Beretta (Glitter Boy Pilot)

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Beretta Le Rouge
Posts: 92
Joined: Wed Nov 30, 2016 8:53 pm

Beretta (Glitter Boy Pilot)

Post by Beretta Le Rouge »

Dice Scratch:

Hero's Journey:
Training [dice]0[/dice]
Ranged Weapons [dice]1[/dice]
Cybernetics [dice]2[/dice]
Experience & Wisdom [dice]3[/dice]
Education [dice]4[/dice]

Narrative Hook 5

Starting Wealth: [dice]6[/dice]
Last edited by Beretta Le Rouge on Sun Dec 04, 2016 9:35 pm, edited 3 times in total.
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.
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Beretta Le Rouge
Posts: 92
Joined: Wed Nov 30, 2016 8:53 pm

Re: Beretta (Glitter Boy Pilot)

Post by Beretta Le Rouge »

Character Sheet

Player Name: Alekzandyr
Google Handle: zircon.zaku

Beretta Le Rouge
Rank: Novice Experience: 13 (TDF 10/1/2017) Advances Left: 1 (TDF 10/1/2017)
Race: Human
Iconic Framework: Glitter Boy Pilot
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 6; Strain: 8
Skills:
  • Climbing d4
  • Fighting d8
  • Healing d6
  • Knowledge (Battle) d6
  • Notice d8
  • Persuasion d6
  • Shooting d8
  • Streetwise d8
  • Swimming d6
  • Throwing d4
Hindrances
  • Overconfident (Major): There's not much Beretta thinks she can't do.
  • Vow (Minor): Sworn to a familial code of honor, oddly enough she doesn't mention what - maybe it's part of the code.
  • Quirk (Minor): Beretta is a bit secretive when it comes to "Cid", or her past in general. Dodges questions and redirects with ritzy antics.
Edges
  • Power Armor Jock: Negates power armor penalties.
  • Connections (Black Market): Has contacts in the underworld.
  • Scrounger: Can make a Streetwise check, once per session, for resources (in a town or city).
  • Healer: +2 to all healing rolls (including natural, up to 5 companions benefit).
  • Marksman: Aim maneuver (+2 Shooting) if hero does not move.
  • Quick: Discard draw of 5 or less for new card.
Cybernetics
Cyber-Wired Reflexes (1) - Strain: 1
  • +1 die to Agility
Last edited by Beretta Le Rouge on Sun Jan 22, 2017 5:58 pm, edited 5 times in total.
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.
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Beretta Le Rouge
Posts: 92
Joined: Wed Nov 30, 2016 8:53 pm

Re: Beretta (Glitter Boy Pilot) WIP

Post by Beretta Le Rouge »

Background

"Ain't nothin' quite like glittering destruction" ~ Anonymous

Hero's are born, groomed, or made-up. . . Beretta was a nobody, small-town, ramshackle bayou girl from the edges of a routine expedition gone terribly wrong. More acquainted with the savory delights of fried alligator (or dimetrodon) than fondue, she was an unexpected inheritor to a legacy that seemed pure fantasy in that armpit of the world.

It was less passing of the scepter than most pilots were probably used to, in fact it was more happenstance than most are inclined to believe - a routine afternoon out in the cypress swamps ended with questions, and a weapon of legends.

Beretta wandered out of her quaint shanty town and headed north. It turns out when you're swaggering around in twelve-hundred pounds of sequined justice - people tend to be a bit more generous with their needs. Not that she minded. She skipped from villiage, to homlet, to cardboard castle living up to the legends and stories as best she could.

She eventually found herself embroiled in the midst of the Tolkeen Siege, leading a small, disparate band of militia against both sides of the conflict - it didn't turn out well for the small village, or really anyone caught in between the clashing titans.

In the aftermath she found herself caught up in the troubles of scattered refugee camps, parked in the foothills of Castle Refuge, supplied by a string of contacts she gathered over her trek (not necessarily the most reputable folk). Tossing her hat in with these idealists, Beretta is unsure of what to make of this so called "Tomorrow Legion".
Last edited by Beretta Le Rouge on Sun Dec 04, 2016 11:53 pm, edited 5 times in total.
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.
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Beretta Le Rouge
Posts: 92
Joined: Wed Nov 30, 2016 8:53 pm

Re: Beretta (Glitter Boy Pilot) WIP

Post by Beretta Le Rouge »

