Player Name: Derrick Smith
Google Handle: dsmith8807
Clyde “Blitz” Hanes
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Human
Languages: English d8; Mandarin, Russian and Spanish d6
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 8(2); Toughness: 9/12(4)
Skills
- *Athletics d8
- *Common Knowledge d6
- *Fighting d8
- *Notice d6
- Persuasion d6
- *Shooting d8+5 (+2 TMW, +2 Shotgun, +1 Sight)
- *Stealth d8
- Survival d6
- Tradecraft d6
- Amnesia (Major): Your character suffers from memory loss and can’t remember some or all events of his life. This can be the consequence of an accident, the result of a drug-testing program or you could have even been abducted by an enemy faction to become a sleeper agent. If the Hindrance is Major, your operative’s past is a blank page.
- Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
- Tracked: The operative failed to finish his last mission, and now someone or something is after him. It can be a spiteful hitman, a terrorist group, an augmented soldier or anything else. Whatever it is, it doesn’t just want the character dead, it wants to make him suffer.
- AB (Super Powers): Psychokinesis (Kinetic); Street Fighter; Rising Star; 10 PP; PL 10
- Close-Quarters Battle: Your character is skilled in close-quarters battle and he is trained to engage enemies with firearms at very short range, like in hostage situations. Your operative can fire in close combat with Submachine Guns, Shotguns and Assault Rifles.
- Dodge: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
- Old Timer: Your operative knows the game and has seen a lot of things most people would believe impossible. He begins at Seasoned (or one rank higher than the rest of your fellow operatives), meaning he gains 4 Advances.
However, Old-Timers have also done some nasty things in their career, made a lot of enemies, and/or saw things they wish they’d never seen. You must draw a single card from the action deck once you are done creating your operative. Show it to your Game Master and he will check the table in the Debriefing Log chapter to see what kind of mess your character got himself into. - Power Points: This Edge grants an additional 5 PP.
- Improved Trademark Weapon ("Gus": Auto-Assault-12): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +2 to his Athletics (throwing), Fighting, or Shooting rolls, and +2 to Parry when readied (even if it’s a ranged weapon).
A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
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