Yellow Sign's WWII M&M characters

Dirigible

Explorer
The Marksman
Real Name : Lord Lucian DeVries Featherstone-Haugh IV
Concept : Aristocratic English super-sniper.
Power Level 10 (143 / 150pp spent)


DOB / POB: August 14th, 1920 / Featherstone Hall, Sussex.
Nationality: British.
Political Affiliation: Tory.
Known Parahuman Abilities: Long-range, high acuity vision, exceptional skill with rifles.


Background: Lucian is the only male child in his family, though he has two sisters, Marian and Alice, and a handful of cousins, nephews and neices. He was gromed from a young age to the position of aristocrat, and his father (Lucian deVries Featherstone-Haugh III, dontcherknow), had every intention his son would suceed him in his title. Lucian lived the typical life of the idle rich, an endless round of posh dinner parties, social engagements, theatre patronage and hunting.

This suited him to a tee. Especially the hunting.

The Featherstone-Haughs had long been blessed with superb eyesight and excellent aim, but Lucian amazed his father and all the other hunters on his family grounds with his skill. At first it was put down to beginners luck, but when the seven year old brought down a duck on the wing from a little over two miles away, they realised he had a gift.

Inspite of his attempts to sneak away to the rifle ranges whenever possible, Lucian received the best education possible, Eton and Oxford, all the best tutors. One of his tutors was a young woman scarcely older than him, Bethany Westenchurch. Given the stormy anatgonism of their early relationship, no-one was surprised when they fell in love and were engaged.

In 1941, he was headhunted by Britain's Ministry of Parahuman Affairs, who believed his 'talent' were the result of a nascent parahuman mutation. It took them some effort to convince him, but Lucian eventually bowed to the government's requests and his father's pride. Bidding his fiance farewell, he was pushed through a crash course in sniper school (the discipline didn't stick, and there was nothing they could teach him about using a gun), he was attatched to the Allied Parahuman 1st Commando Squad (AP-1-CS).

Appearence/Personality: You could say Lucian is the poster boy for parahuman soldiers; indeed, his face adorns the recruitment poster, alongside the famous super-pilot Dogfight and the Master of the Seven Seas, Admiral Poseidon. At 22, he is extraordinarily handsome, with even, chiselled features, slightly curly golden hair that retains it's tidyness regardless of abuse, clear blue eyes and a brilliant smile.

Lucian is charming and he knows it. Although cocky and at times somewhat supercillious, he can get on well with most people (especially women). He has a natural affintiy for command, and can rouse the troops like no-one else; however, the actual orders he gives can be unwise, as he lacks experience. He has yet to experience the horror of battle; for him, killing is a slow, precise art performed at a distance further than most men can even see, and he hasn't really made the mental connection between the targets he snipes down and the dead men on the ground. And he certinaly hasn't felt the panic and pain of close quarters combat, with blood and gunshots all around. Who knows what will happen when he does.

Str 10 (+0) [0pp], Dex 20 (+5) [10pp], Con 10 (+0) [0pp], Int 13 (+1) [3pp], Wis 10 (+0) [0pp], Cha 17 (+3) [7pp].

BAB: +2 [6pp], Def: +5 [10pp].

Dam: +0 / +5 evasion.
Fort: +0.
Ref: +5 (+5 dex).
Will: +0.

Skills
Craft : Gunsmith +9 (8 ranks), Diplomacy +12 (9 ranks), Innuendo +9 (6 ranks), Knowledge : History +6 (5 ranks), Knowledge : Geography +6 (5 ranks), Language : English, French, German, Latin, Greek, Spanish. (5 ranks), Perform +9 (6 ranks), Sense Motive +9 (9 ranks), Spot +23 (13 ranks, +10 super), Swim +6 (6 ranks), Taunt +12 (9 ranks).

Feats
Attractive, Connected, Dodge, Evasion, Fame, Far Shot, Improved Initiative, Inspire, Leader, Multishot, Point Black Shot, Precise Shot, Rapid Shot, Ricochet Attack, Surprise Strike (+5 dam).

Powers
“The Featherstone Knack”
Weapon +10 (34pp) Source: Mutation/Training.
Base: 1 +4 extras, -2 flaws = 3pp (+4 stunt)
Power Stunts: Dual Damage, Any Sniper Rifle.
Extras: Accuracy, Autofire, Multifire, Range.
Flaws: Device, Full Effect.

