Gorgeous George

It’s an unfortunate name, but one that has stuck.
GM: Hobo Joe
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Gorgeous George
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Gorgeous George

Post by Gorgeous George » Mon Jun 12, 2017 1:22 pm

Grackle Tooth Body-Fixer/Cyber-Doc
Narrative Hook 1d20 = 19: 19: Juicer Uprising

F&G: 1d12 = 7: 7 11: Fortune Favors the Bold (Brave, +1 Benny at start of session)
F&G: 1d12 = 5: 5 2: A Strong Suit of Armor (w/2 mods)
F&G: 9: Wealthy & Connected (Rich, Connections: Pecos Empire, Black Market)

Experience & Wisdom: 1d20 = 14: 14 16: Professional Edge: Investigator (Streetwise, Investigation)
Experience & Wisdom: 1d20 = 15: 15 15: Professional Edge: Scholar (Medicine & Cybernetics)
Experience & Wisdom: 1d20 = 19: 19 19: Choice: 10-11: Background Edge: Charismatic

Starting Cash: 4d6 = 16: 3, 4, 6, 3

Body Armor Mods (Filthy Rich): 1d20 = 2: 2 Re-Roll
Body Armor Mods (Filthy Rich): 1d20 = 15: 15 Urban Camo
Body Armor Mods (Filthy Rich): 1d20 = 3: 3 Re-Roll
Body Armor Mod Re-Roll (Replace 2, which was already part of F&G): 1d20 = 15: 15 Re-Roll
Body Armor Mod Re-Roll (Replace 15): 1d20 = 2: 2 Re-Roll
Body Armor Mod Re-Roll (Replace second 2, which was already part of F&G): 1d20 = 16: 16 Targeting System
Body Armor Mod Re-Roll (Replace 3, which was already part of F&G): 1d20 = 17: 17 Re-Roll
Body Armor Mod Re-Roll (Replace 17): 1d20 = 20: 20 Choice: +3 Armor

Rolls for Big Al, Sidekick, Human Robot Armor Jock:
Big Al Narrative Hook: 1d20 = 19: 19 The Evil That Men Do
Fortune & Glory: 1d12 = 2: 2 Strong Suit of Armor (2 mods)
Fortune & Glory: 1d12 = 6: 6 Spiritual & Determined (Spirit die, Strong-Willed)

Magic & Mysticism: 1d20 = 12: 12 Rapid Recharge Edge
Magic & Mysticism: 1d20 = 5: 5 +5 PPE

Big Al Starting Cash: 4d6 = 15: 6, 2, 5, 2
Last edited by Gorgeous George on Tue Jun 13, 2017 10:55 am, edited 6 times in total.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George

Post by Gorgeous George » Mon Jun 12, 2017 10:27 pm

Player Name: Soren
Google Handle: Soren
Character Name: Gorgeous George
Rank: Veteran Experience: 50
Race: Grackle Tooth
Iconic Framework: Body-Fixer/Cyber-Doc
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Charisma: +6; Pace: 4/Run d4; Parry: 5; Toughness: 20 (9); Strain: 0;
Skills:
  • Healing d10+4 (1)
  • Knowledge (Cybernetics) d6+2 (Free)
  • Knowledge (Medicine) d6+2 (Free)
  • Investigation d8+2 (3)
  • Streetwise d10+8 (3)
  • Persuasion d10+6 (2, N3 Advance)
  • Shooting d4+2 (1)
  • Fighting d6 (1, N3 Advance)
  • Piloting d4 (1)
  • Notice d4 (1)
  • Knowledge (Biology) d4 (1)
  • Stealth d4+2 (1)

Hindrances
  • Heroic (Racial): Do Good Things, Be the better sophant
  • Lame (Major): Pace -2, d4 Running Die
  • Loyal (Minor): Never leave a man behind
  • Vow (Minor): Hippocratic Oath: Do no harm, never refuse treatment

Edges
  • Healer (IF): +2 Healing rolls, Up to 5 allies gain +2 to Natural Healing rolls
  • I Know A Guy (Hind); roll Streetwise for 1-time Connections Edge
  • Sidekick (Hind) Big Al
  • Brave (F&G): +2 vs. Fear/Intimidation
  • Rich (F&G): +5K Credits, free vehicle
  • Connections (F&G): Black Market; Pecos Bandits
  • Investigator (HJ): +2 Streetwise, Investigation
  • Scholar (HJ): +2 Medicine, Cybernetics
  • Charismatic (HJ): +2 Charisma
  • Attractive (N1): +2 Charisma
  • Very Attractive (N2): +2 Charisma
  • Filthy Rich (S1): 3 rolls on Body Armor Table, total of 20K above starting funds
  • Scrounger (S2): Roll Streetwise for gear/cash 1/session
  • Battle hardened (V2): Gain +2 to Soak rolls
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George

