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RTJ & Character Generation.

Posted by WarmasterFor group public
Warmaster
GM, 3 posts
Sat 30 Dec 2017
at 17:20
  • msg #1

OOC: RTJ & Character Generation

Welcome to Weird Wars 2 - Sonderkommando N!


Time Zones!!

Note that I'm in Central Europe - there will be a few hours in time difference on any posts.
This message was last edited by the GM at 09:17, Fri 19 June 2020.
Warmaster
GM, 4 posts
Wed 11 Sep 2019
at 19:48
  • msg #2

OOC: RTJ & Character Generation

After talking to the RPOL moderators, the game is now rated as Mature.
It's an alternative World War 2 scenarios, with the Nazis as the main villains. I don't intend to dwell on mass murder, genocide or other atrocities, but they will be featured in the game.

Please include some idea on what kind of character you want to play. We'll be using SWADE rules and that should be the only book you need.
This message was last edited by the GM at 21:47, Fri 19 June 2020.
Warmaster
GM, 12 posts
Fri 19 Jun 2020
at 09:04
  • msg #3

Character Generation

You can play a civilian or a member of any allied army, any service branch.

There's one common theme: Your character will be a member of the OSI (if from the west) or of the BPO (if you want to play a Soviet).

Your character will be created using SWADE and start as Seasoned.

Arcane Backgrounds are possible within reason. Just let me know what you're interested in and we'll figure it out! :-)
Warmaster
GM, 17 posts
Sat 20 Jun 2020
at 10:45
  • msg #4

Military Backgrounds

Soldiers need to make sure they have the minimum skill and attribrute requirements for their service branch:

Basic training
Infantry, Marines, SAS
Attribute Requirements: US Marines or SAS require a d6 in Spirit.
• Skill Requirements: Fighting, Shooting.

Navy
Attribute Requirements: Agility d6.

Air Corps
Attribute Requirements: Smarts d6.
• Skill Requirements: Repair, Shooting.

Military Occupational Specialty
Armored Vehicle Crew man
Your tanker is a member of an AFV (armored fighting vehicle) crew. He might be the driver, gunner, or commander. Vehicle crews cross-train on each position in case one of their comrades is disabled. Each crewman knows the basic maintenance procedures for the vehicle, how to drive, and how to load and fire its weapons.
• Attribute Requirements: None.
• Skill Requirements: Driving, Repair.
• Useful Edges: Ace, Bullseye, Steady Hands, Mechanically Inclined.
• Special: None.

Artilleryman
You are a member of an artillery unit or mortar section and you serve on a gun or mortar crew. You know how to limber and unlimber (set up and take down) the weapon, and how to load, aim, and fire it.
• Attribute Requirements: Strength d6.
• Skill Requirements: Knowledge (Artillery), Repair.
• Useful Edges: Fire For Effect, Mechanically Inclined. • Special: None.
• Additional Gear: None.

Combat Engineer
Combat engineer characters are usually attached to the HQ unit and sent out on missions as necessary. They know how to handle common construction tasks and demolitions (including setting and disarming charges of all kinds).
• Attribute Requirements: Smarts d6.
• Skill Requirements: Knowledge (Demolitions), Knowledge (Engineering), Repair.
• Useful Edges: Jury Rig, Mechanically Inclined.
• Special: None.
• Additional Gear: Toolkit.

Medic
Most people on a battlefield are concerned with putting holes in other people. Your hero is concerned with patching them up. He’s a combat medic trained in battlefield first aid. Whether or not he carries a weapon is up to you. Note that the USMC does not have medics. The US Navy provides medics, called “corpsmen” to US Marine combat units.
• Attribute Requirements: None.
• Skill Requirements: Healing, Knowledge (Medicine), Notice. • Useful Edges: Fleet-Footed, Healer, Medic.
• Special: None.
• Additional Gear: Field medical kit.

Officer
Officers make decisions on strategy and tactics, and look after the welfare of their men. Some are academy graduates, others are “90-day wonders,” the product of a fast-paced (and not necessarily comprehensive) officer-training course. The best officers are often “mustangs,” promoted from the ranks on or near the field of battle.
• Attribute Requirements: Smarts d6.
• Skill Requirements: Knowledge (Battle), any one skill appropriate to the job. For example, an armor officer might take Driving, whereas an engineering officer should take Knowledge (Engineering) or Knowledge (Demolitions).
• Useful Edges: Any Leadership Edge is, of course, useful.
• Special: Characters starting play as officers must take the Rank (Officer) Edge
during character creation.
• Additional Gear: Pistol holster,
binoculars, compass, map case.

Scout
Scouts operate far ahead or on the flanks of main combat units. They might be infantry or cavalry scouts (cavalry includes both actual horses and light vehicles at this point).
Scouts must be quick, quiet, observant, and independent. They’re heavily trained in navigation so that they can lead heavier forces to contact (or away from) the enemy.
• Attribute Requirements: None.
• Skill Requirements: Driving or Riding (for cavalry scout), Knowledge (Navigation), Notice, Stealth.
• Useful Edges: Danger Sense, Fire For Effect.
• Special: None.
• Additional Gear: Binoculars, compass, map case.

Sniper
As a sniper, your marksman’s job is to take out key enemy personnel—officers, non-coms, radio operators, and so on. She might operate with a squad or larger unit providing accurate fire when needed, or she might be sent off on her own to take out a specific target, or wreak general havoc.
• Attribute Requirements: Spirit d6.
• Skill Requirements: Notice, Shooting d8, Stealth, Survival, Tracking.
• Useful Edges: Danger Sense, Dead Shot,
Marksman, Trademark Weapon.
• Special: None.
• Additional Gear: Rifle scope.
Warmaster
GM, 18 posts
Sat 20 Jun 2020
at 11:21
  • msg #5

Edges & Hindrances

Only Edges and Hindrances from SWADE are permitted.
Warmaster
GM, 19 posts
Sat 20 Jun 2020
at 11:23
  • msg #6

Background information

You're all starting with Seasoned rank, as a member of OSI (or the BPO in case you're a Soviet or from their sphere of influence).

So you are aware to some extent of "the weirdness" that is going on in this war. When creating your character, come up with a short overview how you got inducted into the secret side of the war
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