This ability allows Lucian to turn any sniper rifle in his hands into an utterly lethal weapon, with a range of Sight, +10 to attack rolls, +10 S or L damage, and the auto- and multifire abilities, regardless of it's normal stats.

At the GM’s discretion, a dirty, damaged or shoddy weapon may suffer a penalty to damage or accuracy, until cleaned and realigned with the Gunsmith skill. This is a Concept Flaw.

“The Featherstone Eye”
Telescopic Sense +10 (16pp) Source: Mutation/Training.
Base: 1 +1 extra -1 flaw = 1pp (+6 stunt)
Power Stunts: Penetration Vision, See Invisibility, True Sight.
Extras: Super-Sense (flaw: Limited - Sight only).
Flaw: Limited - Sight only.

The Featherstone-Haughs have always had excellent vision; Lucian goes far, far beyond this, though. He can see the rank insignia on a German officer ten miles away, count the feathers on hawk circling far above, and even percieve things that are really there (much harder than seeing things that aren’t really there).

He gains +10 to Spot and Search checks, gains the advantage of several sight-improving superfeats, above, and the ‘range increment’ of his vision is 10,240’ (1.939 miles). He can use Surprise Attack out to a distance of 30,720' (5.8 miles).

NB : Penetration Vision is not 'x-ray', rather it is extreme perceptivness, and it only lets Lucian see through relativly thin, low hardness and non-continuous materials like trees, tall grass, chain-links and wooden fences. He cannot see into a tank or through a brick wall, for example. This is a Concept Flaw.

Totals
Initiative: +9
Defence: 21 (+5 dex, +1 dodge, +5 base)
Sniper Rifle: Attack +15 (+2 base, +10 power, +5 dex), Damage +10 S/L, Range LOS.
- Multifire: Attacks (x2) +13
- Autofire: Attacks (x3) +11

Equipment
* Personal L4A1sniper rifle (+7 L, 7pp).
* Durable and subded, yet fashionable clothing.
* Soldier's kit bag.

Stats: 20pp
Attack/Defence: 16pp
Skills: 27pp.
Feats: 30pp.
Powers: 50pp
 
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Minuteman

Name: Minuteman PL: 10
10 STR +0
20 DEX +5
12 CON +1
14 INT +2
20 WIS +5
12 CHA +1 Cost: 28

Combat:
+10 melee (+5 base, +5 Dex (Attack Finesse)) +10 ranged (+5 base, +5 Dex)
26 Defense Class (10, +0 base, +5 Dex, +5 Super-speed, +5 Super-dexterity, +1 Dodge)
20 Mental Defense Class (10, +0 base, +5 Wis, +5 Super-wisdom)
+19 Initiative (+5 Dex, +5 Super-speed, +4 Improved Initiative, +5 Super-dexterity)
15L Damage: Throwing Mastery (+5 Dex, +5 Super-dexterity, +5 Super-speed)
5S Damage (Mach-1 punch 5, +0 Str)
Hero Points: 5 Cost: 15

Saves:
+17 Damage (+17 Evasion)
+5 Protection (Armor)
+1 Fortitude (+1 Con)
+17 Reflex (+5 Dex, +5 Super-speed, +5 Super-dexterity, +2 Lightning Reflexes)
+10 Will (+5 Wis, +5 Super-wisdom)

Skills:
+11 Acrobatics (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Balance (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Drive (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Escape Artist (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Hide (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Listen (1 ranks, +5 Wis, +5 Super-wisdom)
+11 Medicine (1 ranks, +5 Wis, +5 Super-wisdom)
+11 Move Silently (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Pilot (1 ranks, +5 Dex, +5 Super-dexterity)
+11 Profession: Doctor (1 ranks, +5 Wis, +5 Super-wisdom)
+11 Sense Motive (1 ranks, +5 Wis, +5 Super-wisdom)
-- Speak Language (Japanese, Russian, German)
+11 Spot (1 ranks, +5 Wis, +5 Super-wisdom)
15 Skills Cost: 5

Feats
Attack Finesse, Improved Initiative, Evasion, Lightning Reflexes, Dodge, Instant Stand, Power Attack, Throwing Mastery, Move-By Attack, Immunity (Poison), All-Out Attack
Cost: 22