Post by Gorgeous George » Mon Jun 12, 2017 10:28 pm

Background:

Born with a club foot, George was fascinated by the idea of cybernetics. Of course, as a Grackle Tooth, that route was forever barred to him, but by the time he came to grips with that fact, he'd discovered that he had a knack for putting people together. His amiable nature, piercing eyes and soft, soothing voice gave him a bedside manner that was surprisingly calming for the patients at the Black Market alley-clinic where he learned the trade.

Once he finished his apprenticeship, he took to the road, traveling throughout the Midwest and the Pecos Empire. He was brash and bold, and often rode in on his hoverbike to territories that were rife with conflict, patching up whoever could make it to his tent. In the early days, he was happy to just help out, often working for a pittance--a meal, a warm bed, some gear. And during this time, he came across a strange little man who never seemed to speak, who'd been left to die in the desert by a particularly nasty gang of marauders who'd attacked the caravan the little man had been riding. George patched him up, drove him to the nearest town, and cared for him until he'd recovered. The little man (whom he'd come to call Big Al, as a sort of joke) and he parted company, and he continued his career.

Most towns and cities were happy to have a skilled physician come to perform his art, and a considerable number of the Pecos bandits were grateful that he didn't ask a lot of questions. And he turned a pretty profit, as well as accruing a small mountain of favors. But hanging out with criminals all the time can erode one's ethical compass. The money turned his head, too, after a time, and he became more mercenary in his attitudes. While he never outright refused aid, he often would demand exorbitant fees. He also started taking more questionable work, installing Juicer Rigs and M.O.M. units.

Then came the Uprising. He had been working in CS territory, installing Juicer rigs in young people who didn't understand the gravity of their decision until it was far too late. Then, the Juicers had had enough, and a revolt swept through the region. During the chaos, a group of the loved ones of several Juicers banded together and captured Gorgeous George. They held him at gunpoint, and forced him to operate on a particularly unscrupulous Juicer recruiter named Mr. Kismet. They'd promised to let him go afterwards, but instead, they took him out back and shot him. He bled out into the gutter as the violence of the Juicer Uprising continued all around him, unheeding.

And then woke up, to the smiling face of Big Al. Still silently, he came to understand that he'd been brought back from the literal dead. Shaken to the core, the Grackle Tooth re-evaluated the course of his life. During his convalescence, he learned that the little man had, upon their earlier encounter, undergone as similar alteration in his world-view; apparently, when they met, he was... less pleasant. George's act of kindness had made him question his life, and so he undertook to change his ways--and then, sought out George himself, in order to thank him.

It was fate that led him down the alley that night, and so he took the recently expired Body Fixer to his new, mobile care station, a Behemoth crewed by others whom Big Al had assisted along the way. George came to accept that Big Al felt bound to him in service, and so the two joined forces, setting out across Pecos again, performing acts of mercy large and small. When word came of Tolkeen's disastrous fall reached them, they headed north, and came across one of the bands of refugees that Lord Coake was leading to the recently established Castle Refuge. They assisted, both with the care for the injured and sick, and with the actual transport. After that, they made several more runs, and recently, after much consideration, they decided to enlist full-time in the Legion as part of the Community Outreach effort, to better build a future more to their liking.

Big Al's Background:

Big Al rarely speaks, and never in front of George; their long association and mutual understanding seem to make it unnecessary. He is of Korean descent, but speaks English with a Texas accent when he does talk to others. He is opaque on the subject of his history before his first encounter with George, only admitting, when pressed, that he was "a bad man". His lack of martial skill often makes folks curious as to what, exactly, he could have been capable of, but he simply regards his former life as over; the bad man who went by another name is dead, and he is now Big Al. George, having seen how good Big Al is at staring people down, suspects the little guy was a blackmailer, but who's he to judge? New beginnings should be just that.

Addendum: The Murder Hobo Incident
It all went south so fast. The group had gone out with the militia to deal with the bandits. Only there were way fewer riders than there should've been. At first, this seemed like good news--then the radio call came in from the town--the largest part of the bandit gang had circled around behind while everyone was coming out to hunt the outriders down, and were raiding the food stores.

George and Big Al stayed behind, figuring the mere presence of the Behemoth would be enough to assist the town's militamen deal with the handful of outriders; the rest of the COT went back to deal with the situation there. That story is for the others to tell, of course. But things didn't go well with the outriders, either.

