Wing and Sword: Dramatis Personae


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Bobitron

Explorer
Name: Marcel Benezet Fortier
Birthplace: Avignon, France
Born: Sept. 13, 1934, age 22
Class Dedicated/Charismatic Hero 2/1, Military occupation

History: Born to a strict Catholic shop owner in the historic city of Avignon, Marcel was a bright student and outgoing youth. All his family's dreams were interrupted when Hitler's troops swept past the Maginot Line and thundered across France, taking Paris in June of 1940. His father, Philippe, was very active in the Resistance, helping to organize acts of defiance against the occupation. His family's home often served as a hiding place for Maquis and other Free French seeking refuge from the Vichy regime. He grew up hearing stories of the brave men defending France from the vile invaders, and wanted nothing more than to be a soldier in France's forces.

The war eventually drew to a close in late 1944. While Marcel was proud of the victory over the Germans, he felt let down that all the excitement had come to a close. At ten years old, his teachers noticed a strong talent with language and the sciences. He learned to speak English and Arabic by age 12, and his teachers were already grooming him to become a doctor by the time he was 16. Marcel enrolled in the prestigious Broussais-Hôtel-Dieu Medical School in Paris at age 18. He studied there for two years before growing weary of the banality of a normal life. Without so much as a good-bye to his family, he enlisted in the French Foreign Legion in search of adventure. Marcel hoped to travel the world and live up to the dreams of his childhood. He saw little reward in dealing with elderly patients complaining of colds in Paris.

Once he joined, Marcel was sent to replace recently deceased medic in a squad of Paras of the 1st Regiment Etranger de Parachutistes, serving in Algeria.

Personality: Marcel is a friendly young man, lacking the dark past that many of his fellow legionnaires have. He sees the mission in Algeria as an opportunity for adventure, rather than a duty. He left home to escape boredom, and tends to seek out excitement and danger, even when he probably should not. He has a reputation as being a romantic, and 'falls in love' with a new girl seemingly every month. Marcel recently picked up the penny whistle as a hobby, and can often be found playing it on his off-times around bivouac.

Goals: Marcel tends to live for the moment, and has difficulty planning for the long term. He feels guilty for leaving his family behind, but thinks his father might like to operate a shop in this warm climate (once these troubles are finished, of course). In general, though, he focuses on having a good time, getting his adrenaline pumping, and enjoying the camaraderie of the Legion.

Appearance: Marcel is a good looking young man of average build with a rakish charm. He smokes Gauloises at an alarming rate. Quick to smile and laugh, he is a great booster of morale in dark times.

Strength: 10 (+0, costs 2)
Dexterity 10 (+0, costs 2)
Constitution 10 (+0, costs 2)
Intelligence 14 (+2, costs 6)
Wisdom 16 (+3, costs 10)
Charisma 14 (+2, costs 6)

Speed: 30ft
Initiative: +0
Base Attack: +1 (+0 Charismatic, +1 Dedicated)
Melee Attack: +1 (+1 Base, +0 Str)
Ranged Attack: +1 (+1 Base, +0 Dex)
M1A1 Carbine (+1, Dmg. 2d10/Crit. 20/Ball./Rng. 60’/Rate S/Mag. 15/Size L/6 lb.)
Ammo: 15x3
Defense: +2 (+0 Charismatic, +2 Dedicated, +0 Dex)
Hit Points: 14 (6 1st level, 3 2nd, 5 3rd)

Fortitude: +3 (+1 Charismatic, +2 Dedicated, +0 Con)
Reflex: +1 (+1 Charismatic, +0 Dedicated, +0 Dex)
Will: +5 (+0 Charismatic, +2 Dedicated, +3 Wis)

Action Points: 5 (1 + 5 + 1 (1/2 Character level))
Reputation: +3 (+2 Charismatic, +1 Dedicated)
Wealth: +8 (+6 roll, +1 Occupation, +1 3rd level)

Skill points: 50 (36 Charismatic 1, 7 Dedicated 1, 7 Dedicated 2)
Skills (*class skill)

Appraise
Balance +0
Bluff +5 (3 ranks, +2 Cha)
Climb +0
Concentration +0
Craft (Pharmaceuticals)* +6 (2 ranks, +2 Int, +2 Medical Expert)
Diplomacy +7 (3 ranks, +2 Trustworthy feat, +2 Cha)
Disguise +2 (+2 Cha)
Drive* +4 (4 ranks)
Escape Artist +0
Forgery +2 (+2 Int)
Gamble* +4 (1 rank, +3 Wis)
Gather Information +7 (3 ranks, +2 Trustworthy feat, +2 Cha)
Hide +0
Intimidate +2 (+2 Cha)
Investigate* untrained
Jump +1 (1 rank)
Knowledge (Military Science)* +4 (2 ranks, +2 Int)
Knowledge (current events) +4 (2 ranks, +2 Int)
Knowledge (Local, Algiers) +4 (2 ranks, +2 Int)
Knowledge (Earth and Life sciences)* +4 (2 ranks, +2 Int)
Listen +3 (+3 Wis)
Move Silently +0
Navigate +2 (+2 Int)
Perform (penny whistle) +3 (1 rank, +2 Cha)
Profession* untrained
Read/Write Language (French, Arabic, English)* 2
Research +2 (+2 Int)
Ride +0
Search +2 (+2 Int)
Sense Motive* +5 (2 ranks, +3 Wis)
Speak Language (French, Arabic, English)* 2
Spot* +7 (3 ranks, +3 Wis, +2 Competent)
Survival* +5 (2 ranks, +3 Wis)
Swim +0
Treat Injury* +14 (6 ranks, +2 Healing Knack talent, +3 Wis, +2 Medical Expert, +2 Competent)
Use Rope +0


Feats and Talents
Coordinate (Charismatic, add +1 to attack rolls and skill checks for 3 rounds if Marcel can make a Charisma check at DC10)
Healing Knack (Dedicated, +2 bonus to Treat Injury checks)
Simple Weapons Proficiency (Standard)
Personal Firearms Proficiency (Occupation)
Surgery (Beginning Feat, see Treat Injury rules on pg. 75)
Trustworthy (Beginning Feat, +2 bonus to Diplomacy and Gather Information checks)
Medical Expert (2nd level Dedicated bonus feat, +2 on Craft (Pharm) and Treat Injury checks)
Competent (3rd level feat, +2 to Treat Injury and Spot checks)

Equipment

Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
Medical kit in musette bag
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
-- One (1) magazine pouches containing two (2) box magazines
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
-- Flashlight
Jump boots and wool socks
Dog tags
Weapon – M1A1 Carbine semiautomatic rifle with folding stock
Penny whistle

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Nylon poncho and cloth liner
Surgery kit in musette bag
red cross brassard

Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur
--Passport
--French driving license
 
Last edited:

shadowbloodmoon

First Post
Pyotr Kerenin

Name: Pyotr (Peter) Andreievich Kerenin
DOB: January 3, 1929
Class: Fast/ Dedicated Hero 2/1
Occupation: Military(Hide, Move Silently and Personal Firearms taken)
Current XP: 3000

Str 10 (2pts)
Dex 15 (8pts)
Con 12 (4pts)
Int 10 (2pts)
Wis 15 (8pts)
Cha 12 (4pts)

Speed: 30ft
Initiative: +2 (+2 Dex bonus)
Base Attack: +1 (+1 Fast, +0 Dedicated)
Melee Attack: +1 (+1 Base, +0 Str)
Ranged Attack: +3 (+1 Base, +2 Dex)
Defense: +7 (+4 Fast, +1 Dedicated, +2 Dex)

