Jack Kilroy (Supersoldier)

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Jack Kilroy (Supersoldier)

Postby Cairo » Tue Jan 10, 2017 10:50 am

ROLL20 HU - WW2 CAMPAIGN

Player Name: Steve
Hangouts Handle: Spornbida

Character Name: Jack J. Kilroy
Power Category: Supersoldier (PU2, Pg 76)
Alias: JJ, Kilroy
Occupation: Paratrooper for Australian Army, Special Division
Rank: Lieutenant
Alignment: Unprincipled
XP Level: 3
XP Points: 6/6 [Roll20 XP Plan]
Birth Order/Family Ties: 1st of 3
Land of Origin: Australia
Childhood Environment: Medium City, Brisbane
Social/Economic Background: Middle Class
When Extraordinary Abilities First Manifested: 22
Disposition: Gung Ho!! Not quite Reckless, but he is well acquainted with danger ...


The Australian Army's Experiment to toughen a few high-performing Paratroopers made this Kilroy-fellow with the light brown-hair and easy smile, he now weighs in at twice his former weight without being much larger. Jack is on the high edge of an average height, but proportioned like a Greek hero in one of those museum statues (that he sometimes now out-weighs), or from the comics. After falling unharmed (essentially) from 300ft and taking a few bullets to the chest, he swaggers like he's a foot taller than he is.


GATEWAYS SET:
#1) Australia [[ Brisbane -- Army Base Rugby Field ]], #2) England [HQ], #3) Bomber Mission Island , #4) 2nd Mission @ Western Edge, #5) NW Corner of BANK Map (2nd Mission), #6) _____, #7) _____

ATTRIBUTES
I.Q.: 13
M.E.: 14
M.A.: 11
P.S.: 25
P.P.: 22
P.E.: 23
P.B.: 13
Speed: 16
[48ft (16 Yards)/Action, 240ft (80 Yards)/Melee, 960ft (320 Yards)/Min]

PHYSICAL DATA
HP: 58
SDC: 620
AR: 14
PPE: 16
Age: 23
Sex: Male
Height: 5'10"
Weight: 400lbs

PERCEPTION: 21%

Supersoldier Enhancement:
● Attempted to make the Character Invulnerable
● Tissue Density Increase

Major Super Abilities

● Gateways PU1, Pg 73
The character is able to generate stable corridors that connect different points on the globe. These gateways appear as shimmering portals of white or silvery energy. If one steps through the portal, the person is transported to the opposite portal opened by the super being.
Limitations: First, only the super being with the Gateways power can open and close these portal, but anyone can step through them once opened.
Second, both gateways must be on the same planet.
Third, the creator must have been to a specific location at least once before in order to mark it as a destination for one of his Gateways, and he can only mark a limited number of locations (per level of experience) as Gateway destinations.
Range: Unlimited on the same planet.
Size: Max, 10 foot (3m) diameter.
Damage: None, cannot be used as a weapon.
Duration: As long as the character concentrates (uses 3 Actions per melee) the Gateway between a pair of locations remains open, but travel between the two is instantaneous, just step through. It takes one melee round (15 seconds) to open a new Gateway.
Number of Portal Locations: 7 MAX [[3 at first level, plus 2 additional locations per experience level]]. This number of locations is the maximum number that the super being can keep a lock on. So, if they are all used up and he wants a dimensional bridge to a new location, he must drop one of his old places to establish a new location.
Bonuses: The character is immune to any type of undesired teleportation.

Minor Super Abilities

● Energy Expulsion: Cold
300ft Range, 2d6+1d6/Lvl (So 6d6 @ Lvl 4) , uses 1 APM
+4 Strike [PP], & +3 Aimed or +1 Wild

● Healing Factor
Recovers 3 SDC/10 Min (18/Hr)
Recovers 1 HP/14 Min (4/Hr)
Super-Regeneration (4d6, 2x Daily)
Does Not Fatigue
Damage from Fire & Cold
Resistant to Drugs/Toxins/Poisons (1/3 Effect on a Failed Save)
No Scarring
Bones Heal 10x Faster than Normal

● Immune to High Speed Kinetic Attacks [PU3, Pg 15]
A form of limited invulnerability, this power makes the character to all high speed physical (or kinetic) attacks.
No damage from: Bullets, Arrows, Rail Gun Rounds, High Speed Car crashes, Falls, Grenade Shrapnel, Force Bolts, and any physical impact travelling faster than 120mph.