Powers:
- Super-speed 5, Extras: Mach-1 Punch [x32 normal speed, move of 55', 800 mph] (35 points) Source: Mutation
- Super-dexterity 5 (20 points) Source: Mutation
- Armor 5 (5 points) Source: Super-science
- Regeneration 1(2 points) Source: Mutation
- Deflection 1, Extras: Automatic [+16 to roll: +1 rank, +5 Dex, +5 Super-dexterity, +5 Super-speed] (3 points) Source: Mutation
- Super-Wisdom 5 (15 points) Source: Super-training (medical training)

Cost: 80
Total: 150
Weaknesses: None

Dr. Nicholas Thimes, researcher for the War Department, desperately wanted to help in the war effort. Incensed as any other red-blooded American over Pearl Harbor, he tried to enlist, only to be rejected as a "2A" designation... a civilian too critical to the war effort in civilian life.

Nick's career as a researcher involved studies into neurotransmitters, especially acetylcholine and sleep deprivation, and how chemical changes occur in men - fighting men especially - who spent too much time in the field under combat conditions. Though Nick's function on the research team was as a medical doctor, he was deemed an integral part of the entire operation.

Invited to a mysterious briefing at the still-under-construction Pentagon*, Nick was waylaid by Nazi Fifth Columnists. The entire thing was a trap! Before the spies could get ahold of his drug and chemical samples, Nick knew he had to destroy them to keep them from falling into enemy hands. Thinking quickly, Dr. Thimes drank the entire batch!

The odd chemistry of a half-dozen different chemicals reacted oddly, increasing Nick's reaction time immensely. Using his incredible superspeed, he knocked out all the Nazi agents with his bare fists and called the M.P.'s. When the War Department learned of Nick's newfound abilities, they changed his draft status and now he serves as Minuteman.

Minuteman wears a facsimile Revolutionary War outfit in a subdued red, white and blue motif, with a black domino mask. The cloth is made from near-bulletproof fibers. While the War Department originally had armed Minuteman with a rifle (stylized to look like a musket with bayonet), they soon found it wasn't capable of withstanding the amount of energy his superhuman reflexes were putting into it. As a near-disastrous side-effect, Nick discovered his incredible speed allowed him to throw parts of the broken rifle as fast as the original rifle had fired bullets. Now he carries a 'powderhorn' loaded down with sturdy ball-bearings to use as impromptu weapons.


Notes:
- Power Attack is only for melee, not ranged (concept/balance flaw).
- Immunity to Poison is due to an increase metabolism.
- No 'rapid strike' because his mach-1 punch is already a flurry of blows. Same for Rapid Shot.
- *The Pentagon won't be completed (in our timeline) until Jan 1, 1943.
 
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Not sure if this is a good idea. Might be pushing the envelope a bit too much. So, if this character just doesn't seem like a good fit or idea, I can change. :)

GHOST IN THE MACHINE
Quote: "The tools of my people's oppressors are mine to command."
Concept: Zionist freedom fighter
Occupation: Mechanic
Real Name: Moses Buber
Height: 5 ft. 9 in.
Weight: 170 lbs.
Eyes: Light brown
Hair: Dark brown

Background: Moses Buber's family, those that survived, fled the pogroms on the Russian front of Polish Galicia in 1915. The Buber family made their way south and then west into Austria where they stayed for a number of years, practicing the family repair trade in Vienna. The ominous passage of the Nazi's Nuremberg Laws in 1935 foreshadowed the Anschluss in 1938 which turned the Bubers into refugees once again. The family relocated to Paris, France, just a few weeks before Germany invaded Poland in September 1939. By June 1940, France had fallen, and the Vichy collaborators cooperated with Nazi action against the Jews of France.

Moses worked with his father Aaron as a repairman and machinist in a small shop on the outskirts of the Paris ghetto. With unbelievable rapidity, the Nazis rolled into Paris, and the pogroms began anew. The Buber men were caught at work. Stormtroopers burst into the shop, truncheons flailing. Aaron collapsed under the vicious assault, yelling for Moses to flee. Moses raced to the rear of the shop to escape into the alley. Then the bullets hit. A lantern burst. Flames spread. The stormtroopers left the burning shop, leaving behind the dead Aaron and his dying son.

But Moses did not die. He was dragged to safety by a bold neighbor and hidden in the cellar of a small Catholic church by Father Janusz Inhanowicz, a Polish emigre priest who remembered with great sadness the pogroms of the Great War. Slowly Moses regained his health, but his legs were badly burned in the fire.