Fortitude: +2 (+0 Fast, +1 Dedicated, +1 Con)
Reflex: +4 (+2 Fast, +0 Dedicated, +2 Dex)
Will: +3 (+0 Fast, +1 Dedicated, +2 Wis)

Hit Points: 18 (2d8+2, 1d6+1)
Action Points: 6
Reputation: +1 (+0 Fast, +1 Dedicated)
Wealth: +0

Skills (30pts)
Balance +4 (0pts, +2 Dex, +2 Feat)
Concentration +3 (0pts, +1 Con, +2 Feat)
Hide +9 (2pts, +2 Dex, +3 Skill Emphasis, +2 Feat)
Jump +1 (2pts cross-class)
Knowledge (military science) +1 (2pts cross-class)
Knowledge (current events) +4 (4pts)
Listen +5 (3pts, +2 Wis)
Move Silently +9 (4pts, +2 Dex, +1 Occupation, +2 Feat)
Read/Write Language (2pts, Native Russian, German and French)
Sense Motive +3 (1pt, +2 Wis)
Sleight of Hand +5 (3pts, +2 Dex)
Speak Language (2pts, Native Russian, German and French)
Spot +5 (3pts, +2 Wis)
Tumble +4 (2pts, +2 Dex)

Feats and Talents
Evasion (Fast)
Skill Emphasis: Hide (Dedicated)
Simple Weapons Proficiency (Standard)
Personal Firearms Proficiency (Occupation)
Far Shot (Beginning Feat)
Dead Aim (Beginning Feat)
Stealthy (Fast 2nd Level Bonus)
Focused (3rd Level)

Equipment

Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
-- Deck of WWII Tank Identification playing cards
-- Deck of WWII Aircraft Identification playing cards
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
-- Two (2) magazine pouches containing five (5) box magazines each
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath (Dmg. 1d4/Crit. 19-20/Slash/Inc. 10'/Size Tiny/1 lb.)
Jump boots and wool socks
Dog tags
Djellba
Weapons –
MAT-49 submachine gun (Dmg. 2d6/Crit. 20/Ball./Rng. 50’(75' for Pyotr)/Rate A/Mag. 32 box/Size L/9 lb.)
Mosin-Nagant M1930G Sniper Rifle w/ Telescopic Sight (in case) (Dmg. 2d8/Crit. 20/Ball./Rng. 105'(155' for Pyotr)/Rate S/Mag. 5 box/Size L/10 lb.)

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Nylon poncho and cloth liner
-- Copy of Karl Marx's Utopia
-- Flashlight

Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur
-- Passport
-- Restricted License for Sniper Rifle
-- ID Card (doesn't drive)

Background:
Pyotr was born in Lutsk on a particularly cold day in January. His father, Andrei Kerenin, worked in a steel mill for the duration of his life, providing for his wife Anna, and their only son, Pyotr. Growing up was hard for Pyotr, the state told him that he was to follow in his father's footsteps and work in the steel mill too. Being a young boy, this was furthest from his mind. He wanted to do something more. He wanted to do something for his country that everyone was proud of.

Pyotr got his chance in the winter of 1942. As the Germans crossed into Russian territory, the state had been conscripting able boys of all ages to fight off the Nazi advance. It was determined that Pyotr had a naturally developed ability to shoot straight and it was this talent that got him into a sniper position with a partisan group outside of Kaliningrad, inside German lines. His tour took him all over the Russian front and he savored every moment, doing what he could to protect his country from invasion. It wasn't until he returned home that the reality of the war hit him.

As Pyotr returned to Lutsk, he was told that both his mother and father had been killed in bombing raids just after he left for service. When the war ended, he was sent to work back in the same factory his father had. He had already decided however that he was unsure of the Soviet regime, considering no matter what he did, he couldn't protect his own home. Disillusioned with the Motherland, he bided his time for a few years until he was contacted by an old friend that fought with him during the war. It so happened that his commanding officer, one Captain Rega Morin, had some contacts outside of Russia that could put to use both his and Pyotr's military skills. After a short goodbye to his beloved Minsk, Pyotr left for the French Foriegn Legion Training Facility. He hasn't looked back since.

Pic:
tireur.JPG
 
Last edited:

знаток

First Post
Name: Vidal Gaspard
Birthplace: Portalegre, Portugal
Born: July 13, 1927
Class: Smart Hero/Tough Hero, Military Occupation
Level: 1/1

History: Vidal was born under what could be called ideal conditions. His early childhood was relatively serene, his father (Esteban) being primarily a businessman who held a moderate level of responsibility in the local government of Portalegre, mainly dealing with commerce and trade policies and monitoring activities. His mother Esma was a secondary school teacher at the school Vidal attended, and he was a star student. When the Spanish Civil War began to heat up in 1936, Vidal’s father began to get more and more involved in its politics. Esteban desperately wanted to assist the Spanish Republicans, but refused to jeopardize the welfare of his family by moving into Spain. He was convinced that the fight for the ideals of the Republicans safely outweighed the risks to the family, and mother agreed. By September, it was decided that the family would move to France to aid in any way possible. The family began in Montpelier, where Esteban, using his experience, aided in the safe transport of thousands of Spanish Republicans out of Spain for over three years, while Esma carried on the education of Vidal at home.
Near the end of the war, Esma gave birth to Vidal’s first sibling, a sister named Alazne. The family moved north to Nantes, and Vidal began seeing much less of his father for some time. When the Vichy government broke off relations with Britain in 1940, Esteban sent Esma and the baby back to Portugal, and continued his work out of Nantes. Vidal became a runner for his father and his associates, and learned quickly who to avoid amidst the German occupation. To be safe, he defined that as everyone. By winter, Esteban had made contacts in the United Kingdom that assured him his assistance was needed on the island, which was now also occupied by the Germans. The pair began their most difficult task yet of smuggling slave laborers off the island. Vidal made many acquaintances among the Russians, Jews, Poles, Belgians, French and Spanish Republicans, many of whom had fought for the democratically elected government of Spain. He gained an intimate knowledge of the island’s hills and forests and became a steadfast outdoorsman, often being out of contact with his father or anyone else for days.
Late in 1943, Esteban was captured by the Germans on Jersey Island. He was held prisoner in Paris for the next two years, and was repatriated upon its liberation. Vidal carried on in his niche on the island , and upon the Nazis’ unconditional surrender in 1945, left Jersey Island to its reconstruction and returned to Portugal. He quickly resumed school and family life, finishing his studies in 1951. The affinity for the outdoors he gained on the island never left him, and he pursued adventures in the wilderness at every opportunity, making the Pyrenees his second home. His family had hopes that he would use his education in the sciences to establish himself as a local professional, but Vidal felt restless, and traveled back to France in search of a girl he had met as a youth in Montpelier named Aubine. She was easy to find, as her father was also a political leader, and the two settled into each other quickly, marrying soon after in 1952. When Aubine’s father perished in the attack in Phillipeville in August of 1955 while acting as an envoy, Vidal was driven to join the French Foreign Legion to help quell the Algerian uprising.

Personality: Vidal has spent much of his life in social solitude, or more accurately as an invisible part of society. He has a certain passion for watching and listening to people, but has no desire to interact. He prefers to take what he sees and try to learn from it and apply it to his own life, and can often be found in silent contemplation. It could be said that he has a more intimate relationship with the elements of nature than he does with anyone outside his family, although his appreciation of human life is profound. He believes his talents are his to use for a greater good, specifically to aid those circumstantially less fortunate.

