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 Jessica Bronze ( Glitter Boy ) 
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Training Roll 1d20 (5)
Martial Arts and Brawler
Training Roll 1d20 (7)
Professional edge of choice
Close combat weapon 1d20 (4)
Vibro-sword of choice: Giant Sized if possible...
Close Combat Weapon 1d20 (15)
+2 AP
Close Combat Weapon 1d20 (19)
Choice: Maybe silvered

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Sat Jun 10, 2017 10:16 am
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Character Sheet

Player Name:Jon Neeper
Google Handle:jonneeper@gmail.com
Character Name: Jessica Bronze
Rank: novice Experience: 5 Advances Left: 0
Race: human
Iconic Framework: Glitter Boy
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d4, Vigor d6
Charisma: 2; Pace:6/10; Parry: 6 ; Toughness: 29(18) ; Strain: 0
Skills:
  • Shooting d6 (+2)
  • Fighting d8 (+3)
  • Lockpicking d6 (+2)
  • Notice d8 (+3)
  • Climbing d4(+1)
  • Stealth d6 (+2)
  • Intangibility d6(+2)


Hindrances
  • Hindrance (Major): Clueless: Hailing from the small town of Silver Bluff she lacks an understanding of what really is out in the world.
  • Hindrance (Minor): Vow, minor: She is a minor member of the black market, and from time to time she is called upon to do a job that may or maynot be reputable. Often times it puts her in a bit of trouble. This relationship is one way.
  • Hindrance (Minor): Loyal, while not completely heroic, she does understand the value of treating those she loves and depends on with respect as much truth she can afford.
  • Hindrance (IF): Big and Shiny: Glitter Boys are immediately recognizable and often a priority target for heavy weaponry. They suffer −8 to Stealth rolls due to their glittering armored coating. At 10 feet tall and Size 3, Glitter Boys are big targets and man-sized opponents gain +2 to hit them (see page 84).
  • Hindrance (IF): Closed Off: Sealed away from the natural and spiritual worlds, Glitter Boy pilots cannot use magic or psionics while in the suit. Such powers used by others can still affect them.
  • Hindrance (IF): Enemies: The Coalition States consider all Glitter Boys enemies of the state. Few within the True Federation of Magic consider them friends either.
  • Hindrance (IF):Highly Technical Machinery: Like all devices, armor, vehicles, and weapons, Glitter Boy systems are subject to the Technical Difficulties Setting Rule (see page 122).
  • Hindrance (IF): Sonic Boom: Firing a Boom Gun causes a sonic boom affecting everyone (except the pilot) within a Large Burst Template. A failure on a Vigor roll −2 inflicts Hard of Hearing (Major) for 3d6 minutes and makes the character 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. Anyone in environmentally sealed armor gains +2 to the roll, as do characters with Hard of Hearing (Minor). Characters with the Major version are immune!
  • Hindrance (IF):Stand By to Fire: A Glitter Boy cannot move and fire its Boom Gun on the same round. This is why some carry other firearms as alternatives for when they need move and shoot.


Edges
  • Edge(Hindrance): level headed
  • Edge(Hindrance): Super power: intangibility- Jessica just phases through normal matter.
  • Edge(Hindrance): Marksman
  • Edge(IF): Power Armor Jock
  • Edge(IF): GB armor
  • Edge(IF): Heroic legacy, +2 cha
  • Edge(IF): Many have fallen
  • Edge(HJ): Martial Arts
  • Edge(HJ): Brawler
  • Edge(HJ): Thief
  • Edge(5xp): First Strike

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Last edited by Jessica Bronze on Sun Jul 02, 2017 8:00 am, edited 1 time in total.



Tue Jun 13, 2017 10:22 pm
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Cybernetics: None
Gear:
  • Giant-sized Vibro Sword "Argent", Str+1d12+1 AP 6, silvered, MD ( From HJ rolls)
  • Huntsman Lightweight Personal Armor (note that this cannot be worn inside the Glitter Boy)
  • Wilk's 227 Pulse Laser Pistol
  • NG-S2 Survival Pack
  • Credits: 4d6 (6, 6, 4, 5)x100=2100

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Tue Jun 13, 2017 10:23 pm
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Iconic Framework
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties
    • Complications listed in hindrances.


