Roger the Senile Glitter Boy

Post Reply
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Roger the Senile Glitter Boy

Post by Roger »

HJ rolls:
1. Training [1d20]: [9] = 9 Gain Woodsman edge and d4 Survival
2. Training [1d20]: [10] = 10 Gain Mr Fix it edge and d4 Repair
Starting Credits: [4d6] x100: [3, 3, 3, 1] = 10 = 1000
Starting valuables: [2d4] x500: [1, 2] = 3 = 1500
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Roger Evans

Rank: Novice
Race: Human
Iconic Framework: Glitter Boy
Attributes:
  • Agility d8-1
  • Smarts d6
  • Spirit d8
  • Strength d4-1 (d12+5 in GB)
  • Vigor d6-1
Pace: 5 (14 in GB Armor) Run: d6-1 (d8 in GB Armor); Parry: 6; Toughness: GB 40(25), EBA 10(4); Strain: 6

Skills:
  • Athletics d6
  • Common Knowledge d4
  • Electronics d6
  • Fighting d8
  • Healing d4
  • Intimidation d8
  • American d8
  • Notice d4 (+2 when in GB) (-4 to rolls involving hearing)
  • Persuasion d6+1
  • Piloting d8
  • Repair d6+2 (-1 when in GB)
  • Shooting d8 (+1 when in GB)
  • Stealth d4 (-8 when in GB) (+2 bonus when in the wild)
  • Survival d4+2
  • Taunt d10
Hindrances
  • Elderly (Major): Roger is 72 years old, suffering -1 pace, -1 to running rolls(minimum 1), -1 to strength, agility and vigor. Gains 5 skill points for smarts related skills.
  • Quirk (Minor): Roger is also senile, following in the footsteps of Don Quixote, he tries his best to uphold the heroic legacy of the Glitterboy. However he generally has no idea what is going on and makes several weird decisions along the way.
  • Hard of Hearing (Minor): After years of hearing his Boom Gun go off, Roger does not have the best hearing anymore. -4 to Notice rolls involving hearing.
Racial Abilities
  • Adaptable: +1 starting edge, applies with born a hero.
Edges
  • Provoke : On a raise of a Taunt test, may provoke affected foe(s). Suffer a -2 penalty to affect anyone other than Roger, lasts until a Joker is drawn.
  • Rabble Rouser : Tests with Taunt or Intimidate affect multiple targets in a medium blast template
  • Killer Instinct : Free reroll on instigated tests
  • Woodsman: +2 to stealth and survival checks in the wild
  • Mr. Fix It: +2 to repair rolls, performed in half the time. Quarter time on a raise.
  • Power Armor Jock: Negates agility penalty when using power armor.
Iconic Abilities and Complications
  • Fully Trained : Begin with Electronics d6, Piloting d6, and the Power Armor Jock Edge.
  • Glitter Boy Armor: Start with GB Suit
  • Heroic Legacy : +1 to social checks and 1 higher starting reaction level
  • Many Have Fallen : Serious repairs cost 250,000. Severe 500,000
  • Big and Shiny : Size 3 (normal) -8 to stealth checks
  • Closed Off : No PPE abilities, penalties to ISP abilities
  • Digging In : Digging in costs an action, targets get +2 to hit, immobile and only able to shoot in 180 degree arc
  • Enemies : Enemy of CS and True Federation
  • Highly Technical Machinery : Subject to Technical Difficulties
  • Sonic Boom : Large blast template sonic boom when firing boom gun
  • Stand by to Fire : Cannot move and fire boom gun on same turn
Last edited by Roger on Sun Sep 05, 2021 9:00 pm, edited 6 times in total.
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Powers
None
Post reserved for if this changes later for this character
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Gear