Goals: Vidal’s has no specific long term goals. He believes that he is guided through his life by God and that things will eventually fall into place if he stays on the path of honor, integrity, and justice. In the short term, he wants only to do everything he can to put a stop to the Algerian attacks on innocent people.

Appearance: Vidal is somewhat of an oddity in physical appearance. He is dark-haired and light-skinned with intelligent blue eyes, and carries himself quietly. At 5’10” and 155 lbs, he is not an overly handsome fellow, though not of a likeness one familiar with him would easily forget.


Strength: 10 (+0, costs2)
Dexterity 12 (+1, costs 4)
Constitution 16 (+3, costs 10)
Intelligence 14 (+2, costs 6)
Wisdom 14 (+2, costs 6)
Charisma 8 (-1, costs 0)

Speed: 30ft
Initiative: +1
Base Attack: +0 (+0 Smart, +0 Tough)
Melee Attack: +0 (+0 Base, +0 Str)
Ranged Attack: +1 (+0 Base, +1 Dex)
Defense: +2 (+0 Smart, +1 Tough, +1 Dex)
Hit Points: 18 (6(+3 Con) 1st level, 6(+3 Con) 2nd)

Fortitude: +4 (+0 Smart, +1 Tough, +3 Con)
Reflex: +1 (+0 Smart, +0 Tough, +1 Dex)
Will: +3 (+1 Smart, +0 Tough, +2 Wis)

Action Points: 3
Reputation: +2 (+1 Smart, +1 Tough)
Wealth: +8 (+8 roll, +1 Occupation, -1 Corcoran purchase)

Skill points: 49 (44 ((9+2 Int)x4) Smart 1, 5 (3+2) Tough 1)

Skills (*class skill, **permanent class skill from military occupation):

Appraise +?
Balance +1 (+1 Dex)
Bluff -1 (-1 Cha)
*Climb +4 (4 +0 Str)
*Concentration +6 (3 +3 Con)
*Craft (structural) +3 (1 +2 Int)
*Craft (visual art) +2 (+2 Int)
*Craft (writing) +2 (+2 Int)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
*Drive +1 (+1 Dex)
*Forgery +2 (+2 Int)
Gamble +2 (+2 Wis)
Gather Information -1 (-1 Cha)
Hide +1 (+1 Dex)
*Intimidate -1 (-1 Cha)
Jump +2 (2 +0 Str, cost 4)
*Knowledge (current events) +3 (1 +2 Int)
*Knowledge (earth and life sciences) +3 (1 +2 Int)
*Knowledge (physical sciences) +3 (1 +2 Int)
*Knowledge (military science) +6 (4 +2 Int)
*Knowledge (technology) +7 (5 +2 Int)
Listen +2 (+2 Wis)
Move Silently +1 (+1 Dex)
**Navigate +11 (5 +2 Int +1 Military Occupation +1 Savant +2 Guide)
Perform -1 (-1 Cha)
*Profession +2 (+2 Wis)
*Read/Write Language (English)
*Read/Write Language (French)
*Read/Write Language (native Portuguese)
*Repair +4 (2 +2 Int)
*Research +4 (1 +2 Int)
*Ride +1 (+1 Dex)
*Search +4 (2 +2 Int)
Sense Motive +2 (+2 Wis)
*Speak Language (English)
*Speak Language (French)
*Speak Language (native Portuguese)
*Spot +6 (4 +2 Wis)
**Survival +10 (5 +2 Wis +1 Military Occupation +2 Guide)
Swim +0 (+0 Str)
Treat Injury +2 (+2 Wis)
Tumble +2 (1 +1 Dex)
Use Rope +1? (+1 Dex?)

Feats:
Simple Weapons Proficiency (Class Feat)
Personal Firearms Proficiency (Military Occupation)
Remain Conscious (Tough Hero talent)
Savant (Navigate)
Guide (Beginning Feat)
Track (Beginning Feat)


Equipment:

French Driver’s License
Passport
Lighter
Cigarettes

Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
-- Two (2) magazine pouches containing five (5) magazines each
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
Corcoran Jump Boots (5 lbs) and wool socks
Dog tags
Backpack holding Motorola SCR-536 ‘handie-talkie’ radio
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover (Simple, Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Nylon poncho and cloth liner

Sustainment load
Foot locker
-- Spare battle dress and spare jump boots
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur
 
Last edited:

Barak

First Post
Normand Mador

Name: Normand Joseph Mador
Birthplace: Marseilles, France
Born: Nov. 12, 1931, age 25
Class: Strong Hero 3, Athlete occupation

History:
Normand was born in a relative low-class family. With a fisherman father, a stay-at-home mother (obviously), and 3 older siblings (2 sisters and a brother), the Madors were not really well-to-do. With a childhood spent mostly swimming, running around and going to school, things were going alright for young Normand. Obviously, the war that started when he was 8 changed things a bit.

As was relatively common, while his father wasn't overly pleased with having the germans in power, he didn't really fel strongly enough about it to join any resistance movement. At the same time, should he learn anything about the resistance, he wouldn't run to the authorities to reveal what he knew. Such an attitude made quite a bit of sense to young Normand. Once the war was finally over, things slowly came back to normal. Never having been overly studious, or good at school, Normand flirted with a few different professions. He apprenticed for a year with a furniture-maker, and later with an auto-mechanic, but wasn't overly happy with either. Finally, his athletic prowesses, which weren't slim, led him to consider a "career" as a boxer.

While he definitively had aptitudes, his easy-going, easily-coned nature led him to make some bad choices as to his associations. Quickly, he became an "enforcer" of sort for one of the local criminal ring. Normand found himself surprised at having such a role, not quite sure as to how that came to pass. He was, however, smart enough to realize that quitting such a career would be more hazardous to his own health then quitting the furniture-making business. Finally, he decided that a stint in the legion might be a good idea...

Personality: Normand prefers to be effacing, not overly enjoying being noticed. He tends to attach himself to a stronger personality, and then follow that person's lead. However, he does have morals of his own, and his recent choices having led him down a path he didn't like, tends to be a bit more choosy. He is very slow to anger, much prefering to be insulted than getting dragged into a fight.

Appearance: Normand is pretty darn big. 6'2", 230 pounds, with light blond hair and brown eyes. His slightly stooped posture does tend to make him appear a bit smaller. He also has two tattoos, a rose over his heart and an anchor on his left bicep.

Goals: Normand pretty much would like to find out what his goals are.

