Dazzle (Glitter Grrl!!!)

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Dazzle
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Dazzle (Glitter Grrl!!!)

Post by Dazzle »

Narrative Hook [dice:26g1h9g5]57664:0[/dice:26g1h9g5]
Alistair Dunscon’s “True Federation.” Dunscon’s madness is only exceeded by his obsession with forcing all to fall under his rule. He’s engaged in a campaign of political pressure and terror against reluctant factions. Maybe his agents hurt you, or you served with Federation forces—until you realized you were working for a diabolical madman.

Ranged Weapon [dice:26g1h9g5]57664:1[/dice:26g1h9g5]
This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of two times.

Experience and Wisdom [dice:26g1h9g5]57664:2[/dice:26g1h9g5]
A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.

Credits: [dice:26g1h9g5]57664:3[/dice:26g1h9g5] x 100

Gear and valuables: [dice:26g1h9g5]57664:4[/dice:26g1h9g5] x 500
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Dazzle
Posts: 65
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Re: Dazzle (Glitter Grrl!!!)

Post by Dazzle »

Dazzle.jpg
Character Name: Dazzle or Dazz (Alexis "Lexi" Blaire)
Rank: Seasoned
Race: Human
Description: 5’5”, 115 lbs. Blue eyes. Pink hair, usually in a pair of ponytails off the side of her head. Her personal armor is pink and white. She often has glitter on her eyelashes and combed into her pink hair and a bit on her cheekbones and lips.
Iconic Framework: Glitter Boy GRRL!!!
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+5 (d6), Vigor d6
Pace: 14; Run d8 (60 mph); Swim 6/6; Run d6; Parry: 7; Toughness: 40 (25 MDC)/11 (5)
Skills:
  • Athletics d4
    • +1 climbing gear
  • Common Knowledge d4
  • Electronics d6
  • Fighting d10
  • Healing d4-2
    • +1 first aid kit
  • Intimidation d4
  • Language: American d8 (free)
  • Notice d6
    • +2 in Armor
  • Performance d8
    • +2 Very Attractive (possibly)
  • Persuasion d8
    • +1 Glitter Boy
    • +2 Very Attractive (possibly)
    • +1 Fame (possibly)
    • -1 Minor Mania (if known)
    • Charismatic: Free reroll
  • Piloting d8
  • Repair d8
    • +1 field repair kit
  • Shooting d10
    • Boom Gun +1
    • Offset 2 points of Shooting penalties in GG Armor
    • Wilk’s 227 3RB: +1 Shooting and damage or ROF 3
  • Stealth d4
    • -8 in Armor
  • Survival d4-2
    • +1 navigation
    • +1 food gathering
  • Taunt d6
  • Wealth d6
    • +1 Glitter Grrl!!!
    • +1 Fame

Hindrances
  • Impulsive (Major)
  • Driven (Minor): To prove she was worthy to be given the glitter boy armor. Also to be the best DJ and entertainer she can be.
  • Loyal (Minor)
  • Mania (Minor): Serious YOLO
  • Delusion (Minor): Nxla is behind everything.

Edges
  • Quick (HJ roll):Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • Power Armor Jock (IF)
  • Very Attractive (Human and Hindrance): +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
  • Fame (Novice 1): Make double the normal fee when performing for pay. She can also use her celebrity to add +1 to Persuasion rolls if a target is friendly and knows who she is (a Common Knowledge roll modified by how likely the individual is to know the celebrity). The downside of Fame is that the individual is often recognized, others frequently want something from her, she may be followed by fans or admirers, or she may not be able to shirk obligations, performances, or other duties without causing trouble for herself.
  • Ambidextrous: Ignore off hand penalty. May stack Parry bonuses from each hand.
  • Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty.
  • Charismatic: One free reroll on Persuasion checks.

