Demeanor: Always the first to offer his help, whether it be to fix something or something he's unfamiliar with. Usually has to ask for clarification multiple times as well as refreshers
Nature: Forgetful, caring, easy to make friends with. Becomes a hard-ass when action starts
Description: Above average height with a bit of a beer gut. Dark brown hair cut short but hasn't seen a brush in years. Wears light tan trench coat with matching hat and pants with suspenders. Sports a simple white shirt with red pinstripes.
You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.
- Physical Health: 7
- Mental Health: 7
- Physical Defense: 3
- Mental Defense: 2
- Perception: 4
- Agility: 2
- Strength: 2
- Persuasion: 4
- Bluff: 4
- Melee: 3
- Ranged: 4
- Sneak: 2
- Engineering: 3
You have twelve points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Police Training: 2. "The academy taught taught me everything that needed knowing about guns and how to handle potential situations."
- Detective's Badge: 5. "What being a cop didn't teach me, I learned on the field. How to scope a crime scene and to talk nice with the convicts."
- Handyman Father: 4. "Growing up, my 'pa taught me a thing or two about how to take a broken thing and making it less so."
- High-School Boxing Champion: 1. "Trophy didn't earn itself. I can hold my own mano-a-mano."
List everything your character carries on their person here. Be reasonable.
- Colt Detective Special
- Extra Ammo (.38 Special)
- Police Badge
- Notebook and Pencil
- Engraved sterling-silver lighter
- Small set of handyman's tools
- Chocolate Bar
- Flashlight (Owned by Zoe Aleron)
And everything that they keep in their room at Site 19. Anything that's not listed here or in the section above will be difficult for the character to retrieve.
- High-School Boxing trophy
- Broken typewriter
- Various antiques in multiple stages of repair
- Dream journal with too much crossed out
- Stacks of comic serials
- A Banganash rifle, pistol, and polearm (From Banganash quest)
Roy grew up a normal kid with his handyman father in a small town in Nebraska, except for the blue fairy. Roy can't even remember it now, a blue glowing light would visit him near his backyard tree everyday. One day though, men visited claiming to be from the government. They forcibly took the fairy away and wiped Roy's memory. All he could remember was the glow of the light and the letters 'SCP'
Years later, Roy earned his detective's badge, happy his father got to see him graduate before he passed. He quickly became revered in the office for his talents in solving the impossible cases. One such event came with a chance encounter with the Foundation when a missing pet case ran parallel with one of their SCP retrieval missions. The Foundation was impressed, and a few weeks later Roy was packing for his new job.
His father owned a repair shop for antique toys. Roy would help out whenever he could.
Roy has short-term memory loss which is why he keeps a notebook on him at all times.
While working as a detective, Roy would usually take cases of unusual significance secretly in the hopes that he might discover something about SCPs
His favorite song growing up is "Tuck Me to Sleep in My Old 'Tucky Home" by Ray Cropper: https://www.youtube.com/watch?v=sdMhUo7c920
An unlogged SGF run involving SCP-1100
within-firing-range +5 xp
Daed Run +3 xp
that-skip-you-like-is-going-to-come-back-in-style +2 xp
Another Daed Run +4 xp
a-baaaaaad-situation +2 xp