EDUCATION LEVEL: Military Specialist
Programs: Basic Military, Espionage, Espionage OR Military [+20], WP Modern, +1 Other [+10]
+3 Bonus Communications or Rogue Skills [+10]

Universal Skills
Pilot: Automobile 68% +2%
Mathematics: Basic 65% +5%
Language: English 95% +5%
Literacy: English 65% +5%

Scholastic Skills
Hand to Hand: Martial Arts
Detect Ambush 65% +5%
Intelligence 63% +4%
Wilderness Survival 65% +5%
Detect Concealment 60% +5%
Tracking 60% +5%
Running
Climbing 80% +5%/L
** (Rappelling 70% +5%/L )
Military Etiquette 75% +5%/L
Radio: Basic 85% +5%/L
WP Rifles
Military Parachuting 80% +5%
Trap/Mine Detection 60% +5%
Field Armorer 80% +5%
Camouflage 60% +5%
Wrestling
Boxing
Swimming 90% +5%
Prowl 65% +5%
Surveillance Systems (Tailing) 60% +5%
** Electronics: Basic 60% +5%
Pick Locks 60% +5%
Seduction 42% +3%
WP Sub-Machineguns
WP Handguns
WP Heavy

Secondary Skills
Pilot Motorcycle 76% +4%
Automotive Mechanics 45% +5%
Athletics ((Rugby))
First Aid 65% +5%
Play Musical Instrument [Guitar] 55% +5%
[L3] Body Building
[L3] Physical Labor

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: NA
Strike Bonus: 6
Parry Bonus: 10
Dodge Bonus: 10
Disarm Bonus: 2
HTH Damage Bonus: 10
Bonus to Roll w/Punch: 5
Bonus to Pull a Punch: 3
Other:
Knockout on Nat 20 (for 1d6 Melees) [or Stun (-4 S/P/D) for certain types]
Body Block [1D4, & Knockdown + -1 Attack]
Pin/Incapacitate on 18, 19, or 20
Crush/Squeeze [1D4]
Kick Attacks: Karate Kick (2d4), Crescent Kick (2d4+2), Snap Kick (1d6), Tripping/Leg Hook (no damage, cannot be parried), Roundhouse Kick (3d6, see HU2 Pg 68 for restrictions)

Weapon Proficiencies
WP Rifles +2 Str
WP Sub-Machineguns +2 Str
WP Handguns +2
WP Heavy +2 Str


Saving Throw Bonuses
Coma/Death: +36%
Toxins (15+): +7
Magic (varies): +7
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+):
Psionics (15): +3
Last edited by Cairo on Sun Feb 11, 2018 7:00 pm, edited 15 times in total.
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Cairo
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Re: HU--Jack Kilroy (Supersoldier) WIP

Postby Cairo » Tue Jan 10, 2017 11:33 am

Background Story

Jack grew up in Ashgrove, a suburb of Brisbane one Australia's Gold Coast. His Father was a Leutenant in the Australian and New Zealand Army Corps (ANZAC), during the Great War (WW1) who was wounded and lost his foot. Jack grew up on both tales of glory, and of the grit and costs war can demand on a very personal level. He avidly played Rugby for the Brisbane Bully Boys at the Scrum-Half/Half-Back position for years that let him roam a bit on the Pitch. Now, after the Procedure he's put on over 200lbs and lost speed [-8], so he plays the Lock position using deceptive bulk and a wellspring of energy that seems boundless. He might have lost a step of speed, but now his opponents better use that time to run.

Kilroy was highly regarded amongst his fellow paratroopers, though he now has been reassigned to some weird unit that's dragging him 1/2 way across the world. He is also keenly aware that volunteering to submit to the Procedure [Experiment] actually led a couple friends to agree as well, friends who were medically discharged because of near-constant pain and the shakes.

Jack maintains a portal to a practice field ~ 2 miles from his home base in Australia.
3rd Lt. Cairo Xanreys
Cover-ID: Noran Altec

Current Details
Image
Natural AR: 12
H.P.: 247/247
S.D.C.: 1350/1350

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)

Worn: Jeans, Longsleeve T-shirt, Boots.

Gear: Galactic Standard Automatic Pistol with Silencer [4 Clips], [2] Energy Club, [2] Vibro-Knife, [3] Flash Grenade, Communicator
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Cairo
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Re: HU--Jack Colling (Supersoldier) WIP

Postby Cairo » Tue Jan 10, 2017 1:30 pm

Equipment

Worn on Person
Nazi Overcoat [Captured]

Maschinegewenhr 08 [Heavy Machinegun]
Range: 6,600'
Damage:
Short (5-Round) Burst = 8D6
Long (10-Round) Burst = 2D6*10
Short Spray (5-Round) = 4d6 to 1d4 Targets
Long Spray (10-Round) = 4d6 to 1d8 Targets
EMPTY BURST = 2D6*10
EMPTY SPRAY = 4D6 to 2D8 Targets [All Rounds, All APM]
Payload: 250 Rounds
Ammunition: 4 Loads




BDU's (Shirt, Pants, Undergarments, Aussie Slouch Hat)
Combat Boots
Military Field Jacket
Zippo Lighter
[2] Pen

Utility Belt
Gas Mask
Flashlight
Compass

Satchel
Wire Cutters [HU pg 348]
Inflatable Life Vest
Lock Picks Set [HU pg 346]
[1] Machete w Canvas Sheathe [HU pg 348]
[2] Parachutes sized to drop a Motorcycle (given Jack's weight)
[1] Parachute Riggers Kit
Rayon-Printed Maps [ http://www.303rdbg.com/uniforms-gear6.html ]

