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Soldiers

Some material adapted from White Wolf Game Studio's Street Fighter: The Storytelling Game
Soldiers represent the backbone of national military units, private armies and mercanary groups. Soldiers are heavily armed and pose a major threat to any superhero luckless enough to take them on. Characters with military backgrounds often find themselves fighting alongside -- or against -- soldiers.

Veterans have seen battle and survived -- they're a tough breed, and include professional mercenaries and war-hardened vets.

Lifers are full-time fighters -- special forces men, commandoes and elite guards.


Soldier
Veteran

Level: fourth
Armor: 40% chance of bulletproof vest: A.R. 10, S.D.C. 50
S.D.C.: 1d6 x 10
Hit Points: 5d6

Skills

  • radio: basic 80%
  • wilderness survival 75%
  • first aid 80%
  • military etiquette 70%
  • climbing/rappelling 75/65%
  • prowl 60%

    plus choose three secondary or Military skills.

Hand to Hand: Expert
Attacks per Melee: five

Strike: +2 Parry: +3
Dodge: +3 Roll: +2
Initiative: +2 Damage: +1
Disarm: +0 Entangle: +0

Weapons/Weapon Proficiencies

  • WP Knife: +1 to strike and throw, +2 to parry; Carries a knife (1d6 damage).

    Has one of the following:

  • WP Rifle: +4/+2 to strike; Carries a rifle (3d6 damage).
  • WP Sub-Machinegun: +4/+2 to strike; Carries a sub-machinegun (5d6 damage).

    Also has one of the following:

  • WP Revolver: +3/+1 to strike; Carries a revolver (3d6 damage).
  • WP Automatic Pistol: +3/+1 to strike; Carries a pistol (2d6 damage).


Commando
Lifer

Level: sixth
Armor: 50% chance of kevlar vest: A.R. 11, S.D.C. 55
S.D.C.: 2d4 x 10
Hit Points: 5d6

    Note: Has a high P.E. attribute; Roll 1d6+14. Take note of bonuses to save.

Skills

  • radio: basic 90%
  • wilderness survival 85%
  • first aid 90%
  • military etiquette 80%
  • climbing/rappelling 85/75%
  • prowl 70%

    plus choose three secondary and three Military skills.

Hand to Hand: Expert
Attacks per Melee: five

Strike: +2 Parry: +3
Dodge: +3 Roll: +2
Initiative: +2 Damage: +0
Disarm: +0 Entangle: +0
Kick (2d4 damage)
Wheel Kick (2d6 damage)
Crescent Kick (2d4+2 damage)

Critical Strike: Natural 18+

Weapons/Weapon Proficiencies

  • WP Knife: +1 to strike and throw, +2 to parry; Carries a knife (1d6 damage).

    Has one of the following:

  • WP Rifle: +4/+2 to strike; Carries a rifle (3d6 damage).
  • WP Sub-Machinegun: +4/+2 to strike; Carries a sub-machinegun (5d6 damage).

    Has one of the following:

  • WP Revolver: +3/+1 to strike; Carries a revolver (3d6 damage).
  • WP Automatic Pistol: +3/+1 to strike; Carries a pistol (2d6 damage).


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