[gurps] [3e] US Army infantry squad for WWII (12 NPCs)
Brandon Cope
copeab at hyperhog.net
Mon Jun 18 19:28:32 CDT 2007
The Not-So-Dirty Dozen: 12 NPCs for a GURPS WWII Campaign
Copyright 2005 by Brandon Cope
This article details a dozen soldiers (a nearly complete rifle squad) in
an U.S. Army infantry unit. German and British troops will be broadly
similar, other nations less so. The time period and location for these
soldiers is intended to be around the breakout from the Normandy area in
late July, 1944 (p.W32). However, they can be used in nearly any theatre
during the war (for example, in the Pacific, the Survival specialty
would be changed from Woodlands to Jungle). The write-ups are intended
for a style somewhere between the War is Hell! and Gritty Heroes models
on p.W158-159, possibly best described as semi-realistic Hollywood.
However, with minor changes, either style can be completely supported.
Using the Squad
The easiest way to use the squad is to add the PCs to it. The first PC
takes the empty rifleman slot, while additional PCs replace the men of
Raw quality, then Green quality (these NPCs can be added back to the
squad as men are killed or injured during the campaign).
Alternatively, some of the NPCs can be used as PCs. This may be done for
a convention, tournament or simply to introduce players to GURPS WWII
without having to go through the time to create new characters. The
three most experienced soldiers are probably the best for use as player
characters, although any of the characters could be used in such a
manner.
Finally, the squad could be used as individual NPCs in an ongoing
campaign, either as encounters away from or additions to the unit.
The Squad
The squad conforms to the description on p.W:DF28, except that one
rifleman is missing and another is acting as a second BAR gunner. Also,
the primary grenadier, who also serves as the squads marksman, uses an
M-1903 Springfield rather than M-1 Garand. See p.W:DF33 for typical
personal equipment; only personal firearms and grenades are listed for
each soldier. Ammunition includes a loaded weapon.
The squad additionally has one significant piece of unauthorized
equipment: a Jeep (p.W106). It was picked up three weeks after the D-Day
landings, when Riles managed to get it running. A shortage of parts and
little time for him to keep it maintained has ensured that the vehicle
is on its last legs and probably wont go another 50 miles.
The characters are listed from highest to lowest rank. Each soldiers
troop quality (p.W71) is noted; most have point totals within the range
given on that page. Savage and Devereaux have been with the squad only a
week; Culberson and Martin joined the squad two weeks after D-Day and
have seen very little action. Everyone else was part of the squad on
D-Day.
The Roster
Sgt. John Riles, Squad Leader, Seasoned, 80 points
Riles has been with the squad since the division first saw combat in
Italy. After having three men killed on D-Day and two more three weeks
ago as he was trying to be creative tactically, he has decided to do
everything strictly by the book from now on. Parker and Mancuso have
tried to convince Riles the deaths werent his fault, but to no avail.
Unfortunately for Riles his squad is the most experienced in the
platoon; this has led the platoon commander, Lt. Gregory, to use the
squad as his primary one, which in turn has led to it having the
casualty rate in the platoon. Lt. Gregory has also kept Riles from
getting promoted since D-Day, feeling that he is more useful as a squad
leader than platoon assistant. Ironically, it was Riles unusual
tactical style, now abandoned, that most impressed his CO.