Character Sheet:
Strength: 16 (+3, costs 10)
Dexterity 10 (+0, costs 2)
Constitution 14 (+2, costs 6)
Intelligence 14 (+2, costs 6)
Wisdom 10 (+0, costs 2)
Charisma 10 (+0, costs 2)

Speed: 30ft
Initiative: +0
Base Attack: +3 (+2 Strong)
Melee Attack: +6 (+2 Base, +3 Str)
Ranged Attack: +3 (+2 Base, +0 Dex)
Defense: +2 (+2 Strong, +0 Dex)
Hit Points: 22 (10 1st level, 6 2nd, 6 3rd)

Fortitude: +4 (+2 Strong, +2 Con)
Reflex: +1 (+1 Strong, +0 Dex)
Will: +1 (+1 Strong, +0 Wis)
Cool: +1 (+1 occupation)

Action Points: 7 (1 + 5 + 1 (1/2 Character level), used many, +6 3rd level)
Reputation: +0 (+0 Strong)
Wealth: +6 (+5 roll, +1 Occupation)

Skill points: 30 (20 Strong 1, 5 Strong 2, 5 Strong 3)
Skills (*class skill)

Appraise
Balance +0
Bluff +0
Climb* +5 (+3 Str, +2 Athletic)
Concentration +0
Craft (Structural)* +4 (2 ranks, +2 Int)
Diplomacy +0
Disguise +0
Drive* +4 (4 ranks)
Escape Artist +0
Forgery +2 (+2 Int)
Gamble +0
Gather Information +0
Handle Animal* +0
Hide +0
Intimidate +2 (2 ranks)
Investigate untrained
Jump* +6 (2 Ranks, +3 Str, +1 Occupation)
Knowledge (Military Science)* +4 (2 rank, +2 Int)
Knowledge (current events)* +4 (2 ranks, +2 Int)
Knowledge (Popular Culture)* +4 (2 ranks, +2 Int)
Knowledge (Street Wise)* +4 (2 rank, +2 Int)
Listen +0
Move Silently +0
Navigate +2 (+2 Int)
Profession* untrained
Read/Write Language* (French, free)
Repair* +4 (2 ranks, +2 Int)
Research +2 (+2 Int)
Ride +0
Search +2 (+2 Int)
Sense Motive +0
Speak Language* (French, free, arabic)
Spot +1 (1 rank)
Survival +0
Swim* +11 (5 ranks, +3 Str, +1 Occupation, +2 Athletic)
Use Rope +0

Feats and Talents
Extreme Effort (Strong 3)
Exotic Weapon Specialization (grenade launcher) (3rd level)
Melee Smash (Strong, add +1 to melee damage)
Brawl (Occupation, +1 unarmed attack rolls, d6+4 non-lethal damage)
Simple Weapons Proficiency (Standard)
Athletic (Strong 2nd level)
Personal Firearms (Starting Feat)
Endurance (starting Feat)

Attacks:
Melee: Unarmed: +7 to-hit, d6+4 non-lethal damage), Brass Knuckles: +7 to-hit, d6+5 damage, Combat knife: +6 to-hit, d4+4 damage.
Ranged: MAS-49 Rifle: +3 to-hit, 2d8 damage (range inc: 80').


Equipment
Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
-- Three (3) magazine pouches containing two (2) box magazines each
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Eight (8) rifle grenades (treat as 40mm fragmentation grenade per Modern rules) in musette bag
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
Jump boots and wool socks
Dog tags
Weapons – MAS-49/56 semiautomatic rifle with integral grenade launcher
-- MAS-49/56 (Dmg. 2d8/Crit. 20/Ball./Rng. 80’/Rate S/Mag. 10 box/Size L/10 lb.)
--Brass Knuckles

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Nylon poncho and cloth liner
-- Passport
-- French driving license
-- Cigarette Lighter
-- Five (5) cigars in metal tin, waterproof
-- Cigar cutter, guillotine-style.
-- Deck of playing cards
-- Hip Flask (whiskey)
-- Flashlight


Sustainment loadthis is usually at the 1e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur
-- Small set of lifting weights (two (2) 30 pounds dumbbells)
-- Swimming trunks
-- Athletic shoes
 
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The Shaman

First Post
Key NPCs

NPC roster

1st Foreign Parachute Regiment

-- Medical Platoon
Dr. Maurice Remy de Fauvres: regimental surgeon
Médicine-lieutenant Raoul Olivier: Marcel’s commanding officer – nice guy, last seen at regimental HQ in Zeralda

-- 3rd Co.
Capitaine Martini: CO, 3rd Co.: graying dark hair and mustache, tattoo of lightning bolt on right arm scars on arm
Sergent-chef Verdurand: Company sergeant, 3rd Co.: savate expert, carries a cane, served in the Legion since before WWII

--- HQ Platoon
Caporal-chef Gaston Vieux: company clerk; red-hair, from somewhere in northwestern France
Caporal-chef Joep “Don’t call me Dutch!” Bestebreurtje: senior medic, reddish-blonde hair and beard, gold wire-framed glasses (for distance), touchy, lean but strong, farmer tan, Belgian (not Dutch)
Légionnaire première classe Bazyli Zawadzki: medic, no other details yet

--- 3rd Platoon
Sous-lieutenant Ramadier: CO, 3rd Platoon
Sergent Hans Müller: Platoon sergeant, 3rd Platoon; blonde, speaks French with a German accent
Caporal-chef Ivo Kovic: First grenadier, 3rd Platoon: Austrian, pleasant and patient, injured left wrist in a fall from a truck

---- 1st section, 3rd Platoon
Sergent Costas Katsourianis (“Kat”): Section leader; curly hair and mustache, scar over right eye, tiger and Legion tattoos on forearms
Caporal-chef Joseph Sembène (“Babaye”): Assistant section leader; black, wears a gold crucifix, speaks very good French
Légionnaire première classe David Nedjar: affable, scruffy beard, star of David around his neck, first voltigeur of the assault team, Algerian born and raised in Oran
Légionnaire Burhan Pamuk: Turkish legionnaire, recently returned from training school in Arzew; carries a Thermos, hand-rolls his cigarettes
Légionnaire Silvio Ortu: blonde husky legionnaire with numerous tattoos, owns a transistor radio, machine gunner with AAT-52, soccer fan and player
Légionnaire Karel Syrovy: pourvoyeur, blond, thin, aloof, carries cigarettes in a silver case
Légionnaire Asmussen: pourvoyeur, reads a bible written in a Scandanavian language, speaks poor French, blond Aryan-looking
Légionnaire Manolo Sánchez: pourvoyeur, older man with thinning hair, likes boxing, smokes Ideales cigarettes

---- 3rd section, 3rd Platoon
Sergent Janos Szabo: Section leader; youngest sergeant in the platoon

Other NPCs
Dr. Bruzzi: physician in Portemonte, former military surgeon
Sergent-chef Jean-Marie Duval: 2nd Colonial Parachute Regiment; moniteur (jumpmaster) at Blida parachute school, Indochina veteran, nasty scar on face, tough soldier
“Ferhaz”: Arab farmhand of Jospeh Rubiera and suspected fellagha; deceased
Lieutenant Gauthier: no details yet
Jacques Girard: leader of the UT in Portemonte; tall, heavy-set, thick gray hair and beard, deep voice
Capitaine LeCroix: member of the gendarmerie nationale in Portemonte
M. Mantz: Pied-noir farmer in Portemonte, Alsatian accent
“Pauline”: buxom, flirtatious nurse working in Dr. Bruzzi’s clinic
Jean-Marie Perez: mayor of Portemonte; short, dark slicked-back hair, portly, big rough hands
Angelique Rubiera: 8 year old daughter of family killed on farm in Portemonte, long dark hair in braids
Joseph Rubiera: Pied-noir farmer in Portemonte; deceased
Marie Rubiera: Wife of Joseph and mother of Angelique; deceased
Tahar Zefzaf: Moroccan operator of Esso service station and garage in Portemonte; former French Army mechanic (deceased)
 
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The Shaman

First Post
House Rules Compendium

House Rules Compendium - revised November 2005

The following house rules will be used in Wing and Sword. Please feel free to ask for clarification of any of these house rules at any time before or during play.