Gear

USA G-10 Glitter Boy Armor
  • Description: Her armor has a custom paint job. Instead of the standard chrome finish, it is shockingly, eye-achingly pink, like the result of a drunken romp between a cotton candy factory and a glitter factory. On the front chest plate in white it reads GRRL POWER!!! The back reads PARTY GRRL!!! The lower rear plate reads BABY. Along the boom gun it says PRINCESS.
  • Armor: +25 MDC
  • Toughness: +10
  • Strength: d12+5
  • Boom Gun (Range 250/500/1000, 5d10+5 Mega Damage, AP 25, RoF 1, Shots 100; +1 Shooting, considered a shotgun for Innocent Bystanders)
    • 2 spare reloads (100 shots each)
    • Digging In: Activating/deactivating the stabilization system is an action, otherwise firing the Boom Gun knocks the Glitter Boy 2d6" back and prone, leaving the pilot Stunned. While dug in, the Glitter Boy cannot move, can only fire to the front and sides (180 degrees), and attackers gain +2 to attack rolls against the power suit (stacks with Vulnerable).
    • Sonic Boom: Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at –2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes—may not cause a Wound. On a Critical Failure the victim is Stunned instead of Shaken. Those with Hard of Hearing (Minor) or with hearing protection check at Vigor +2; those with Hard of Hearing (Major) are immune.
    • Stand By to Fire: USA G-10s can't move and fire the Boom Gun in the same round. Many carry alternative weapons for when they need to move and fight.
  • Vibro-Blade Vambraces (Str+2d4 AP 8, Parry +1)
    • Special Enchantments: Once per 24 hours, roll Spirit to activate the damage field power on the Glitter Boy with the Greater Damage Field Mega Modifier (3d6 damage) as ghostly apparitions of the blades appear and spin around the power armor. This costs no PPE or ISP, but a Critical Failure causes a level of Fatigue, which can Incapacitate the user.
  • Anti-Personnel Laser
    • Range 75/150/300
    • Damage 4d6 AP 5 ROF 1
    • Reaction fire: Once per round when their craft is attacked, Reaction Fire weapons may return fire at −2. The attack is resolved after the enemy’s who triggered it
  • Melee (Str+d4 Mega Damage, considered armed)
  • Big and Shiny: −8 to Stealth
  • Laser Resistant (half damage and AP from lasers)
  • Jet boosters: +6” horizontal, +3” vertical
  • Size 3 (Normal)
  • 20 mile/500 mile comms
    • Built in language translator
  • HUD Sensor Suite
    • +2 Notice
    • 360 degree radar, thermal imaging, night vision
    • Optics 50x magnification
    • Audio pickup whispers within 100 yards
    • Onboard targeting computers offset 2 points of Shooting penalties
  • Aquatic Mode
    • Built in depth gauge
  • Full life support for up to 4 weeks
    • After three days in the suit, the pilot must roll a Vigor check each day to avoid gaining a Fatigue level (he does not, however, risk Exhaustion or worse). A full day out of the suit restores this Fatigue.

Wilk’s 447 Laser Rifle (Range 24/48/96, 4d6 damage, ROF 1, AP 2, Shots 20, Min Str d4, 5 lb)
  • Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
  • No Recoil

NG-45LP Particle Beam Long Pistol (Range 15/30/60, 3d8 MD, damage, ROF 1, AP 3, Shots 8, Min Str d6, 5 lb)
  • Disintegration: These weapons deal Mega Damage, and +2d4 damage on a raise.
  • Atomic Annihilation: If a target without MDC armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
  • No Recoil: Particle beams ignore the Recoil penalty.

Wilk’s 227 Laser Pulse Pistol (Range 15/30/60, 3d6+1 damage, ROF 3, AP 2, 3RB, Shots 24, Min Str d6, 3 lb)
  • 3RB (+1 Shooting and damage)
  • 2 spare reloads (24 shots each)
  • HJ roll: +1 damage (already added)
  • Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.

Vibro-knife (Str+d6 MD, AP 6, Min Str d4, 2 lb)

Mark II Battlefield Light EBA Armor (18 lb)
  • Description: Pink and white
  • Armor: +5
  • Toughness: +1
  • Min Str: d6
  • EBA: Immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation.
  • Basic communications (radio range five miles), air filtration systems, and five hours of emergency air.

Field Repair Kit (10 lb): Requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM.

NG-2 Survival Pack (20 lb)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Encumbrance: 53/40

Credits: d6

Contacts

Background

Alexis Blaire was born in Kingsdale. She was told that her father had been a techno-wizard passing through. Her mother was a singer in a local lounge. Lexi, as she was known, learned to sing and dance and entertain in the lounge where her mother worked. She sometimes performed with her mother, where she got the name Dazzle for her smile, her blue eyes, and her personality.

Shortly after her eighteenth birthday, Dazz met an older, drunken glitter boy pilot at the card tables in the club. He was so wasted he was losing his shirt. She rescued him from the cardsharps and got him a room at the club.

The next morning, the now-sober pilot related how his daughter had been killed on an op in the Federation of Magic. He told Dazzle that he wanted to retire from the life of the adventurer, but he needed to pass on his legacy. He told her he’d had a dream of a pretty little girl in pink that could carry the burden.