The bandits had some sort of psi-operator with them, with the ability to confound mechanical sensors. It was how they managed to convince everyone that they were massing to the north of town in the first place. But they had a nastier surprise in store, as well. Big Al fired the missiles at the road in front of the remaining bandits, in an attempt to get them to veer off as they were charging the militia men. But the psychic had managed to counfound the targeting sensors, too--the missiles instead struck right in the middle of the militia's main cluster. The missiles weren't enough to wipe them out--but they were enough to injure many of them, and distract the rest--an opportunity the bandits didn't let go to waste. It was a slaughter. George managed to get some of them back inside the Behemoth and they retreated back to town, only to discover the grisly mess there. The outriders, learning that the main group of bandits had gotten a good bit of the food stores, opted to break off rather than follow.

They offered to stay and try to help rebuild, of course, but the townsfolk just drove them off, and George couldn't blame them--what a complete clusterfuck.
Last edited by Gorgeous George on Tue Jun 13, 2017 11:33 am, edited 1 time in total.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Posts: 127
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Re: Gorgeous George

Post by Gorgeous George » Mon Jun 12, 2017 10:30 pm

Gear
Total Weight: 27 lbs
Load (Penalty): 40 lbs (No Penalty)

Natural Weapons
  • Claw, Bite or Tail-Slap
  • Str + d6 damage
“Hippocrates” (Modded Triax T-12 Field Medic Armor)
  • +9 Armor, +3 Toughness, Full Environmental Protection
  • Comm Unit: 10 mile range, Thermal Vision, x10 magnification, dual directional lights
  • Camouflage (+2 Stealth, Urban & Forest settings, action to switch)
  • Targeting System (+2 ranged combat)
  • Complete Medical and surgical kits (+2 Healing rolls)
  • 17 lbs

Wilk’s 227 Pulse Pistol
  • 18/36/72, 2d6+1, AP 2, RoF 2, 24 shots
  • 2 extra E-Clips
  • 3 lbs

Bio-Analysis Kit
  • Healing check to produce antidotes and disease treatments
  • +2 to roll
  • 3 lbs

Dosimeter
  • Detect radiation in 5/10/20 meter-range bands
  • 1 lb

Trauma Kit
  • Healing rolls get +1 bonus, ignore two points of penalties
  • Needs replacement charges at GM discretion
  • 3 lbs

"Asclepius" NG-357 Magnum-Turbo Hovercycle
  • Modded for Grackle Tooth rider
  • Size 2, Acc/TS 15/70, Toughness 17 (8 MDC), Crew 1+1
  • Hover, Maximum height 100 feet
  • Nuclear engine, infinite range
  • Handling 1
  • Booster Unit (6 uses before recharging; each use doubles Acc/TS for one round; 1K to recharge) [Purchased for 20K starting cash]
  • Remaining Mods 2


NG-S2 Survival Pack
  • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • „„One sleeping bag, also insulated.
  • „„One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • „„One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • „„One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • „„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • „„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • „„One fre starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • „„Four signal flares.
  • „„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • „„One bar of soap and a sterilized cloth.
  • „„One canteen.
  • „„Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • 30 lbs, on Hoverbike

Credits: 6600

Contacts:
Mr. Bleu, Black Marketeer
Snaggles, Dog Boy Pecos Bandit
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Posts: 127
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Re: Gorgeous George

Post by Gorgeous George » Mon Jun 12, 2017 10:31 pm

Race Traits
  • Vigor d6, Strength d8
  • Size +2; 10 feet tall, 800 lbs
  • Natural Weapons (Claws): Str + d6 damage
  • Prehensile Tail: Extra Non-Movement action per round, no MAP
  • “Stuff Ain’t Built For Me”: Armor costs x3, Vehicles not modified for GT are at -2 driving
  • Cyber Resistant, Restricted from Magic & Psi Paths
  • “Just How I Was Raised”: Heroic Hindrance
  • Issues with Cold: +4 damage from cold-based attacks, -4 to resist cold-based effects
  • Distinctive D-Bee: -4 Charisma with CS citizens

Iconic Framework
  • Smarts die-bump
  • Healer Edge
  • D8 Healing, d6 each Knowledge (Cybernetics, Medicine)
  • Starting equipment