ST 11 [10]; DX 11 [10]; IQ 12 [20]; HT 11 [10]
Advantages: Combat Reflexes [15]; Fearlessness +3 [6]; Fit [5]; Military
Rank 1 [5]
Disadvantages: Code of Honor (Officers) [-10]; Extremely Hazardous Duty
[-20]; Guilt Complex [-5]; Hidebound [-5]
Skills: Administration-11 [1]; Armoury (Small Arms)-11 [1]; Brawling-11
[1]; Camouflage-12 [1]; Climbing-10 [1]; Demolition-11 [1]; Driving
(Automobile)-11 [1]; Electronics Operation (Communications)-11 [1];
Engineer (Combat)-10 [1]; First Aid-11 [1/2]; Gunner (Machine Gun)-12*
[1]; Guns (Light Auto)-13* [1]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14*
[2]; Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Leadership-12 [2];
Mechanic (Gasoline Engine)-11 [1]; NBC Warfare-10 [1/2]; Orienteering-12
[2]; Savoir-Faire (Military)-11 [1/2]; Scrounging-11 [1/2]; Soldier-14
[6]; Spear-10 [1]; Stealth-10 [1]; Survival (Woodlands)-11 [1];
Swimming-11 [1]; Tactics-12 [4]; Throwing-9 [1]; Traps-11 [1]
* Includes +2 from IQ
Weapons: M-1A1 Thompson w/9 magazines, Colt M-1911A1 w/3 magazines,
three Mk II grenades
Cpl. Ben "The Professor" Parker, Assistant Squad Leader, Average, 66
points
Parker is known as "The Professor" due to his glasses and brief time in
college and tends to get asked all sorts of non-military questions he
usually doesn't know the answers to. Parker is extremely friendly with
other squad members (including replacements) and looks on most of them
as his younger brothers. Most of the squad thinks that Parker quit
college and volunteered for the Army, but only Riles knows that he
flunked out and was drafted. While station in England, he picked up a
bad habit of over-eating which is starting to be noticeable. Aside from
his official duties, Parker has the job of giving nicknames to new
members of the squad. Parker is also on good terms with the battalions
supply sergeant, which has helped the squad be a little better equipped
than other units in the battalion.
ST 12 [20]; DX 11 [10]; IQ 12 [20]; HT 11 [10]
Advantages: Fit [5]; Military Rank 1 [5]; Strong Will +1 [4]
Disadvantages: Bad Sight [-10]; Chummy [-5]; Extremely Hazardous Duty
[-20]; Gluttony [-5]; Overweight [-5]; Sense of Duty (The squad) [-5]
Skills: Administration-10 [1]; Armoury (Small Arms)-12 [2]; Brawling-12
[2]; Camouflage-12 [1]; Climbing-10 [1]; Demolition-11 [1]; Driving
(Automobile)-11 [1]; Engineer (Combat)-11 [2]; First Aid-12 [1]; Gunner
(Machine Gun)-12* [1]; Gunner (Mortar)-11* [1/2]; Guns (Light Auto)-13*
[1]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14* [2]; Hiking-10 [1];
History (European)-16/10 [2]; Jumping-10 [1/2]; Knife-11 [1];
Leadership-10 [1/2]; Literature (Shakespeare)-15/9 [1]; NBC Warfare-10
[1/2]; Orienteering-11 [1]; Research-12 [2]; Savoir-Faire (Military)-11
[1/2]; Scrounging-12 [1]; Soldier-13 [4]; Spear-10 [1]; Sport
(Baseball)-10 [1]; Stealth-10 [1]; Survival (Woodlands)-11 [1];
Swimming-11 [1]; Tactics-10 [1]; Throwing-10 [2]; Traps-12 [2]
* Includes +2 from IQ
Weapons: M-1 Garand w/11 clips, two Mk II grenades
Pfc. Vern "Romeo" Mancuso, BAR Gunner, Seasoned, 80 points
Mancuso is loyal, reliable and, unfortunately, an unapologetic
womanizer. On more than one occasion he has gotten into a fight over a
woman that ended up dragging in the entire squad. In England he started
hanging around with Gillespie in civilian areas due to his skill with
picking up women and Mancusos lack of said ability. He even tried to
get Gillespie assigned to be his ammo bearer after Stephens became the
squads second BAR gunner so he could better protect him. Mancuso really
wants to see Paris, so much so that he hopes that the division is part
of the push to the city.