Moses found his way from Father Janusz's cellar and into the French resistance. His skill as a mechanic made him a valuable member of the underground. As a part of the resistance, Moses honed and expanded his skills. Then, one fateful day in the winter of 1941, Moses' cell was uncovered by the SS.

In the firefight that ensued, Moses was hit by shrapnel. As he lay on the floor in pain, watching his fellow freedom fighters in pitched combat against the SS, something strange happened. Moses became incorporeal and entered the nearby generator. Under Moses' control, the generator became a mechanical humanoid. The Nazis were killed or routed. The day was saved, although it was a Pyrrhic victory given the number of freedom fighters killed as well.

Recently Moses has been recruited by Allied Command to be part of a special team of mystery men. Code-named Ghost in the Machine, Moses turns a new page in the story of his war.

Appearance: Moses is a modestly good-looking man in his mid-20s. He is of average height and weight. Moses' legs are heavily scarred and lack the full range of motion. He still often experiences pain in his legs. Moses keeps his dark brown hair cut short, and makes an effort to remain clean-shaven.

Powers: Moses' main power is his uncanny ability to enter and control nearly any mechanical apparatus. He can alter the machine's shape as well, but any machine he controls always bears the Star of David. While in control of a machine, Moses' skill as a saboteur, mechanic, and pilot are increased dramatically with respect to the machine being controlled. He has also trained long and hard to overcome his partially crippled legs. Moses is a capable hand-to-hand combatant and marksman, and possesses remarkably fast reflexes.

Stat Block: PL 10; Init +8 (+4 Dex, +4 Improved Initiative); Defense 23 (+8 base, +4 Dex, +1 Dodge); Spd 20 ft.; Base Attack +5; Atk +6 melee (1S, punch), +6 melee (+3L, knife), +9 ranged (+5L, heavy pistol); SV Dmg +2 (+2 Con), Fort +2 (+2 Con), Ref +12 (+4 Dex, +2 Lightning Reflexes, +6 Amazing Save), Will +3 (+3 Wis); Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 20 (+5, +8 with Super-Intelligence), Wis 16 (+3), Cha 12 (+1).

Skills (Ranks): Craft (mechanics) +13 (5); Demolitions +14 (6); Disable Device +15 (7); Drive +8 (4); Gather Information +7 (6); Language (English, French, German, Hebrew, Polish, Russian) +3 (6); Open Lock +5 (1); Pilot +8 (4); Repair +18 (10); Spot +5 (2).

Skill Bonuses: +2 bonus to Disable Device and Repair with mechanical devices. +10 power bonus to Drive and Pilot, a +7 power to Repair, all with "possessed" machine.

Feats: Detect (machines), Dodge, Evasion, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes, Skill Focus (Repair).

Powers: Amazing Save (Reflex) +6 (Source: Training; Cost: 1 pp); Ghost in the Machine +10 (Extras: Super-Piloting, Self-Destruct, Self-Repair; Flaw: Limited - Signature [Star of David]; Source: Mutation; Cost: 4 pp); Super-Intelligence +3 (Source: Training; Cost: 2 pp).

Equipment: Armor +3 (Cost: 3 pp); Heavy Pistol +5L (Cost: 5 pp); Knife +2L (Cost: 2 pp).

Weakness: Disabled - Slow.

GHOST IN THE MACHINE
Cost: 2
Action: Half
Range: Normal
Duration: Sustained
Saving Throw: Will

You can enter and take over a machine that has a hardness equal to or less than your power rank. You can reshape the machine and control its actions (as Animation and Shape Matter). You cannot animate more than one machine at a time, nor can you change the form of a machine not under your control. If you attempt to enter a machine under the control of another character, you must make a normal ranged attack and the target gets a Will save to resist the effect. When you leave a machine or are ejected from it due to its destruction, you appear 5 feet away from the machine in the direction of your choosing.

EXTRAS
* Imbue with Power: You can grant a "possessed" machine one suitable power with a cost of 1 plus 1 per each additional time you apply this extra. The suitable power has ranks equal to this power, -1 per size category of the "possessed" machine greater than Medium-size. You cannot apply flaws to reduce the cost of an imbued power. You may apply extras, but this divides the ranks by the number of extras plus one.

* Self-Destruct: You can cause a "possessed" machine to self-destruct as if subjected to Disintegration with the Continuous extra.

* Super-Piloting: You gain a bonus equal to your power rank on Drive and Pilot checks when controlling a "possessed" land, water, or air vehicle.