Hero’s Journey
  • Experience & Wisdom
    • 16
    • Prof. Edge: Investigator
  • Experience & Wisdom
    • 15
    • Prof. Edge: Scholar
  • Experience & Wisdom
    • 19: Choice:
    • Background Edge: Charismatic
  • Body Armor (From Filthy Rich)
    • 15
    • Urban Camouflage
  • Body Armor (From Filthy Rich)
    • 16
    • Targeting System
  • Body Armor (From Filthy Rich)
    • 20
    • +3 Armor
  • Body Armor (From F&G)
    • Choice
    • +1 Toughness
  • Body Armor (From F&G)
    • Choice
    • Forest Camouflage

MARS Fortune & Glory
Fortune and Glory
  • 11
  • Fortune Favors the Bold (Brave, +1 Benny at start of session)
Fortune and Glory
  • 2
  • A Strong Suit of Armor (w/2 mods)
Fortune and Glory
  • 9
  • Wealthy & Connected (Rich, Connections: Pecos Empire, Black Market)

Advances (Planned Advances in Red)
  • Initial Advances: I Know A Guy; Sidekick
  • Novice 1 Advance: Attractive
  • Novice 2 Advance: Very Attractive
  • Novice 3 Advance: Persuasion d8/Fighting d6
  • Seasoned 1 Advance: Filthy Rich
  • Seasoned 2 Advance: Scrounger
  • Seasoned 3 Advance: Spirit d10
  • Seasoned 4 Advance: Elan
  • Veteran 1 Advance: Command Changed with GM Permission: Vigor d8
  • Veteran 2 Advance: Battle Hardened
  • Veteran 3 Advance: Streetwise d10/Persuasion d10
  • Veteran 4 Advance: Investigation d10/Shooting d6
  • Heroic 1 Advance: Smarts d12
  • Heroic 2 Advance: Investigation d12/Healing d12
  • Heroic 3 Advance: Notice d6/Piloting d6
  • Heroic 4 Advance: Robot Armor Jock
  • Legendary 1 Advance: Professional: Healing
  • Legendary 2 Advance: Expert: Healing
  • Legendary 3 Advance: Master: Healing
  • Legendary 4 Advance:
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George (Big Al)

Post by Gorgeous George » Tue Jun 13, 2017 9:23 am

Character Name: Big Al
Rank: Seasoned Experience: 29
Race: Human
Iconic Framework: MARS Robot Armor Jock (Sidekick)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6/Run d6; Parry: 4; Toughness: 15 (9); Strain: 0;
Skills:
  • Piloting d6 (Free)
  • Healing d6 (2)
  • Fighting d4 (1)
  • Notice d4 (1)
  • Faith d8 (3)
  • Taunt d6+2 (2)
  • Intimidate d6+2 (2)
  • Repair d4 (1)
  • Survival d4 (1)
  • Knowledge: Arcana d6 (2)

Hindrances
  • Small (Major): -1 Toughness
  • Pacifist (Minor): Fight only in self defense, kill no prisoners
  • Quirk (Minor): Never talk in front of George

Edges
  • Robot Armor Jock (IF): No penalty for operating the Behemoth
  • Arcane Background: Miracles (Human): Can cast spells
  • Followers (Hind); Has a crew of five Extras who man the Behemoth
  • Strong-Willed (F&G): +2 Taunt/Intimidation
  • Rapid Recharge (HJ): 1 PPE/30 mins
  • Holy Warrior (N3): See Powers List
  • Master of Magic (S1): May cast Mega-Powers
Last edited by Gorgeous George on Fri Oct 05, 2018 9:04 am, edited 2 times in total.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George (Big Al)

Post by Gorgeous George » Tue Jun 13, 2017 9:45 am

Gear
Modded Triax T-12 Field Medic Armor
  • +9 Armor, +1 Toughness, Full Environmental Protection
  • Comm Unit: 10 mile range, Thermal Vision, x10 magnification, dual directional lights
  • +1 Vigor Checks due to superior environmental system
  • 17 lbs

Wilk’s 227 Pulse Pistol
  • 18/36/72, 2d6+1, AP 2, RoF 2, 24 shots
  • 2 extra E-Clips
  • 3 lbs