Hero’s Journey
  • Table: Training
    • 5
    • Martial arts and brawler
  • Table: Training
    • 7
    • Professional edge: Thief
  • Close combat weapon
    • 4
    • Giant vibrosword, AP 4 d12+1
  • Close combat weapon
    • 15
    • AP 2
  • CLOSE COMBAT WEAPON
    • 19
    • Choice: Silvered.




Advances
  • Initial Advances: (From Hindrances): Level Headed, AB: superpowers (intangibility)
  • Free Edge (Human): Marksman
  • Cybernetic Modifications:
  • Novice 1 Advance: first strike
  • 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:

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Tue Jun 13, 2017 10:26 pm
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Joined: Thu May 11, 2017 8:25 pm
Posts: 138
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Glitter Boy with a shiny silver sword? Doesn't get much better than that!

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 4/6

Murder Hobos:


Wed Jun 14, 2017 3:33 am
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Hobo Joe wrote:
Glitter Boy with a shiny silver sword? Doesn't get much better than that!


True! So does the background need to include some narrative about her actions in the scene that got the COT 4th the endearing term murder hobos?

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Wed Jun 14, 2017 9:22 pm
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Some artwork the character. Thanks to Lars/Fell for the help with the GB sword pic.


Attachments:
IMG_0091.JPG
IMG_0091.JPG [ 129.92 KiB | Viewed 459 times ]
IMG_0090.JPG
IMG_0090.JPG [ 195.29 KiB | Viewed 459 times ]

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill
Sun Jun 18, 2017 10:47 am
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Joined: Sun Jun 25, 2017 7:17 am
Posts: 36
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Jessica Beonze hails from the town of Silver Bluff. She really knows nothing about the outside world having lived relative carefree in the town her entire life. Recently she was called upon by the blackmarket to assist in stealing some documents from the CS soldiers stationed in the town, needless to say she was in a bit of hot water. After being invited by the cyberknight Lucretia "They Lady of Justice" and Libertas a TW fellow red head ro castle refugee, she took off heading their in a suit of GB armor her father moments before bequethed to her.

On the way to the castle she met a crazy named D, who hit a monster with her vehicle. The monster had a giant sword made of silver that D, said she could have. Once at the castle she hung out with D, and began her training and developing her raw skills, and learning how to use her martial arts effectivly in the GB power armor. But something deep in her stirrs, a power unknown to her has finally emerged.

So it went like this. I trained with an older power armor pilot. We found an avenue to translate my martial arts training into a defensive melee with the GB suit. He taught me the basics of firing the boom gun. Dig in, line up the target and let her rip. I wish he would have also taught me restraint... I got assigned to the COT 4th, folks generally respect a Glitter Boy and folks need backup. A perfect fit that would end in disaster. The first mission. We made nice with some folks from Braston, a big town full of the latest hub-bub. A group of pecos raiders zoomed in on their hover bikes terrorizing the local militia. But it was just a ploy, a group of bandits came in more stealthily on foot prepared to steal the food stores. My sensors did not mis them. The COT responded. We had them cornered in a building with children inside. There was an abondoned building next door. The plan was simple the COT 4th head in save the children, run the bandits into the abandoned building and I blow them away. Everything went according to plan until I held my breath and fired. I'll never live it down... I don't know what happened, a technical difficulty Chief Ellie said at my debriefing...My targeting scanners selected the building with the children and COT 4th members. Boom! There was nothing left of them. Alshley, Divon, Turge, Qill, Micael, Avery, Aele, Vastal. Sargent Sheen, Diplomat Saraway, the twins Peeter and Petri Rominov. All gone before I could exhale. It was just dumb luck Mercy and George were helping the militia elsewhere. Murder Hobo is right. I will never forget that mom holding her dead child screaming at me...