* Self-Repair: A "possessed" machine regains hardness lost due to damage equal to your power rank every minute (ten rounds). You gain a bonus equal to your power rank on Repair checks performed on a "possessed" machine.

FLAWS
* Limited - Signature: A "possessed" machine has some sort of distinguishing feature regardless of how you alter the machine's shape. This signature can be used to identify a machine under your control.

* Restricted - Touch: You must touch a machine to enter and control it.
 
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Red Bear

Red Bear
Real Name: Feodor Ilyushkin
Concept: Mutant Soviet Totem.
Power Level 10 (150 / 150 pp spent)


"Behold the strength of the proletariat!"

DOB / POB: December 17th, 1919 / Vilyuysk, Siberia, Russia, USSR.
Nationality: Russian.
Political Affiliation: Soviet.
Known Metahuman Abilities: Growth, Super-Strength, Regeneration, Enhanced Sense of Smell.

Hair: Brown. Eyes: Brown. Ht: 6'6" (12' when using Growth). Wt: 300 lbs (2000 lbs when using Growth).

Background: Feodor was the eldest of seven children born to Piotr and Katarina Ilyushkin on their Siberian farm. From a young age, Feodor was a productive lad with chores around the farm, and large for his age. No one thought much of it until he hit his... "growth spurt" at age 17. Not long after that, he recieved a visit from Stalin's agents at the Peoples' Democratic Bureau for Metahuman Brotherhood.

Trained over several years by the PDBMB to maximize his powers' potential, Feodor was issued a uniform designed to evoke comradeship in his fellow Soviets. After a brief period serving as the PDBMB's specialist in wilderness regions, he was recently recalled to serve with a group composed of metahumans from several Allied countries. He feels it is his duty to do the Motherland proud and serve as an shining example of Communism to his new teammates.

Feodor has not returned to his family's farm since he was recruited by the PDBMB. He has not been in contact with his family, and he does not know if any of his brothers or sisters have developed powers of their own, or possibly been selected by the PDBMB.

Appearence/Personality: Red Bear is big, even when he hasn't activated his growth powers. Imposing, he is nonetheless a cheerful companion with his comrades. Woe be the enemy that threatens his glorious homeland, however. Feodor's red and yellow uniform makes him a somewhat more obvious target, but a 12' tall behemoth is pretty easy to spot in any case.

Statistics

Str 20 (+5 / +11 with Super-Strength / +15 with Growth) [10pp], Dex 12 (+1) [2pp], Con 20 (+5) [10pp], Int 10 (+0) [0pp], Wis 14 (+2) [4pp], Cha 10 (+0) [0pp].

BAB: +2 [6pp], Def: +0 [0pp].

Dam: +5.
Fort: +5.
Ref: +1.
Will: +2.

Skills
Climb +18 (3 ranks), Intimidate +19 (4 ranks), Language (Russian (Native), English, German) (2 ranks), Survival +5 (3 ranks).

Feats
Durability (Superfeat), Power Attack, Rapid Healing, Scent (Superfeat), Startle, Takedown Attack, Track, Trance.

Powers
Growth +4 (6pp/rank, 24 pp), Source: Mutation.
Regeneration +10, Extra: Back from the Brink (3pp/rank, 30pp), Source: Mutation.
Super-Strength +6, Extras: Protection, Shockwave (6pp/rank, 36pp), Power Stunts: Lethal, Lifting (4pp), Source: Mutation.
Telescopic Sense (smell) +4 (1pp/rank, 4pp), Source: Mutation.

Totals
Initiative: +1
Defense: 11 (+1 dex) (10 when size Large)
Unarmed Attack: Attack +7 (+2 base, +5 Str) (+6 when size Large), Damage +11 S/L (+15 S/L when size Large), Range touch (10' reach when size Large).

Equipment
* Red and yellow costume.
* Soldier's kit bag.