"Tiny", NG Ex-5 Behemoth Explorer
  • Size 8, Crew 2+38 passengers), Strength d12+6, Toughness 40 (18 MDC), Pace 7
  • 10 Living Quarters, with space for 4 people, each (currently, Big Al and Hospitallers occupy two rooms with a spare bed in each; Gorgeous George has a third room to himself).
  • Sensor Package: +2 Notice rolls
  • Storage Bay with room for 4 small vehicles & up to six suits of Power Armor (George's Hovercycle is stored here)
  • Medical and biological research lab
  • Has a large red cross painted on the sides
NG-S2 Survival Pack
  • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • „„One sleeping bag, also insulated.
  • „„One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • „„One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • „„One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • „„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • „„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • „„One fre starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • „„Four signal flares.
  • „„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • „„One bar of soap and a sterilized cloth.
  • „„One canteen.
  • „„Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • 30 lbs
Hospitallers (Followers) (Behemoth Support Staff; 5 Extras)
  • Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  • Skills: Fighting d4, Notice d6, Healing d6, Faith d4, Knowledge (Medicine) d6, Piloting d6
  • Charisma: —; Pace: 6; Parry: 4; Toughness: 9 (4)
  • Equipment: First Aid Kit, ED-5 "Plastic Man" Light Security Armor (+4A, FEP)
    • Armor is white, with a red cross on front and back
Credits: 1500
Last edited by Gorgeous George on Tue Jun 13, 2017 12:53 pm, edited 2 times in total.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George (Big Al)

Post by Gorgeous George » Tue Jun 13, 2017 9:56 am

Iconic Framework
  • Piloting d6
  • Robot Jock Edge
  • Free Robot Armor: Behemoth Explorer

Hero’s Journey
  • Magic & Mysticism
    • 12
    • Rapid Recharge Edge
  • Magic & Mysticism
    • 5
    • +5 PPE
  • Body Armor (From F&G)
    • Choice
    • +3 Armor
  • Body Armor (From F&G)
    • Choice
    • +1 Vigor Checks

MARS Fortune & Glory
Fortune and Glory
  • 2
  • A Strong Suit of Armor (w/2 mods)
Fortune and Glory
  • 6
  • Strong & Determined (Spirit die-bump, Strong-Willed Edge)

Advances
  • Initial Advances: Followers, Smarts d8
  • Human: AB: Miracles
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance: Faith d10/Taunt d8
  • Novice 3 Advance: Holy Warrior
  • Seasoned 1 Advance: Master of Magic
  • Seasoned 2 Advance: Spirit d12
  • 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:
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Gorgeous George
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Re: Gorgeous George (Big Al)

Post by Gorgeous George » Tue Jun 13, 2017 10:20 am

Powers
  • Arcane Skill: Faith
  • 15 PPE
  • Powers on list: banish, beast friend, barrier, blind, boost/lower trait, confusion, deflection, detect/conceal arcana, dispel, divination, drain power points, entangle, environmental protection, greater healing, healing, invisibility, intangibility, light/obscure, mind-reading, puppet, slow, slumber, speak language, speed.
Healing
  • 3 PPE, Touch, Instant
  • Heals 1 wound on success, 2 wounds on raise
  • Penalty to roll equal to target's Wound Penalties
Mass Healing
  • 6 PPE, Spirit x2", Instant
  • Heals 1 wound on success, 2 wounds on raise
  • Affects all desired targets within range
  • -2 to casting roll (instead of target Wound Penalties)
Greater Healing
  • 10 PPE, Touch, Instant
    • Heals 1 wound on success, 2 wounds on raise
    • Penalty to roll equal to target's Wound Penalties
    • Neutralizes poison, sickness
    • Not limited to Golden Hour
  • 20 PPE, Touch, 1d6 hours to cast, -4 Penalty to Faith
    • Restores Permanent, Crippling injuries
    • Only one attempt per injury
Resurrection
  • 30 PPE, Touch, 2d6 hours to cast
  • Restore dead to life
  • Penalty to roll based on how long dead:
    • 1 Hour: -2
    • 1 Day: -4
    • 1 Month: -6
    • 1 Year: -8
  • Failed roll means caster dies, too
  • Other Faith casters may act co-operatively. Supporting casters on a failed attempt are Incapacitated by Fatigue for 8 hrs/level restored
  • Success means target has 3 wounds, is Incapacitated, and has a Permanent Injury (these may be treated with Healing/Greater Healing as normal).
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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Hobo Joe
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Re: Gorgeous George

Post by Hobo Joe » Thu Jun 29, 2017 2:20 am

YES. Good stuff on the backgrounds, I will use the psi-operator as the villain for Bronze too, easily the GB's sensors could have been confused just enough to make a bad mistake happen. So many ideas!
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

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Gorgeous George
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Re: Gorgeous George

Post by Gorgeous George » Thu Oct 05, 2017 9:43 am

10/5/2017: Gorgeous George uses S3 Advance on Spirit d10
1/28/2018: G.G. uses S4 Advance on Elan
4/1/2018: G.G. uses V1 Advance on Command; Hospitallers gained d6 Vigor.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit

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