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Cockroach Hamilton
| Dex: 05 | Str: 04 | Bod: 05 | Motivation: Mercenary |
| Int: 04 | Wil: 04 | Min: 03 | Occupation: Enforcer |
| Inf: 04 | Aur: 03 | Spi: 03 | Resources {or Wealth}: 005 |
| Init: 013 | HP: 025 |
Skills: Gadgetry: 02, Martial artist (EV): 05, Martial artist (RV): 07, Vehicles (Land): 03, Weaponry (Firearms): 05, Weaponry (Josh): 08
Bonuses and Limitations: Weaponry (Josh) is Diminishing - the AV drops by one for every AP of distance
Advantages: Iron Nerves
Connections: Underworld (Low)
Drawbacks: Dependent (Josh)
Equipment:
- 1970s shades [BODY 01, Shade: 01]
- Josh (see below)
- In 2000 Hamilton was sporting a cyberpunk-ish assault canon, presumably built by Nightshade. It is only seen firing a few times - possible stats are [BODY 04, Projectile weapon: 10, Ammo: 05, R#03].
Josh
“Josh” is Roach’s main gun - a rather improbable six-barrelled shotgun. Its basic stats are [BODY 04, Range: 04, Ammo: 06, R#3, Recommended STR 04, Limitation: whenever R# is rolled, it increases by 3 (to 6, then 9, and so on). While Cockroach can unjam his gun in the field, he has to completely repair it to bring the R# to its normal score]. When out of ammunition, Josh remains a mean clubbing weapon [EV 04 (05 w/STR, 06 w/Martial arts)].
One barrel has EV: 06 (use the listed Range for Range). Unloading two barrels means a 07, four barrels mean a 08 and all six are a 09 - all EVs being Diminishing. When doing a six-barrels shoot, Roach will often spend HPs ; in one instance it was sufficient to dislocate Power Man’s shoulder, even though buckshot cannot break Cage’s skin.
On one occasion Josh loaded with sleep gas capsules rather than buckshot. Consider this a Knockout Gas attack with the same EV as buckshot would. It may have been a Stunt Power on Hamilton’s part, explaining the rarity.
Game Stats — DC Adventures
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“Cockroach” Hamilton — Averaged PL 7
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 01 | 03 | 02 | 03 | 05 | 00 | 00 | 01 |
Just ignores punches ● 2 points (Subtle) ● Descriptor: Insanity
Second Chance (Unarmed blows damage)
Josh ● 11 points (Noticeable, Easily Removable)
- Improved critical 1, Power Attack, Precise Attack (Ranged, Concealment)
- Array :
- Shoot — Shotgun Blast 7 Wide Choke, Activation (Standard action), Diminished Range 1 ● Descriptor: Ballistic
- Clobber — Strength-Based Damage 3 ● Descriptor: Blunt
Defensive roll 3, Ranged attack 2, plus specific Advantages above when shooting Josh
Fearless
Athletics 3 (+4), Close combat (Unarmed) 2 (+7), Close combat (Josh) 3 (+8), Deception 1 (+2), Insight 2 (+2), Perception 3 (+3), Ranged combat (Firearms) 3 (+8), Ranged combat (Josh) 7 (+12), Vehicles 4 (+7) (Limited 2 - to common land vehicles)
| Initiative +2 |
| Unarmed +7, Close, Damage 1 |
| Josh +12, Ranged, Damage 7 Ballistic, Critical 19-20 plus blast zone |
| Josh +8, Close, Damage 4 Blunt |
| Dodge | 8 | Fortitude | 8 |
| Parry | 8 | Toughness | 6/3* |
| Will | 2 |
Relationship His shotgun is his only friend
Power Loss Having his shotgun jam
Prejudice Peculiar appearance and lifestyle
Trade-off areas Attack&Effect PL 10, Dodge/Toughness PL 7, Parry/Toughness PL 7, Fort&Will PL 5
Point total 78 Abilities 30, Defences 16, Skills 13, Powers 2, Devices 11, Advantages 6. Equiv. PL 6.
Hamilton once used Extra Effort when shooting Josh, and justified it by explaining that his gun had been loaded with special sleep gas capsules.