General

Reputation
The Reputation bonus is added to any social skill check (Bluff, Diplomacy, or Intimidate) that involves interacting with members of the French Army – for example, a legionnaire requesting a pass using Diplomacy or attempting to sneak contraband using Bluff would add his Reputation to his skill check as a bonus.

Decorations
Players roll for decorations when called on by the GM. When characters are eligible for decorations, the GM will assign a circumstance bonus to be added to the roll. The Medal check is as follows:

Medal Check = 1d20 + Charisma modifier + Reputation bonus + circumstance bonus

A player may spend an Action Point to improve the roll for a Promotion check with GM approval.

Promotions
Players may roll for promotion each time their characters gain a new level. The Promotion check is as follows:

Promotion Check = 1d20 + Charisma bonus + Reputation bonus + Profession ranks

A player may spend an Action Point to improve the roll for a Promotion check with GM approval.

Movement

Parachuting
Parachuting is treated as jumping down from 20' - first make a Jump check (DC 15) to reduce the Reflex save DC by 1. A successful Tumble check (DC 15) reduces the Reflex save DC by 1 more. If a character makes successful Jump and Tumble checks, then the Reflex save is DC 10 - the character automatically takes 10 for no damage.

The character then makes a Reflex save (DC 10 +1 per ten feet fallen - so that's either DC 11 or 12, depending on the Jump check and Tumble check, if applicable); a successful save results in no damage rather than half damage. Failing the Reflex score by 5 or less results in 2d6 nonlethal damage; failing it by more than 5 results in 1d6 lethal damage and 1d6 nonlethal damage.

Vehicle Acceleration
From a standing start a vehicle may move up to one-quarter its maximum speed on the first round, one-half its maximum speed on the second round, and maximum speed on the third and subsequent rounds.

If a vehicle in motion is operated at less than half-speed, the vehicle may increase its speed by one-quarter its maximum speed on the next round and may move at maximum speed each round thereafter until its speed drop to less than one-half maximum.

Kneeling
Kneeling, sitting or dropping prone is a free action. Rising from a kneeling position is either a free action or a move action at the GM’s discretion – a character may drop to one knee (to receive a Defense bump, for example) and rise as a free action, while a character praying from a kneeling position would rise as a move action.

Rising from sitting or prone requires a move action to complete.


Combat

Suppression Fire (adapted from Spycraft Lite)
As a full round action, you can lay down suppression fire on an enemy. This uses 5 shots, and can only be used if you have 5 rounds left in your weapon. To provide suppression fire, the attacker must designate a target square and roll to hit DC 10. If the attack is successful, an enemy character in or moving through the square must duck behind cover or concealment on his next action or you automatically gain an Attack of Opportunity against him. As long as you keep this up (remember, 5 shots a round), and your enemy remains in the open, you may keep making attacks of opportunity each round. Suppression fire may also trigger a Cool check at the GM’s discretion. Attacks of opportunity incur a -4 circumstance modifier unless the character has the Suppressive Fire feat.

Characters with BAB +0 suffer a -4 penalty while making suppression fire attacks. Characters with a BAB +1 or greater suffer no penalty.

Covering Fire (adapted from Spycraft Lite)
As a full round action, you may provide covering fire for an ally. This uses 5 shots, and may only be used if you have 5 shots left in your weapon. To provide covering fire, the attacker must designate a target square containing an enemy combatant and roll to hit DC 10. If the attack is successful, an enemy in the target square gets a -4 to attack rolls for the round. Covering fire may also trigger a Cool check at the GM’s discretion.

Characters with BAB +0 suffer a -4 penalty while making covering fire attacks. Characters with a BAB +1 or greater suffer no penalty.

Cool Checks (adapted from Rich Redman’s article Cool under Fire from the “Notes from the Bunker” series)
This rules variant requires each combatant to make a "cool check" at GM’s discretion during combat and other dangerous encounters – likely instances requiring Cool checks include taking damage from melee or ranged weapons, coming under suppression fire, or performing an activity which requires multiple skill checks to complete (such as climbing a high cliff). Any time a GM decides that a life-or-death situation requires characters to act in initiative order, Cool checks may occur. The system applies to GM characters as well as to heroes, since they too can suffer the effects of losing their cool.[sblock]-- Making Cool Checks
To make a cool check, roll 1d20 and add your hero's total Will saving throw bonus and the modifiers for his starting occupation and the situation (see tables below). The DC for a cool check is always 15. Characters cannot take 10 or 20 on cool checks -- if they could, the situation wouldn't be tense enough to merit one in the first place. A hero may spend action points on a cool check, and the usual rules for spending action points apply.

-- Succeeding on Cool Checks
Any hero who succeeds on a cool check can act normally for that round. Additional benefits apply for success by a significant margin. The following benefits seem appropriate.

Success by a margin of 5 to 10 grants the hero a +2 morale bonus on attack rolls, saving throws, skill checks, and cool checks until her next action.

Success by a margin of 10 or more grants her the same morale bonus as above and also grants the same bonus to each of her allies within 30 feet. This bonus lasts until the successful hero's next action.

As noted below, however, the cumulative penalty for each successive round ensures that she will fail eventually if the combat continues long enough. The consequences for failure warrant caution even from those who succeed in keeping their cool.

-- Failing Cool Checks
The consequences of failing a cool check depend on how badly the character fails. See the Character Condition Summary in Chapter Five: Combat of the d20 Modern Roleplaying Game for explanations of the conditions mentioned below.

Failure by a margin of 5 or less means the hero is stunned for 1 round.

Failure by a margin of 5 to 10 means the character is shaken, and the -2 penalty for that condition applies to subsequent cool checks as well. Such a character remains shaken until he succeeds at a cool check (see Succeeding at Cool Checks, above), fails a cool check by 10 or more (see below), or the encounter ends.

Failure by a margin of 10 or more means the character is panicked. If he can move far enough in a single round to be out of sight of the combat, he flees. Otherwise, he moves behind the nearest source of total cover (GM's decision) and cowers. The character continues to make Cool checks every round but suffers no consequences for additional failures.

-- Recovering your Cool
At the end of an encounter, every surviving and conscious character makes a final cool check. Those who succeed can act normally; those who fail become fatigued. (See the Character Condition Summary in Chapter Five: Combat of the d20 Modern Roleplaying Game for an explanation of this condition.)

Code:
Cool Check Modifiers from Starting Occupations
Occupation 	Modifier
Academic	-2
Adventurer	+1
Athlete	+1
Blue Collar	+1
Celebrity	-2
Creative	-2
Criminal	+2
Dilettante	-2
Doctor	+2
Emergency Services	+2
Entrepreneur	+1
Investigative	+1
Law Enforcement	+3
Military	+3
Religious	+1
Rural	+0
Student	-2
Technician	+0
White Collar	-1
Code:
Cool Check Modifiers from Events and Conditions
Event or Condition	Modifier
Taking damage since your last action	...
...1-5 points	-1
...6-10 points	-2
...> 10 pts.	-3
...Enough to force a massive damage check	-4
Opponents used explosives since your last action	-2
Opponents used fire (white phosphorous, flame thrower, etc.) since your last action	-2
Opponents outnumber heroes	-1
Opponents have automatic weapons and heroes don't	-1
One or more opponents acted in the surprise round	-1
Each ally rendered unconscious, disabled, or dying since your last action	-2
Each ally panicked or cowering since your last action	-1
Each ally pinned since your last action	-1
A successful Intimidate check against you	-1
Heroes outnumber opponents	+1
Heroes have automatic weapons and opponents don't	+1
One or more heroes acted on the surprise round	+1
Each opponent rendered unconscious, disabled, or dying since your last action	+2
Each opponent panicked or cowering since your last action	+1
Each opponent pinned since your last action	+1
[/sblock]
Equipment

Clubs and batons
Clubs and batons may do non-lethal damage without penalty at the discretion of the wielder. The player must specify before making an attack roll if the damage is lethal or non-lethal.