Dazzle was already a little wide eyed with awe, having heard the stories of the famous Neeman and his glitterboys. She begged him to teach her how to use the armor. He did, and they developed a sort of father-daughter bond that did both of them good. When his liver finally gave out, Dazzle packed up his body and her rig and brought him home to someplace called Castle Refuge in the Ozarks where the Tomorrow Legion offered her further training and a place on one of their SETS. She was reluctant. She had a budding career as a performer and DJ in Kingsdale. But she had made a promise to the pilot. So she decided that it was time to take her act on the road.

Advances

Iconic Framework
  • Fully Trained: Begin with Electronics d6, Piloting d6, and the Power Armor Jock Edge.
  • Glitter Boy Armor
  • Heroic Legacy: +1 Persuasion. If a Glitter Boy is stolen, word passes quickly and the thief is targeted by Glitter Boy pilots across North America.
  • Many Have Fallen: Numerous Glitter Boys fell to defend the world, leaving plentiful salvageable parts. Serious repairs cost 250,000 credits and Severe ones 500,000.
  • Big and Shiny: −8 to Stealth
  • Closed Off: Wearing the hulking Glitter Boy power armor makes using PPE—Magic and Miracles—impossible due to the inability to perform gestures or connect with energies outside the suit. Those utilizing ISP—Psionics and Gifted—may use their abilities at –4, reduced to –2 if the G-10’s faceplate is opened.
  • Digging In: Activating/deactivating the stabilization system is an action, otherwise firing the Boom Gun knocks the Glitter Boy 2d6" back and prone, leaving the pilot Stunned. While dug in, the Glitter Boy cannot move, can only fire to the front and sides (180 degrees), and attackers gain +2 to attack rolls against the power suit (stacks with Vulnerable).
  • Enemies: The CS and True Federation consider Glitter Boys enemies of the state.
  • Highly Technical Machinery: G-10s are subject to the Technical Difficulties Setting Rule.
  • Sonic Boom: Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at –2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes—may not cause a Wound. On a Critical Failure the victim is Stunned instead of Shaken. Those with Hard of Hearing (Minor) or with hearing protection check at Vigor +2; those with Hard of Hearing (Major) are immune.
  • Stand By to Fire: USA G-10s can't move and fire the Boom Gun in the same round. Many carry alternative weapons for when they need to move and fight.

Hero’s Journey
  • Narrative Hook
    • Alistair Dunscon’s “True Federation.” Dunscon’s madness is only exceeded by his obsession with forcing all to fall under his rule. He’s engaged in a campaign of political pressure and terror against reluctant factions. Maybe his agents hurt you, or you served with Federation forces—until you realized you were working for a diabolical madman.
  • Ranged Weapons
    • This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of two times.
  • Experience & Wisdom
    • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.

Advances
  • Initial Advances: (From Hindrances): Agility d8, Attractive Edge
  • Free Edge (Human): Very Attractive Edge
  • Novice 1 Advance: Fame Edge
  • Novice 2 Advance: Spirit d8
  • Novice 3 Advance: Performance d8, Repair d6
  • Seasoned 1 Advance: Ambidextrous
  • Seasoned 2 Advance: Agility d10
  • Seasoned 3 Advance: Fighting d10, Repair d8
  • Seasoned 4 Advance: Two-Fisted
  • Veteran 1 Advance: Charismatic
  • Job Promotion Free Advance: Persuasion d8, Shooting d10
  • Veteran 2 Advance: Spirit d10
  • 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:
Attachments
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Last edited by Dazzle on Mon Oct 04, 2021 12:06 am, edited 13 times in total.
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Venatus Vinco
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Re: Dazzle (Glitter Grrl!!!)

Post by Venatus Vinco »

This sheet looks ok,

Be easier to read if it followed site norms (each section a reply to the post).

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Pursuit
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Re: Dazzle (Glitter Grrl!!!)

Post by Pursuit »

Please also list your Strength outside of the armor (looks like a d4 based on your points).
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Dazzle
Posts: 65
Joined: Sat Mar 07, 2020 2:50 am

Re: Dazzle (Glitter Grrl!!!)

Post by Dazzle »

It's d6. It's listed.
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Dazzle
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Joined: Sat Mar 07, 2020 2:50 am

Re: Dazzle (Glitter Grrl!!!)

Post by Dazzle »

Bonus advance for Interlude: Spirit d8
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Dazzle
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Re: Dazzle (Glitter Grrl!!!)

Post by Dazzle »

Q1 2021 Advance: Two-Fisted Edge
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Dazzle
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Re: Dazzle (Glitter Grrl!!!)

Post by Dazzle »

Q3 2021 Advance: Spirit d10
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