ST 12 [20]; DX 12 [20]; IQ 11 [10]; HT 11 [10]
Advantages: Combat Reflexes [15]; Fit [5]; Military Rank 1 [5]
Disadvantages: Code of Honor (Enlisted mans) [-10]; Extremely Hazardous
Duty [-20]; Lecherousness [-15]
Skills: Administration-8 [1/2]; Armoury (Small Arms)-10 [1]; Brawling-12
[1]; Camouflage-11 [1]; Climbing-11 [1]; Demolition-10 [1]; Driving
(Automobile)-12 [1]; Engineer (Combat)-9 [1]; First Aid-10 [1/2];
Gambling-10 [2]; Gunner (Machine Gun)-12* [1]; Guns (Light Auto)-14*
[2]; Gun (Pistol)-12* [1/2]; Guns (Rifle)-14* [2]; Hiking-10 [1];
Jumping-11 [1/2]; Knife-12 [1]; Leadership-9 [1/2]; NBC Warfare-9 [1/2];
Orienteering-10 [1]; Savoir-Faire (Military)-11 [1]; Scrounging-11 [1];
Soldier-14 [8]; Spear-11 [1]; Sport (Baseball)-12 [2]; Stealth-11 [1];
Survival (Woodlands)-10 [1]; Swimming-12 [1]; Tactics-10 [2];
Throwing-10 [1]; Traps-10 [1]
* Includes +1 from IQ
Weapons: M-1918A2 BAR w/13 magazines, Smith & Wesson M-1917 revolver
w/18 rounds.
Pfc. Leon Hawkeye Seerey, Marksman/Grenadier, Average, 50 points
It is arguable as to who is the most unpleasant person in the squad,
Seerey or Metro. Riles puts up with Seerey slightly more as he is the
squad's best shot and doesn't put himself ahead of the squad the way
Metro does. While stationed in England, he developed an extremely strong
dislike of the British, to the point where he blames them for any
failure. He tries to push other soldiers in the unit around and will
start an argument over the most insignificant of things. Seerey made an
enemy of the platoons sniper, Sgt. Epps, after cheating at a poker game
and Epps has been looking to make trouble for him ever since; perhaps
not surprisingly, few of Seereys squad-mates are willing to help him.
ST 11 [10]; DX 12 [20]; IQ 11 [10]; HT 11 [10]
Advantages: Alertness +1 [2]; Fit [5]; Military Rank 0 [0]
Disadvantages: Addiction (Tobacco) [-5]; Bully [-10]; Enemy (Sgt. Epps,
6-) [-5]; Extremely Hazardous Duty [-20]; Intolerance (British) [-5];
Odious Personal Habit (Argumentative) [-5]
Skills: Armoury (Small Arms)-11 [2]; Brawling-12 [1]; Camouflage-12 [2];
Climbing-11 [1]; Demolition-10 [1]; Engineer (Combat)-9 [1]; First
Aid-10 [1/2]; Gunner (Machine Gun)-11* [1/2]; Guns (Grenade
Launcher)-14* [2]; Guns (Light Auto)-12* [1/2]; Guns (Rifle)-16* [8];
Hiking-10 [1]; Jumping-12 [1]; Knife-12 [1]; Language (Italian)-10 [1];
NBC Warfare-9 [1/2]; Orienteering-10 [1]; Savoir-Faire (Military)-10
[1/2]; Scrounging-10 [1/2]; Soldier-12 [4]; Spear-11 [1]; Stealth-12
[2]; Survival (Woodlands)-10 [1]; Swimming-12 [1]; Tactics-10 [2];
Throwing-11 [2]; Traps-10 [1]
* Includes +1 from IQ
Weapons: M-1903 Springfield with rifle grenade attachment and 11 clips
ammo, 12 M-17 rifle grenades.