Standard player character equipment list

Each character receives a standard equipment package, detailed as follows.[sblock]

Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
-- Three (3) magazine pouches containing two (2) box magazines each
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
Jump boots and wool socks
Dog tags
Weapons – see personal equipment below

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Flashlight
-- Nylon poncho and cloth liner

Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur

Personal equipment assignment
Marcel
Add medical kit in musette bag to assault load – add surgery kit in musette bag to marching load
Remove grenades and pouches from assault load and entrenching tool from marching load
Replace magazines and pouches with one (1) magazine pouch containing two (2) spare magazines each
Weapon – M1A1 Carbine semiautomatic rifle with folding stock
-- M1A1 Carbine (Dmg. 2d10/Crit. 20/Ball./Rng. 60’/Rate S/Mag. 15/Size L/6 lb.)

Normand
Add eight (8) rifle grenades (treat as 40mm fragmentation grenade per Modern rules) in musette bag to assault load
Weapon – MAS-49/56 semiautomatic rifle with integral grenade launcher
-- MAS-49/56 (Dmg. 2d8/Crit. 20/Ball./Rng. 80’/Rate S/Mag. 10 box/Size L/10 lb.)

Pyotr
Replace magazines and pouches with two (2) magazine pouches containing five (5) magazines each to assault load
Weapon – MAT-49 submachine gun
Optional weapon – personal sniper rifle carried in case
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)

Vidal
Add Motorola SCR-536 ‘handie-talkie’ radio to assault load
Replace magazines and pouches with two (2) magazine pouches containing five (5) magazines each to assalut load
Weapon – MAT-49 submachine gun
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)

Raffaele
To be determined...

The entrenching tool is considered a simple weapon with the following stats:
Entrenching tool (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)

*If you take Exotic Melee Weapon Proficiency (entrenching tool), the damage increases to 1d8 and change damage to Slash./Bludg.

Please cut-and-paste this list into your character sheet in the Rogues Gallery. You may add other personal equipment such as sunglasses, wristwatches, lighters, and so on at your discretion – normally Modern assumes that these items are ‘on-hand’ but due to the environment in which the characters are serving, ‘on-hand’ equipment isn’t readily available, so what's on the sheet is what is available. It’s also a nice way to personalize your character.[/sblock]
Skills and Feats

Skill synergies from Knowledge skills
According to the d20 Modern SRD and core rule book, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least five ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a +2 synergy bonus on the skill check.

Knowledge skills are a good source of skill synergies. The following is a table listing possible skill synergies to consider, based on five or more ranks in a Knowledge skill. Synergies are listed as dependent or contingent. Dependent skill synergies apply to nearly all checks– the skill and its related Knowledge field are so closely linked that most applications of the skill calls on the related knowledge. Contingent skill synergies are applied depending on the specific circumstances of the skill check – these synergy bonuses are subject to connection by the player and the GM’s approval.

Skill synergies from Knowledge skills:[sblock]Balance: - none -
Bluff: (dependent) behavioral sciences; (contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Bluff attempt)
Climb: (dependent) - none -; (contingent) earth and life science (e.g., climbing a natural surface such as a cliff)
Computer Use: (dependent) technology; (contingent) physical sciences (e.g., hardware engineering)
Concentration: - none -
Craft (chemical): (dependent) physical sciences; (contingent) arcane lore (e.g., alchemy)
Craft (electronic): (dependent) technology or physical sciences; (contingent) - none -
Craft (mechanical): (dependent) technology or physical sciences; (contingent) - none -
Craft (pharmaceutical): (dependent) earth and life science; (contingent) arcane lore (e.g., alchemy)
Craft (structural): (dependent) physical sciences; (contingent) art (e.g., adding architectural details), tactics (e.g., siting and constructing fortifications), technology (e.g., using special materials)
Craft (visual art): (dependent) art; (contingent) arcane lore (e.g., drawing magical symbols), business (e.g., creating a chart, diagram, or presentation), earth and life sciences (e.g., incorporating specific cultural elements), streetwise (e.g., graffiti), technology (e.g., technical drawings)
Craft (writing): (dependent) - none -; (contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Craft (writing) attempt, e.g., business for a business report, civics for a legal brief, physical sciences or earth and life sciences for a research report, etc.)
Decipher Script: (dependent) - none -; (contingent) arcane lore (e.g., runes), earth and life sciences (e.g., Mayan glyphs)
Demolitions: (dependent) physical sciences; (contingent) tactics (e.g., placing mines or booby traps)
Diplomacy: (dependent) behavioral sciences; (contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Diplomacy attempt, e.g., business for a business negotiation, civics for making a political speech, streetwise for meeting a crime boss, etc.)
Disable Device: (dependent) technology or physical sciences; (contingent) - none -
Disguise: (dependent) - none -; (contingent) art (e.g., reproducing clothing), behavioral sciences (e.g., capturing mannerisms), earth and life sciences (e.g., adopting appropriate native dress), popular culture and streetwise (e.g., selecting appropriate clothing styles, mannerisms, and slang)
Drive: (dependent) - none -; (contingent) earth and life sciences (e.g., operating in natural terrain), tactics (e.g., avoiding fields of fire)
Escape Artist: - none -
Forgery: (dependent) art; (contingent) civics (e.g., reproducing government documents), history (e.g., reproducing historical documents)
Gamble: (dependent) physical sciences; (contingent) behavioral sciences (e.g., identifying tells)
Gather Information: (dependent) popular culture or streetwise; (contingent) behavioral sciences (e.g., gaining the confidence of groups)
Handle Animal: (dependent) - none -; (contingent) earth and life sciences (e.g., understanding animal behavior)
Hide: (dependent) tactics; (contingent) earth and life sciences (e.g., using natural terrain advantages such as vegetation), streetwise (e.g., using urban terrain advantages)
Intimidate: (dependent) behavioral sciences; (contingent) streetwise (e.g., making credible threats based on criminal knowledge)
Jump: - none -
Listen: - none -
Move Silently: (dependent) - none -; (contingent) earth and life sciences (e.g., using vegetation to screen sound), tactics (e.g., tactical acumen)
Navigate: (dependent) earth and life sciences; (contingent) physical sciences (e.g., astronomical knowledge of constellations and the position of the sun)
Perform: (dependent) art; (contingent) earth and life sciences (e.g., performing an aboriginal dance), popular culture (e.g., performing popular dance styles), streetwise (e.g., performing credible gangsta rap or street poetry)
Pilot: (dependent) - none -; (contingent) earth and life sciences or physical sciences (e.g., understanding wind and terrain relationships or identifying cloud types and associated storm activity), tactics (e.g., avoiding fields of fire)
Profession: (dependent) - none -; (contingent) business (e.g., managing investments), streetwise (e.g., criminal activities)
Repair: (dependent) physical sciences or technology; (contingent) - none -
Research: (dependent) - none -; (contingent) - any - (i.e., apply the Knowledge skill most closely related to the character’s Research attempt)
Ride: - none -
Search: (dependent) - none -; (contingent) art (e.g., noting architectural details), earth and life sciences (e.g., finding tracks), history (e.g., understanding archeological features), tactics (e.g., detecting a mine or a booby trap)
Sense Motive: (dependent) behavioral sciences; (contingent) - none -
Sleight of Hand: - none -
Spot: (dependent) - none -; (contingent) earth and life sciences (e.g., natural terrain), tactics (e.g., lines of advance), streetwise (e.g., knowing the neighborhood)
Survival: (dependent) earth and life sciences; (contingent) - none -
Swim: (dependent) - none -; (contingent) earth and life sciences (e.g., knowledge of waves or currents)
Treat Injury: (dependent) earth and life sciences; (contingent) - none -
Tumble: - none –[/sblock]

Revised skill: Knowledge (military science)
The revised Knowledge skill reads as follows:

Knowledge (military science): Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.

Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example:
  • a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35)
  • a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)
Knowledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example:
  • Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including courts martial – anyone interested in playing a JAG attorney or NIS agent?
  • Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system
  • Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago
New skill: Craft (culinary arts)
The new Craft skill reads as follows:

Craft (culinary arts): Food preparation, menu planning, and food preservation and storage.

Examples of Craft (culinary arts) in the game:
  • Recognizing the ingredients of a dish by taste or presentation
  • Preserving foods for travel
  • Correctly planning rations needed for an expedition
  • Preparing a cordon bleu meal
  • Identifying a fine wine

Possible synergies include Diplomacy, Knowledge (history), and Bluff.

Secondary Skills: SNEAK and WATCH
A secondary skill takes the average of two related skill modifiers in order to make a single skill check roll. A secondary skill check is made using the average modifier. Using a secondary skill is a player option – it is not required.

SNEAK is the secondary skill of Hide and Move Silently for characters that are attempting to move quietly and remain unseen at the same time. In order to make a SNEAK check, the player adds the character’s Hide and Move Silently modifiers and divides by two – the resulting modifier is applied to a single die roll which is then compared to an opponent’s Spot and/or Listen checks (or WATCH check, as described below) to determine if the character is successful in evading detection.

WATCH is the secondary skill of Listen and Spot. A WATCH check is made using the average of the character’s Listen and Spot modifiers, which is applied to an opposed Hide and/or Move Silently check (or SNEAK check) to determine if the character locates a stealthy foe.

The advantage of using SNEAK or WATCH is that a character can make a single die roll, reducing the chances of a bad roll in one skill check undermining a successful check against the other skill. It also reduces the potential demand on Action Points in critical SNEAK or WATCH circumstances. The disadvantage is that a character loses off the top end of the higher skill modifier.

A player may elect to use the SNEAK or WATCH secondary skills any time a skill check is called for by the GM for both related skills – a player may not use SNEAK or WATCH if only one of the two skill checks is requested: for example, if the GM calls for a Spot check only, the character may not make a WATCH check.

Revised feats: Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency
The light, medium, and heavy armor feats are replaced by the Concealable Armor Proficiency, Tactical Armor Proficiency, and Archaic Armor Proficiency feats

Concealable Armor Proficiency
You are proficient with concealable armor (see Table 4-9).
Benefit: When you wear a type of armor with which you are proficient, you get to add the armor’s entire equipment bonus to your Defense.
Normal: A character who wears armor with which s/he is not proficient takes an armor penalty on checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Also, a character who wears armor with which s/he is not proficient adds only a portion of the armor’s equipment bonus to her Defense.

Tactical Armor Proficiency
You are proficient with tactical armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency

Archaic Armor Proficiency
You are proficient with archaic armor (see Table 4-9).
Benefit: See Concealable Armor Proficiency.
Normal: See Concealable Armor Proficiency.

Impromptu armor does not require a feat to use proficiently.

Revised feat prerequisites: Exotic Firearms Proficiency
Advanced Firearms Proficiency is no longer a prerequisite for Exotic Firearms Proficiency (cannons, grenade launchers, or rocket launchers) with GM approval.

Advanced Firearms Proficiency remains a prerequisite for Exotic Firearms Proficiency (heavy machine guns).

Revised feat: Combat Expertise
The bonus to Defense provided by the Combat Expertise feat is extended to include ranged as well as melee attacks.

New feats: Artisan, Competent, Inventive, Scholarly, and Virtuoso
The following new feats may be taken beginning at third level with GM approval.

Artisan
You possess extraordinary expertise in building things.
Prerequisite: Builder
Benefit: You get a +3 bonus to one Craft skill (electronic, mechanical, structural) or +2 bonus to two Craft skills – for example, a character could choose to add a +3 bonus to Craft (structural) or a +2 bonus to Craft (structural) and Craft (mechanical).
Special: You must add the bonus(es) to the skill(s) selected with the Builder feat.

Competent
Your hard work has increased your proficiency in certain skills.
Prerequisite: At least one rank in each skill selected to receive the benefit of the feat.
Benefit: Select two of your character’s skills. You get a +2 bonus to all checks with the selected skills.

Inventive
Your skill at crafting goes beyond mere kit-bashing.
Prerequisite: At least one rank each in complementary Craft and Knowledge skills (see below).
Benefit: Pick one Craft skill (chemical, electronic, mechanical, pharmaceutical, structural) and one Knowledge skill. You get a +2 bonus on all checks with those skills.
Special: The Craft and Knowledge skills selected should be complementary – for example, Craft (structural) and Knowledge (physical sciences) or Craft (pharmaceutical) and Knowledge (earth and life sciences) are complementary. The GM determines if the two skills selected by the player are complementary.

Scholarly
You possess extraordinary expertise in your fields of study.
Prerequisite: Educated
Benefit: You get a +3 bonus to one Knowledge skill or +2 bonus to two Knowledge skills (player’s choice) – for example, a character could choose to add a +3 bonus to Knowledge (history) or a +2 bonus to Knowledge (history) and Knowledge (art).
Special: You must add the bonus(es) to the skill(s) selected with the Educated feat.

Virtuoso
Your artistic skill extends beyond mere talent.
Prerequisite: At least one rank each in complementary Craft or Perform skills and a Knowledge skill (see below).
Benefit: Pick one Craft skill (visual art, writing) or Perform skill (any) and one Knowledge skill. You get a +2 bonus on all checks with those skills.
Special: The Craft or Perform and Knowledge skills selected should be complementary – for example, Craft (writing) and Knowledge (history) or Perform (dance) and Knowledge (art) are complementary. The GM determines if the two skills selected by the player are complementary.