Stats: 26pp
Attack/Defence: 6pp
Skills: 4pp.
Feats: 16pp.
Powers: 98pp

redbear.jpg
 


The Bushwhacker
Real Name: Paul Dundee
Australian Super Spy
Power Level 10 (150 pp)

Born: June 3, 1901 in Melbourne
Hair: Blonde
Eyes: Brown
Height: 6' 2"
Weight: 200 pounds
Occupation: Spy/Commando

Statistics:
Strength: 10 (+0) 0 pp
Dexterity: 14 (+12) 4 pp (+10 Power Bonus)
Constitution: 16 (+3) 6 pp
Intelligence: 10 (+0) 0 pp
Wisdom: 14 (+2) 4 pp
Charisma: 14 (+2) 4 pp

Base Attack Bonus: +2/7 (3 ranks [6 pp], +5 Surprise Strike)
Melee Attack: +14 (+2 ranks, +12 Dex Bonus[Att Finesse])
w/ Machete: +17 (+2 ranks, +12 Dex Bonus[Att Finesse], +3 Weapon)
Range Attack: +14 (+2 ranks, +12 Dex Bonus)

Defense: +16 (4 ranks [8 pp], +12 Dex Bonus)
Initiative: +12 (+12 Dex Bonus)
Speed: 30 feet
Max Load: 200 lb.
Hero Points: 5

Damage Save: +5 (+3 Con Bonus, +2 Feat Bonus)
Fortitude Save: +3 (+3 Con Bonus)
Reflex Save: +12 (+12 Dex Bonus)
Will Save: +4 (+2 Wis Bonus, +2 Feat)

Stat Points = 32 (4+6+4+4+6+8)

Powers:
Clinging: +10 (1pp/rank = 10 pp)
Invisibility: +10 (2pp/rank = 20 pp)
Super Dexterity: +10 (4pp/rank = 40 pp)
Super Senses: +4 (2pp/rank = 8 pp)
Telescopic Sense (Hearing): +4 (1pp/rank = 4 pp)
Weapon: +3 (1pp/rank = 3pp)

Power Points = 85 (10+20+40+8+4+3)

Feats:
Assessment
Attack Finesse
Attractive
Immunity-Starvation
Iron Will
Rapid Healing
Scent
Surprise Strike
Toughness
True Sight

Feat Points = 20 (10*2)

Skills:
Balance: +12 (+12 Dex bonus)
Bluff: +10 (5 ranks, +2 Cha bonus, +3 Feat)
Climb: 0
Concentration: +2 (+2 Wis bonus)
Demolitions: 0
Diplomacy: +14 (5 ranks, +2 Cha bonus, +4 Synergy Bonus, +3 Feat)
Disguise: +7 (3 ranks, +2 Cha bonus, +2 Synergy Bonus)
Escape Artist: +12 (+12 Dex bonus)
Forgery: 0
Gather Info: +7 (3 ranks, +2 Cha bonus, +2 Synergy Bonus)
Hide: +17 (5 ranks, +12 Dex bonus)
Intimidate +4 (+2 Cha bonus, +2 Synergy Bonus)
Jump: 0
Listen: +6 (+2 Wis bonus, +4 Power Bonus)
Move Silently: +17 (5 ranks, +12 Dex bonus)
Read Lips: 0
Science: 0
Search: +7 (3 ranks, +4 Power Bonus)
Sense Motive: +7 (5 ranks, +2 Wis bonus)
Spot: +6 (+2 Wis bonus, +4 Power Bonus)
Survival: +7/11 (5 ranks, +2 Wis bonus, +4 Power Bonus [tracking])
Swim: 0
Taunt: +4 (+2 Cha bonus, +2 Synergy Bonus)

Skill Points = 13 ([5+5+3+3+5+5+3+5+5]/3)

Total Points: 150 (32+85+20+13)

Equipment:
Machete (Weapon +3L)

Background:
Paul Dundee was born back when Australia became a commonwealth. He was only 17 by the end of the Great War, and so was never able to serve. He was greatly disappointed (many of his friends had served for King George V in that war). As soon as he turned 18, he enlisted in the military. He quickly showed an excellence in guerrilla warfare (he could hide anywhere and attack the enemy when they least expected it) and tracking (no doubt helped by his time exploring the Outback). The military soon asked him to join a special training program of theirs. Basically, the military was studying extraordinary soldiers and trying to find a way to improve upon them.

By 1939, the research scientists had concocted a "Super-Soldier" serum. With this, they hoped to give their commandos a variety of special abilities. Dundee had the serum injected in 1939, just before Britain had declared war on Germany. The Australian military decided it was more important to study their new creation for awhile in the hopes of making more rather than sending him to Europe. Unfortunately, as they were preparing for a second serum injection, the Japanese bombed the facility, ending the project for good. They then sent Dundee to Britain for assignment in the war. He was forever after known as The Bushwhacker.
 
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