Pfc. Clem "Colonel" Johnson, Scout, Seasoned, 80 points
Johnson, who joined the unit just before the invasion of Italy, doesnt
want to command, so gets busted down to private every time he gets
promoted (three times so far). Aside from his preference to work alone,
Johnson is embarrassed by his poor reading skills and knows he is far
too temperamental to be an effective leader. He also knows that he is a
good scout (possibly the best in the platoon) and it is a job he likes
doing. Riles understands this and, since becoming squad leader, tries to
help by not recommending Johnson for promotion. Parker started calling
Johnson "Colonel" since he joked that would be his rank now if he wasn't
demoted so often. He is rather irritated that he is stuck with Culberson
instead of Devereaux, who has much more outdoor experience. He pesters
Riles every chance he gets to switch their assignments.
ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 11 [10]
Advantages: Alertness +1 [5]; Combat Reflexes [15]; Fit [5]; Military
Rank 0 [0]; Strong Will +2 [8]
Disadvantages: Bad Temper [-10]; Extremely Hazardous Duty [-20]; Loner
[-5]; Semi-Literacy [-5]; Sense of Duty (Men in the squad) [-5]
Skills: Armoury (Small Arms)-11 [1]; Brawling-12 [1]; Camouflage-13 [2];
Climbing-11 [1]; Demolition-11 [1]; Electronics Operation
(Communication)-11 [1]; Engineer (Combat)-10 [1]; First Aid-11 [1/2];
Forward Observer-12 [2]; Gunner (Machine Gun)-12* [1/2]; Guns (Light
Auto)-13* [1/2]; Guns (Rifle)-14* [1]; Hiking-10 [1]; Jumping-11 [1/2];
Knife-13 [2]; NBC Warfare-10 [1/2]; Orienteering-11 [1]; Running-9 [1];
Scrounging-11 [1/2]; Soldier-13 [4]; Spear-11 [1]; Stealth-13 [4];
Survival (Woodlands)-11 [1]; Swimming-12 [1]; Throwing-10 [1]; Traps-11
[1]
* Includes +2 from IQ
Weapons: M-1 carbine w/7 magazines, Colt M-1911A1 w/3 magazines, two Mk
IIIA2 grenades
Pfc. Dick Weasel Metro, Rifleman, Average, 55 points
The squads resident misfit, Metro joined the army to evade the Brooklyn
police after some con games he was running went south. Although not
quite as unpleasant as Seerey, Metro is disliked more by the squad
because of his selfishness. The feeling is mutual, especially towards
Riles, who (in Metros opinion) has it in for him by making him most of
the squads demolition work. Metro is extremely foul-mouthed (even for a
soldier) and dislikes anyone who gets a break or reward he felt he
better deserved. If he wasnt so concerned about whether others are
better than him, he probably would make a decent soldier. Perhaps
surprisingly, Metro regularly gets (and sends) letters from a woman
named Rita back in the States. So far, no one knows anything about her
other than her possibly being the only person who likes Metro.
ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10]
Advantages: Alertness +2 [10]; Charisma +1 [5]; Fit [5]; Military Rank 0
[0]
Disadvantages: Extremely Hazardous Duty [-20]; Laziness [-10]; Odious
Personal Habit (Curses constantly) [-5]; Selfish [-5]
Skills: Armoury (Small Arms)-10 [1]; Brawling-12 [2]; Camouflage-11 [1];
Climbing-10 [1]; Demolition-11 [2]; Driving-10 [1/2]; Engineer
(Combat)-9 [1]; Fast-Talk-12 [4]; First Aid-10 [1/2]; Gunner (Machine
Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2]; Hiking-10
[1]; Jumping-10 [1/2]; Knife-11 [1]; Lockpicking-10 [1]; NBC Warfare-9
[1/2]; Orienteering-10 [1]; Scrounging-11 [1]; Soldier-12 [4]; Spear-10
[1]; Stealth-10 [1]; Streetwise-11 [2]; Survival (Woodlands)-10 [1];
Swimming-11 [1]; Throwing-9 [1]; Traps-10 [1]
* Includes +1 from IQ
Weapons: M-1 Garand w/13 magazines, three Mk II grenades
Pfc. Reginald "Stubby" Gillespie, Rifleman, Average, 65 points
While Mancuso goes after women with little tact involved, Gillespie is a
smooth operator from the Big Easy (New Orleans) who seems to enjoy the
hunt for its own sake. Gillespie is well-liked by most members of the
squad, who are unable to find any significant flaws in his character
other than his love of cigars. He is the squads de facto interpreter, a
job he has mixed feelings about (while it gets him out of a lot of dirty
work, he worries hell make a major mistake translating something
eventually). After he gets out of the service, he plans to buy a bar on
Bourbon Street. He was given the nickname Stubby when Parker was in a
somewhat perverse mood; Gillespie is the tallest man in the squad,
standing 64.
ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 12 [20]
Advantages: Attractive [5]; Fit [5]; Military Rank 0 [0]
Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Enlisted Mans)
[-10]; Extremely Hazardous Duty [-20]
Skills: Armoury (Small Arms)-10 [1]; Bartender-11 [2]; Brawling-11 [1];
Camouflage-11 [1]; Carousing-12 [2]; Climbing-10 [1]; Demolition-10 [1];
Engineer (Combat)-9 [1]; Fast-Talk-11 [2]; First Aid-10 [1/2]; Gunner
(Machine Gun)-11* [1]; Guns (Grenade Launcher)-12* [1]; Guns (Light
Auto)-12* [1]; Guns (Rifle)-14* [4]; Hiking-11 [1]; Jumping-10 [1/2];
Knife-11 [1]; Language (French)-11 [2]; Language (German)-10 [1];
Language (Spanish)-10 [1]; NBC Warfare-9 [1/2]; Orienteering-10 [1]; Sex
Appeal-12 [2]; Scrounging-10 [1/2]; Soldier-12 [4]; Spear-10 [1];
Stealth-10 [1]; Survival (Woodlands)-10 [1]; Swimming-11 [1]; Throwing-9
[1]; Traps-10 [1]
* Includes +1 from IQ
Weapons: M-1 Garand w/11 clips, two Mk II grenades
Pfc. Al Cowboy Stephens, BAR Gunner, Green, 49 points
A farm boy from Wisconsin, Stephens is bothered more by dead animals
than dead people, although he is frequently left unnerved after combat.
Formerly the BAR assistant gunner, he became the second BAR gunner when
Parker "found" a BAR a month ago. Unlike most of the men, who want to go
home as quickly as possible, Stephens has no intention of going back to
the family farm. He hasnt told his parents or his (soon to be ex-)
fiancé yet. He simple truth is that once Stephens was exposed to the
greater world starting in boot-camp, be became convinced that just about
everyone else has it better than he does. His current post-war goal is
to train racehorses in England.
ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 12 [20]
Advantages: Animal Empathy [5]; Fit [5]; Military Rank 0 [0]
Disadvantages: Code of Honor (Enlisted mans) [-10]; Extremely Hazardous
Duty [-20]; Jealousy [-10]; Post-Combat Shakes [-5]
Skills: Agronomy-10 [2]; Animal Handling-13* [2]; Armoury (Small Arms)-9
[1]; Brawling-12 [2]; Camouflage-10 [1]; Climbing-10 [1]; Demolition-9
[1]; Driving (Tractor)-11 [2]; Engineer (Combat)-8 [1]; First Aid-9
[1/2]; Gunner (Machine Gun)-11** [1]; Guns (Light Auto)-13** [2]; Guns
(Rifle)-13** [2]; Hiking-11 [1]; Jumping-10 [1/2]; Knife-11 [1]; NBC
Warfare-8 [1/2]; Orienteering-9 [1]; Riding (Horse)-14* [1];
Scrounging-9 [1/2]; Soldier-10 [2]; Spear-10 [1]; Stealth-10 [1];
Survival (Woodlands)-10 [2]; Swimming-11 [1]; Throwing-9 [1]; Traps-9
[1]; Veterinary-12* [1]
* Includes +4 from Animal Empathy
** Includes +1 from IQ
Weapons: M-1918A2 BAR w/11 magazines, four Mk II grenades
Pfc. Jack "Gabby" Martin, Rifleman, Green, 30 points
Martin worked as a driver for a construction company in Detroit before
he enlisted, deliberately hiding this experience so he wouldnt get
assigned to a support unit. Martin got good evaluations during training,
especially for his aggressive attitude. What his drill instructors
didnt know was that he was afraid that the war would end before he
could get to Europe and that he wouldnt be able to kill any Germans. He
is happy that he is in France now, but after being stalled in the
Normandy area for weeks, is longing to put some notches on his rifle
butt. However, he is sure that with the next big offensive from the
Allies, the Germans will just roll over and the war will be over. The
rest of the squad thinks that he is just very enthusiastic (which has
some of the more veteran troops shaking their heads); they dont realize
that Martin has an obsession that could easily get himself and other
members of the squad killed.
ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 11 [10]
Advantages: Fit [5]; Military Rank 0 [0]
Disadvantages: Bloodlust [-10]; Delusion (German surrender is imminent)
[-10]; Extremely Hazardous Duty [-20]
Skills: Armoury (Small Arms)-9 [1]; Brawling-11 [2]; Camouflage-10 [1];
Climbing-9 [1]; Demolition-9 [1]; Driving (Construction Equipment)-10
[2]; Engineer (Combat)-8 [1]; First Aid-9 [1/2]; Forward Observer-10
[2]; Gambling-10 [2]; Gunner (Machine Gun)-10* [1]; Guns (Light
Auto)-11* [1]; Guns (Rifle)-12* [2]; Hiking-9 [1]; Jumping-9 [1/2];
Knife-10 [1]; Mechanic (Diesel Engines)-10 [1]; Motorcycle-10 [1]; NBC
Warfare-8 [1/2]; Orienteering-9 [1]; Scrounging-9 [1/2]; Soldier-11 [4];
Spear-9 [1]; Stealth-9 [1]; Survival (Woodlands)-9 [1]; Swimming-10 [1];
Throwing-8 [1]; Traps-9 [1]
* Includes +1 from IQ
Weapons: M-1 Garand w/13 clips, two Mk II grenades
Pfc. Pat Doc Culberson, Scout, Green, 45 points
Culberson has only seen a little combat but thinks he knows everything.
His father fought in WWI and his mother is a teacher; consequently, he
considers himself an expert in combat and non-combat matters and has no
problem telling someone when they are wrong. This has also led him to
having an inflated idea of his own capabilities. Culberson was quickly
assigned to scout work, since it would, at least for short stretches,
keep him out of earshot of the rest of the squad. Major combat is likely
to break Culberson of his bad habits, if he survives.
ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10]
Advantages: Acute Hearing +3 [6]; Fit [5]; Military Rank 0 [0]
Disadvantages: Extremely Hazardous Duty [-20]; Odious Personal Habit
(Know-It-All) [-10]; Overconfidence [-10]
Skills: Armoury (Small Arms)-10 [1]; Brawling-12 [2]; Camouflage-12 [2];
Chemistry-8 [1/2]; Climbing-10 [1]; Demolition-10 [1]; Engineer
(Combat)-9 [1]; First Aid-10 [1/2]; Forward Observer-10 [1]; Gunner
(Machine Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2];
Hiking-11 [2]; Jumping-10 [1/2]; Knife-11 [1]; NBC Warfare-9 [1/2];
Orienteering-10 [1]; Scrounging-10 [1/2]; Sociology-8 [1/2]; Soldier-11
[2]; Spear-10 [1]; Stealth-12 [4]; Survival (Woodlands)-11 [2];
Swimming-11 [1]; Strategy-8 [1/2]; Tactics-8 [1/2]; Throwing-9 [1];
Traps-11 [2]
* Includes +1 from IQ
Weapons: M-1 Garand w/13 clips, three Mk II grenades
Pvt. Paul Devereaux, Assistant BAR Gunner, Raw, 25 points
Devereaux is from the backwaters of Louisiana (so far back that English
is a second language) and joined the Army to get away from his older
brothers. He deliberately speaks Cajun so no one will ask him
complicated questions, and it generally works if Gillespie isnt around.