Classes

Alternate pre-requisites for advanced classes
Development of this list is in progress.
  • Daredevil AdC: Player may substitute ranks in Ride or Balance for Drive
 
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shibata

First Post
Raffaele Barzini - a PC

Raffaele Barzini appears to be a very young handsome man, dark-complected, with thick curly black hair and a perpertual need for a shave. His complexion provides a major contrast to the many white teeth of his big quick smile (until he catches himself and tries to scowl). He is short, thin, and wiry. He chain-smokes Gauloise Disque Bleu cigarettes, and is always sketching or fiddling with something.
While the use of profanity and obscenity in the Legion seems almost mandatory, Barzini’s speech is particularly full of colorful language; his general-use comment is a breathy “baisez-moi” (which I will abbreviate as “Bm.” in my posts to limit the amount of objectionable material). Barzini does a great deal of acting and posturing convincing others (and himself) that he is an older and much more hard-bitten person than he really is. Raffaele is always talking, asking questions, and giving tips on how to do things and reminders about how things are supposed to be done, and while annoying, he’s usually got a point in there somewhere.
Raffaele is an illegitimate son of an Italian-descent colon and a Muslim Berber farm-woman who died when Raffaele was young. After the death of his mother, Raffaele’s impecunious father lost interest in him and retreated to the confines of a liquor bottle. Barzini mostly lived with his mother (and later her relatives) in a douar dominated by the near-by colon farm where Raffaele’s father “worked.” Barzini was fascinated by the machines and feats of engineering used on the farm where the pieds-noir tried (unsuccessfully) to recreate north central Europe in the bled.
Barzini had a number of useful talents and wanted to see more of the world, so at the age of 11 he started wandering around Algeria, visiting Oran, Orleansville, Algiers, Phillipville, and other places. His ability to fix and build things let him earn a living while he learned about people and the things of beauty they create. Raf loves music and all sorts of art and architecture.
It was the art that drew Raffaele to travel through Europe, though living for lengths of time only in Italy and France. Again he could do lots of different jobs for money to live, and the rest of the time he went to lectures and readings and recitials and art galleries and museums.
Travelling around, whether in Algeria or Europe, he learned (along with things like talking and fighting) that he had to hide his mixed ancestry. Raf adapted the protective coloration of whatever population he was in: he was “extra-Arab” or “extra-European” as the circumstances required. Raffaele will not acknowledge or discuss his mixed parentage to or with anyone.
Eventually Barzini found himself living near some French military barracks where he did odd jobs for the soldiers and got to know them. Raffaele could get along anywhere but didn't fit in anywhere; he had nothing particular to do and nowhere to go. Without good documents the regular military was out, but there was the Legion. Barzini joined the FFL at age 18 (that’s what he told the not-too-interested recruiter) to earn a brighter future and to have some more adventures, and subconsciously to find a home.

Raffaele Barzini
human, male, age about 18, height about 157cm (5'2"), weight about 50kg (110-112#)
small, thin, wiry, bright brown eyes, dark complected, thick curly black hair, always needs a shave, big quick smile with white teeth

Class: Smart/Charismatic 1/1, Military occupation

Strength: 10 (+0, costs 2)
Dexterity 14 (+2, costs 6)
Constitution 14 (+2, costs 6)
Intelligence 14 (+2, costs 6)
Wisdom 12 (+1, costs 4)
Charisma 12 (+1, costs 4)

Initiative: +2
Base Attack: +0 (+0 Smart, +0 Charismatic)
Melee Attack: +0 (+0 Base, +0 Str)
Ranged Attack: +2 (+0 Base, +2 Dex)

Defense: +2 (+0 Smart, +0 Charismatic, +2 Dex)
Hit Points: 14 (6+2CON 1st level, 4+2CON 2nd level)

Fortitude: +3 (+0 Smart, +1 Charismatic, +2 Con)
Reflex: +3 (+0 Smart, +1 Charismatic, +2 Dex)
Will: +2 (+1 Smart, +0 Charismatic, +1 Wis)

Action Points: 6 (1 + 5 + (1/2 Character level rounded down))
Reputation: +3 (+1 Smart, +1 Charismatic)
Wealth: 7 (+2d4 roll, +1 Occupation, +1 Profession)

Talents
1. Charismatic Leadership Coordination, as full round action make CHA(DC10), adds +1 to attack and skill checks for 1 ally within 30'
2. Smart Savant, +(Smart level) to Repair

Feats
1. Simple Weapons Proficiency (Standard)
2. Personal Firearms Proficiency (Occupation) fire any personal firearm without penalty
3. Endurance (Beginning) +4 bonus on: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued.
4. Advanced Personal Weaponry (Beginning) autofire any personal firearm without penalty.

Skill points: 53 (44 Smart) + (9 Charismatic) (*cross-class skill cost paid)
Appraise +2 (+2 Int)
Balance +2 (+2 Dex)
Bluff +1 (+1 Cha)
Climb (Occupational) +2 (2 ranks)
Concentration +2
Craft (Chemical) +4 (2 rank, +2 Int)
Craft (Mechanical) +4 (2 rank, +2 Int)
Craft (Structural) +4 (2 rank, +2 Int)
Craft (Visual Art) +4 (2 rank, +2 Int)
Demolitions +5 (3 ranks, +2 Int)
Diplomacy +3 (2 Cranks, +1 Cha)
Disable Device +4 (2 ranks, +2 Int)
Disguise +1 (+1 Cha)
Drive +2 (+2 Dex)
Escape Artist +2 (+2 Dex)
Forgery +2 (+2 Int)
Gamble +1 (+1 Wis)
Gather Information +1 (+1 Cha)
Handle Animal
Hide (Occupational) +5 (3 ranks, +2 Dex)
Intimidate +1 (+1 Cha)
Investigate +3 (1 rank, +2 Int)
Jump* +1 (1 ranks)
Knowledge (Mil Sci) +5 (3 ranks, +2 Int)
Knowledge (streetwise) +3 (1 Crank, +2 Int)
Knowledge (art) +3 (1 ranks, +2 Int)
Knowledge (theo/philo) +3 (1 ranks, +2 Int)
Listen +2* (1 rank, +1 Wis)
Move Silently +2 (+2 Dex)
Navigate +4 (2 ranks, +2 Int)
Perform (sing) +1 (+1 Cha)
Perform (dance) +1 (+1 Cha)
Pilot
Profession +2 (1 rank, +1 Wis)
Read/Write Language (native Arabic, French, Italian, English) 3 ranks
Repair +5 (2 ranks, +2 Int, +1 savant)
Research +2 (+2 Int)
Ride +2 (+2 Dex)
Search +5 (3 ranks, +2 Int)
Sense Motive +1 ( +1 Wis)
Sleight of Hand
Speak Language (native Arabic, French, Italian, Berber dialect, English) 4 Cranks
Spot * +4 (2 ranks, 1 Crank, +1 Wis)
Survival +1 (+1 Wis) Swim +0
Treat Injury +1 (+1 Wis)
Tumble* +3 (1 rank, +2 Dex)
Use Rope +2 (+2 Dex)

Personal items in pockets
zippered leather pocket purse containing francs
Laguiole pocket knife with leather case and sharpening steel
several packs of Disque Bleu cigarettes
battered Zippo lighter
scarred old pocket watch
candle stub
lifeboat matches (paraffin dipped)
worn leather binder containing sketchbook and colored pencil stubs and chalk and charcoal bits

Assault load
M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear
-- Compass
-- Wound kit (treat as first aid kit)
M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps
Green beret with silver parachutist badge
M1950 web belt with suspenders
--two (2) magazine pouches containing five (5) magazines each
Weapon – MAT-49 submachine gun
-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)
Entrenching tool (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)
-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)
-- Two (2) M1952 canteens in covers
-- M3 combat knife in sheath
Jump boots and wool socks
Dog tags

Marching load
Rucksack (total weight 25 lb.)
-- Mess kit
-- Rations (2 days)
-- Canteen and cover
-- Toilet articles and towel
-- Spare socks (2 pair)
-- Entrenching tool and cover
-- Multi-purpose tool
-- Quilted wind jacket
-- Wool helmet liner
-- Flashlight
-- Nylon poncho and cloth liner

Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted
Foot locker
-- Spare battle dress
-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur
-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur
 
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