Backpack
Sleeping Bag
[2] BDU's (Shirt, Pants, Undergarments)
[2] Jeans
[4] T-Shirts
40ft Rope
Binoculars
Leather-bound Journal
Grooming Kit (Brush, Comb, Safety Razor, Mug w/ Lather bar, Lather brush, scissors, Nail Clippers, Towel)
Pocket English to French Dictionary
Pocket English to German Dictionary
Cash: 85£ (Pounds), 8₣ (Francs)

Special Issue
Norton Big-4x Battle Bike
Image
A combat motorcycle with off-road suspension, and a dog clutch 2-wheel drive connected to a rugged sidecar.
S.D.C. by Location:
A.R.: 12
--Bike: 200
--Sidecar: 200
--Wheels (3): 50 each
Engine: an inexplicably high-efficiency 800cc engine.
Maximum Speed: 60 mph [+20% without the Sidecar]
Range: 300 miles on a single tank when fully loaded
Max Weight Allowance: 1,000 lbs.
Cargo: Can also tow another 1,000 lbs.
Weapons: Sidecar includes a mount for a light machine gun


Lightning Rifle
Image
Range: 1000'
Damage: 5D6 per blast + stun*
Rate of Fire: Single blasts only
Payload: 30 blasts per max charge
Note: can be recharged in 1d6 minutes via any type of Re-Channel Energy super ability, or if hooked-up to a 100+kw generator
*Save vs non-lethal toxins 16+ (same as neural mace)



========

Back Home (in Brisbane)

1937 Brough Superior SS100 Motorcycle
Engine: 988 cc (60.3 cu in)
Maximum Speed: 100 mph
Range: 150 miles
A.R.: 8
SDC: 150

Jack doesn't have much cash onhand, he owns a couple houses back in Brisbane (his parents' family home), and his own off the Beach near Wellington Point.
Last edited by Cairo on Sat Jun 10, 2017 6:15 pm, edited 4 times in total.
3rd Lt. Cairo Xanreys
Cover-ID: Noran Altec

Current Details
Image
Natural AR: 12
H.P.: 247/247
S.D.C.: 1350/1350

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)

Worn: Jeans, Longsleeve T-shirt, Boots.

Gear: Galactic Standard Automatic Pistol with Silencer [4 Clips], [2] Energy Club, [2] Vibro-Knife, [3] Flash Grenade, Communicator
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Cairo
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Re: Jack Kilroy (Supersoldier)

Postby Cairo » Sat Apr 08, 2017 9:19 pm

Levelling
L2: 1d6 = 6 HP

L3: 1d6 = 1 HP
2 Secondary Skills per viewtopic.php?p=241519#p241519
Body Building [2PS, 10 SDC]
Physical Labor [2PS, 1PE, 2d6 = 6SDC]

L4: 1d6 = 3
3rd Lt. Cairo Xanreys
Cover-ID: Noran Altec

Current Details
Image
Natural AR: 12
H.P.: 247/247
S.D.C.: 1350/1350

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)

Worn: Jeans, Longsleeve T-shirt, Boots.

Gear: Galactic Standard Automatic Pistol with Silencer [4 Clips], [2] Energy Club, [2] Vibro-Knife, [3] Flash Grenade, Communicator
User avatar
Cairo
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Posts: 501
Joined: Sun Nov 10, 2013 10:22 am
Location: HU2: Galactic

Re: Jack Kilroy (Supersoldier)

Postby Cairo » Sat Apr 14, 2018 6:21 pm

Supplemental Gear Wishlist (since the worksheets are gone)

[*] BAR Machinegun
[*] 10 Extended Capacity Clips?
[*] Backpack
[*] 2 Explosive Grenades
[*] 2 Smoke Grenades
3rd Lt. Cairo Xanreys
Cover-ID: Noran Altec

Current Details
Image
Natural AR: 12
H.P.: 247/247
S.D.C.: 1350/1350

Constant Conditions:
Impervious to [Mind] Control & Possession; Impervious to Radiation/Depressurization/Cold; Breathes without Air (& can speak in a Vacuum); Resistant to Gravity Based Attacks [½ Damage/Effects]; Supervision: Spectrum Vision (Able to see energy magnetic fields, the electromagnetic spectrum, radio waves, electricity, microwaves, phase fields, force fields, x-rays, and all forms of radiation, 180ft); Regenerates 30/Hr (HP or SDC); Fatigues at 1/3 Normal Rate, Nightvision: 600', Sensitive Hearing (20 decibels beyond normal human range)

Worn: Jeans, Longsleeve T-shirt, Boots.

Gear: Galactic Standard Automatic Pistol with Silencer [4 Clips], [2] Energy Club, [2] Vibro-Knife, [3] Flash Grenade, Communicator
User avatar
Cairo
Diamond Level Patron
Diamond Level Patron
 
Posts: 501
Joined: Sun Nov 10, 2013 10:22 am
Location: HU2: Galactic


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