_________________
Jessica
Pace:6/10, Parry:8, Toughness: 29(18), Big and Shiny: Opponents are +2 to hit
Combat Edges:
  • Level Headed: 2 Cards per initiative draw
  • First Strike: Melee attack against one foe who has moved adjacient
  • Martial Arts: always armed
    Skills:
  • Stealth: d6
  • Notice: d8

Gillter Boy Iconic Framework]
  • Glitter Boy.
    • +18 MDC, +6 toughness, 10 pace(d10 run die), d12+4 str, d12+4+d6+2(brawler) MD punch, swim 6, ½ damage from laser
    • Boom Gun: 4d12+6, 250/500/1000, MD, MBT, RoF:1, shots 1000/1000
    • +2 notice, can offset two points of shooting penalties

Bennies
0/3
+1 Jokers wild
-1 notice check
-3 for a success on a persuasion roll against brodkill


Fri Jun 23, 2017 6:10 am
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Joined: Thu Mar 09, 2017 9:00 pm
Posts: 1175
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Ready for review.

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Fri Jun 23, 2017 6:12 am
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Just a note--her power armor punch damage should include the +2 from Brawler. d12+d6+6 MD. I assume Argent is one-handed for a PA suit, so she should really look at picking up Ambidextrous/Two-fisted at some point in the future. Also works well to deal with critters that try to run up on her while she's using the Boom Gun.

_________________
GM Bennies (7th SET, Joker's Jokers): 7/7
GMC Bennies:





Fri Jun 23, 2017 7:35 am
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Freemage wrote:
Just a note--her power armor punch damage should include the +2 from Brawler. d12+d6+6 MD. I assume Argent is one-handed for a PA suit, so she should really look at picking up Ambidextrous/Two-fisted at some point in the future. Also works well to deal with critters that try to run up on her while she's using the Boom Gun.


You got it Freemage! Yeah Ambidextrous/two fisted would be cool, and quick draw, as well. All sorts of edges out there that Jessica needs to get too.

Oh Thanks for fixing her Boom gun :D . I'll be sure to swing you an extra bennie for that.

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Fri Jun 23, 2017 8:04 am
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Sorry, lost track of this one.

I think she is hands down an original member. So if you could include a scene in the town that they COULDN'T save that wold be awesome.

Add in the basic gear and we're golden. I'm going to go ahead and mover here. This supporting cast thing throws me off.

Oh and avatar/account name.

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 4/6

Murder Hobos:


Sat Jun 24, 2017 6:16 pm
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Hobo Joe wrote:
Sorry, lost track of this one.

I think she is hands down an original member. So if you could include a scene in the town that they COULDN'T save that wold be awesome.

Add in the basic gear and we're golden. I'm going to go ahead and mover here. This supporting cast thing throws me off.

Oh and avatar/account name.


Added this to the background

So it went like this. I trained with an older power armor pilot. We found an avenue to translate my martial arts training into a defensive melee with the GB suit. He taught me the basics of firing the boom gun. Dig in, line up the target and let her rip. I wish he would have also taught me restraint... I got assigned to the COT 4th, folks generally respect a Gitter Boy and folks need backup. A perfect fit that would end in disaster. The first mission. We made nice with some folks from Braston, a big town full of the latest hub-bub. A group of pecos raiders zoomed in on their hover bikes terrorizing the local militia. But it was just a ploy, a group of bandits came in more stealthfully on foot prepared to steal the food stores. My sensors did not mis them. The COT responded. We had them cornered in a building with children inside. There was an abondoned building next door. The plan was simple the COT 4th head in save the children, run the bandits into the abandoned building and I blow them away. Everything went according to plan until I held my breath and fired. I'll never live it down... I don't know what happened, a technical difficulty Cheif Ellie said at my debriefing...My targeting scanners selected the building with the children and COT 4th members. Boom! There was nothing left of them. Alshley, Divon, Turge, Qill, Micael, Avery, Aele, Vastal. Sargent Sheen, Diplomat Saraway, the twins Peeter and Petri Rominov. All gone before I could exhale. Murder Hobo is right.

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Sat Jun 24, 2017 9:28 pm
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AWESOME.

_________________
Why does everybody forget about Hobo Joe? - Hobo Joe














Nameless:
    Adventure Deck (WIP)
    GM Bennies: 4/6

Murder Hobos:


Thu Jun 29, 2017 2:14 am
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5xp: Two-fisted

_________________
13th GM bennies GM Bennies
7/8
-1 for libertas to take some wounds.


Vampire Kingdoms GM Bennies
5/8
-1 to soak for Morgoth
-1 give to Devek
-1 unshake Morgoth
Morgoth 0/2


Mon Oct 09, 2017 9:33 pm
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