Credits: 700

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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).
    • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
USA G-10
  • • Size: 3, Armor: +25 MDC, Toughness: +10, Strength d12+5, Pace 14 (Run d8)
    • Notes: Laser Resistant, 60MPH, Maneuvering Jets (Jump 6" horizontal, 3" vertical; Swim Pace 6), Language Translator, Depth Gauge, STS, ECC, MDC
    • Weapons
    • • Boom Gun (Range 250, 500, 1000, 5d10+5 MD, AP 25, RoF 1, Shots 100, +1 Shooting, Considered a Shotgun for Innocent Bystanders)
    • • Punch (Str+d4, MD, Considered armed)
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 20 mile range (500 if using a repeater)
    +2 to Notice checks with 360 degree radar
    Public-address loudspeakers
    Night vision with x50 magnification
    Offsets 2 points of shooting penalties
    Audio pickups hear whispers at 100 yards
Plastic-Man Light EBA
  • • Armor: +4 Toughness: +1
    • Weight: 13 lbs (Min Str: d4)
    • Notes: EBA, starting Gear, did not meet strength minimum for starting armor so took lower default gear option.
    • Rarity: +1; Cost: Free
Vibro-Knife
Image
  • • Str+d6, AP 6
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
    • Rarity: +2 Cost: 7,000
Wilks 227 Pulse Pistol
  • • Damage: 3d6, AP 2, RoF 3, 24 Shots
    • Weight: 3 (Min Str d6)
    • Notes: No Recoil, 3RB, Cauterize, -1 to Shooting rolls due to min strength difference
    • Rarity: -1 Cost: Free
Armor Piercing Grenade
  • • Damage: 3d6, AP 16
    • Weight: 0.25
    • Notes: MD, SBT
    • Rarity: -1 Cost: 700
Fragmentation Grenade x2
  • • Damage: 5d6
    • Weight: 0.25
    • Notes: MD, LBT
    • Rarity: +1 Cost: 550
Miscellaneous Items
  • • x2 spare e-clips
Last edited by Roger on Sat Sep 04, 2021 10:09 am, edited 6 times in total.
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Advances

Hero’s Journey
  • Training 9 - Woodsman Edge and d4 Survival
  • Training 10 - Mr. Fix it Edge and d4 Repair
Advances
  • Initial Advances: (Bonus from Hindrances): Provoke (edge), Rabble Rouser (edge)
  • Edge(s) granted by Racial Features: Killer Instinct (adaptability feature)
  • Edges(s) from Hero’s Journey Rolls: Woodsman, Mr. Fix It
  • Novice 1 Advance (PbP): Increase vigor to d6
  • 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:
Last edited by Roger on Sat Sep 04, 2021 7:53 am, edited 1 time in total.
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Background

There was nothing glamorous about running a garbage dump located on the outskirts of Char; a lawless gang run town more concerned with Steel Tree logging and turf wars than properly storing away and sorting its trash. Still, it was a job that needed to be done no matter what side of things you claimed to be on, so it was that Roger was largely left alone to run it and collect from the streets relatively unmolested. As a former Operator, Roger had spent his years traveling from town to town across what was once the southern united states, performing repairs for just enough in credits and supply to eke out a living. But for the last decade or so, he had needed to lay low from dangerous extortionists who had not appreciated his work in keeping small communities running, choosing to settle down in the most unlikely and dangerous locations to stay off the radar from those who wished him harm.

The years passed as Roger kept to his routine, collecting trash and compacting it into the town dump with a refurbished Samson power armor that was rusty and barely held together. A mild case of onset dementia caused by aging, fumes and exposure to radiation over the years made him somewhat loopy and disassociated with reality. Despite all of this he still somehow managed to perform his job while the local gangs gave a wide berth to the "weird old man" that ran the dump.

On a fateful day on the trash pile, a mountain of scrap metal ended up collapsing out from under Roger, causing his Samson suit to explode (with him in it) further shaking the large collection of trash into a landslide of debris and trapping the old man under it. Miraculously, he somehow survived the collapse, finding himself within a long forgotten tunnel built from ancient compacted slag. There he found a strangely intact USA-G10 Glitter Boy suit that had survived the fall of the Golden Age.

Whether it was due to his senility, or the hit to his head that he took during the fall; Roger was convinced that the famous power armor was meant for him to find, immediately taking it upon himself to uphold the heroic legacy that came with it. Without any hesitation on his part, Roger entered the suit and powered its still functioning nuclear core to life. Using the boom gun several times in succession to free himself from the trash pile and crawl his way to victory!

The citizens of Char who had come to see the commotion, only reported seeing the iconic armor charging away with glee into the sunset as the senile old man began his heroic life of adventure.
Last edited by Roger on Sat Sep 04, 2021 9:51 am, edited 1 time in total.
User avatar
Roger
Posts: 7
Joined: Fri Sep 03, 2021 8:38 am

Re: Roger the Senile Glitter Boy

Post by Roger »

Tracking

Bennies: 3/3
Wounds: 0/3
Fatigue: 0/2
Post Reply

Return to “Archived Recruits”