Devereaux gained his fear of reptiles after brothers tied him to a limb
over some alligators as a joke. Luckily, he hasnt "lost it" around
lizards or snakes since joining the army. Years of other practical jokes
by his brothers have left him a little jittery. He wants the war to be
over so he can go back to hunting and trapping and, most of all, to use
his acquired military skills and war experiences to show his brothers a
few jokes.
ST 11 [10]; DX 11 [10]; IQ 10 [0]; HT 11 [10]
Advantages: Fit [5]; Military Rank 0 [0]; Strong Will +2 [8]
Disadvantages: Edgy [-5]; Extremely Hazardous Duty [-20]; Impulsiveness
[-10]; Phobia (Reptiles) [-10]; Skinny [-5]
Skills: Armoury (Small Arms)-8 [1/2]; Brawling-11 [1]; Camouflage-11
[2]; Climbing-12 [1]; Demolition-9 [1]; First Aid-9 [1/2]; Gunner
(Machine Gun)-11* [1]; Guns (Light Auto)-12* [1]; Guns (Rifle)-13* [2];
Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Language (English)-9 [1];
Orienteering-10 [2]; Scrounging-9 [1/2]; Soldier-9 [1]; Spear-10 [1];
Stealth-11 [2]; Survival (Woodlands)-9 [1]; Survival (Swamplands)-10
[2]; Throwing-9 [1]; Tracking-10 [2]; Traps-12 [6]
* Includes +1 from IQ
Weapons: M-1 carbine w/7 magazines, two Mk II grenades, eight BAR
magazines
Note: French defaults from French Cajun at -2 (or worse, at GMs
option).
Pvt. Billy Savage, Assistant BAR Gunner, Raw, 23 points
Savage was working for his father building houses outside of
Indianapolis when he was drafted. He is rather naïve; other soldiers
expect him to freeze up as soon as he enters a firefight and avoid being
teamed with him. It is true that he can be convinced of just about
anything and tends to be a bit twitchy. Ironically, he is the only
member of the squad to have been awarded the Expert Infantry Badge. As
far as Riles is concerned, this will make Savage even more of a wildcard
in his first action than is normal for a new soldier. Something that few
know is that he is distantly related to Arthur Savage (of Savage Arms
Company fame). He originally tried to use his famous ancestor to impress
fellow recruits, but it backfired badly, so he has decided not to bring
it up again.
ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 11 [10]
Advantages: Fit [5]; Military Rank 0 [0]
Disadvantages: Edgy [-5]; Extremely Hazardous Duty [-20]; Fanaticism
(Patriotism) [-15]; Gullibility [-10]
Skills: Armoury (Small Arms)-10 [2]; Brawling-11 [1]; Camouflage-8 [1];
Carpentry-12 [4]; Climbing-10 [1]; Demolition-9 [1]; First Aid-10 [1];
Gunner (Machine Gun)-10* [1/2]; Guns (Flamethrower)-11* [1/2]; Guns
(LAW)-12* [1]; Guns (Light Auto)-11* [1/2]; Guns (Rifle)-12* [2];
Hiking-10 [1]; Jumping-10 [1/2]; Knife-11 [1]; Masonry-12 [2];
Orienteering-9 [1]; Scrounging-10 [1]; Soldier-9 [1]; Spear-10 [1];
Stealth-10 [1]; Survival (Woodlands)-9 [1]; Throwing-9 [1]; Traps-9 [1]
* Includes +1 from IQ
Weapons: M-1 carbine w/7 magazines, two Mk II grenades, six BAR
magazines
--
A generous and sadistic GM, Brandon Cope
http://www.geocities.com/copeab
"It has fallen upon me, now and again in my sojurns through the world,
to ease various evil men of their lives. I have a feeling it will prove
thus with the Baron."
-- Solomon Kane ("The Castle of the Devil", Robert E. Howard)
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