Gear

Glitter Boy Armor (El Cid)
  • Stats: Size 3, +18 M.D.C. Armor, +6 Toughness, Pace 10 (Run d10), Swim Pace 6.
  • Armored Stats: Toughness 30 (18 M.D.C.)
  • Notes: Enhanced Strength (d12+4), half-damage from lasers, Life-Support, Full Electronics Suite.
  • Weapons:
    • Boom Gun (Range 250/500/1000, Damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega Damage)
    • Melee (Str+d6 Mega Damage, not considered Unarmed)
SFD Huntsman Lightweight Personal Armor
  • Stats: +5 Armor, +1 Toughness
  • Requirements: d6 Strength
  • Armored Stats: Toughness 12 (5), 5" Pace, -1 to Agility and Agility-linked rolls.
Wilk’s 227 Pulse Pistol
  • Range: 18/36/72
  • Damage: 2d6+1
  • RoF: 2
  • AP: 2
  • Shots: 24
  • Weight: 3 lbs
  • Cost: 18,000
  • Notes: Semi-Auto, 3RB, +1 to Shooting rolls
NG-S2 Survival Pack

Credits: 1,300
Last edited by Beretta Le Rouge on Sat Dec 03, 2016 8:27 pm, edited 5 times in total.
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.
User avatar
Beretta Le Rouge
Posts: 92
Joined: Wed Nov 30, 2016 8:53 pm

Re: Beretta (Glitter Boy Pilot) WIP

Post by Beretta Le Rouge »

Advances

Iconic Framework
  • Fully Trained: Begins with Power Armor Jock Edge.
  • Glitter Boy Armor: Power Armor of the highest caliber.
  • Heroic Legacy: +2 Charisma; GB Pilots across NA will hunt down a Thief.
  • Many have fallen: Plenty of salvageable parts; 250,000 credits for Serious repairs, 500,000 for Severe.
Complications
  • Big & Shiny: -8 to Stealth; +2 to attack rolls for man-sized opponents.
  • Closed Off: Pilot cannot utilize magic or psionics inside suit; still affected by powers used by others.
  • Digging In: Activating/deactivating stabilization system is an action. Cannot move while dug in (enemies +2 to attack rolls), can only fire 180 degrees. If Boom Gun is fired without stabilizers, Pilot is knocked back 2d6", shaken, and prone.
  • Enemies: Considered an enemy of the state by Coalition & True Federation of Magic.
  • Highly Technical Machinery: Subject to Technical Difficulties.
  • Sonic Boom: Firing the Boom Gun creates a sonic boom affecting everyone (except the pilot) within a Large Burst Template. Failure on a Vigor roll -2 inflicts Hard of Hearing (Major) for 3d6 minutes and causes Shaken. If he fails with a 1 on the Vigor die, he is Incapacitated and makes a Vigor roll each round to become conscious but Shaken. Environmentally sealed armor grants +2 to the roll, as does Hard of Hearing (Minor). Those with Major are immune.
  • Stand By to Fire: Cannot move and fire the Boom Gun on the same round.
Hero’s Journey
  • Training, 2 - +5 Skill Points spent on Fighting, Shooting, & Throwing.
  • Ranged Weapons, 6 - +1 Shooting w/ chosen weapon.
  • Cybernetics, 7 - Defaults to Cyber-Wired Reflexes.
  • Experience & Wisdom, 5 - Scrounger Edge & Connections (Black Market).
  • Education, 3 - Healer Edge and Healing Skill at d6.
Narrative Hook
  • 3 - Siege of Tolkeen. One of the most tragic and destructive events of recent times, the invasion and subsequent destruction of the magical state of Tolkeen by Coalition forces in 109 PA reverberates throughout North America and the world. Your character may have fought in that war, perhaps as a part of either side’s military forces, or as a mercenary hired by one faction or another. She may have been caught in the crossfire, trying to survive and help as many folks as possible. Many refugees from that war are now in or around Castle Refuge.
Advances
  • Initial Advances: (From Hindrances): Marksman, Spirit d6>d8
  • Free Edge (Human): Quick
  • Cybernetic Modifications: Cyber-Wired Reflexes
  • Novice 1 Advance: Vigor d6>d8
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Beretta Le Rouge
GB stats: Pace 10 (swim 6); Parry 6; Toughness 30 (18); Bennies - 2
Wilk’s 227 Pulse Pistol; Range: 18/36/72; Damage: 2d6+1; RoF: 2; AP: 2; Shots: 22/24; Notes: Semi-Auto, 3RB, +1 to Shooting rolls.
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Capt. Murdok
Posts: 166
Joined: Sun Nov 20, 2016 4:36 pm

Re: Beretta (Glitter Boy Pilot)

Post by Capt. Murdok »

Quarterly Adventure Card: Folk Hero

"Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there."
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