on his shoulder. Git off Mary! You messing with my luck. He says and pushes her away. As he does, she loses her footing and crashes to the ground hard.

Hey! You stoopid ijit! Dont hurt her! one of the ranchers leaps up and pushes the smelter hard. He stumbles backward.

Then the other smelters are on their feet, Go back to humping cattle ranch-boy! one of workers punches the rancher hard in the face. He stumbles backward and bumps hard into Sam, knocking the drink out of his hand. Without a word to Sam, he goes back and the men begin to fight. Fists only, no one is drawing a weapon or pulling a knife and by the distance the girls are giving, and the bored look on the bartenders face, this isnt the first time either.


OOC: Wyatt and all will arrive at the ship and find Sam, Jimmy Blake and Willow are missing. Ma will fill you in on what she knows (Jimmy and Willow left together, heard the name Emmetts , The dock workers are in the middle of fuelling Rocinante and will need a few hours more. Willow isn;t back! Sam isnt back! Jimmy isnt back and is that a ham hock? ).

Sam, your call but you are in a bar brawl and one of them spilled your drink and didnt apologize.

Willow, which way? To the ship or after Sam. If after Sam, you will walk as the bar fight starts.

Wolf, you can go talk to the dock workers about speeding up the fuelling, or use the few hours to do more work on the ship.

Bowman, you get to meet Ma and settle into your new home.



Posted on 2010-08-24 at 02:22:19.

 
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