Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.
Locked
User avatar
Blitz
Posts: 7
Joined: Wed Dec 19, 2018 10:42 pm

Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

Post by Blitz »

Character Sheet

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
Hindrances (4/4)
  • 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.
Edges (3/3)
  • 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).

Card
Old Timer card draw: [dice:1b4rcqq4]47208:0[/dice:1b4rcqq4]: Three of Diamonds
Blitz
Clyde Hanes, Psychokinetic Shock Trooper
Pace: 6(d6); Parry: 8(2) Toughness: 9/12(4)
Combat-Relevant Edges & Abilities:
  • CQB: May use SMGs, ARs and Shotguns in close combat.
  • Dodge -2 to all ranged attacks unless caught unaware. Does not stack with cover.
  • Improved TMW (Gus): +2 to Shooting and Parry when wielding Gus.
  • Kinetic Denial (SPC2 Improved Jinx): WCs and extras crit fail against Blitz on any roll of 1 or 2 on the skill die. (Limitation: Must be able to be caused by Kinetic Force.)
  • Shock and Awe: +3 Toughness when SnA is active. (SnA switchable with Telekinesis)
Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
Adventure Cards
  • #: Card - Effect
Edit Signature
User avatar
Blitz
Posts: 7
Joined: Wed Dec 19, 2018 10:42 pm

Re: Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

Post by Blitz »

Powers
Arcane Background: Super Powers (Psychokinesis: Kinetic)
PP: 15/15

Kinetic Denial
Blitz can turn blades aside, deflect bullets, or cause an enemy to slip and fall if the timing is right.
  • Any foe making a direct action against Blitz - whether an attack, Test, or other action - suffers a mishap if his skill die is a natural 1 or 2, regardless of Wild Die. When this this occurs, the exact effect is up to the GM, but should usually cause the foe to miss his turn at the very least.
    • Kinetic Denial is only usable against actions which could be manipulated by kinetic force in some way.
Telekinetic Manipulation
Blitz’s Psychokinesis manipulates Kinetic force. While he can do this from afar through telekinesis, his family has developed a unique fighting strategy which they pass down through the bloodline.

Blitz can instead focus his Telekinesis on himself and hurtle across vast distances. By wrapping himself in a protective cocoon of kinetic force, he can safely land at his destination. Upon arrival, releases the protective cocoon. The tightly compressed force explodes outwards, blasting everything nearby with pure kinetic force.

Finally, Blitz can retain a portion of the cocoon for personal protection and dampen any attacks against him.

Telekinesis
  • Switchable with Shock and Awe.
  • Range: 12"
  • Strength d12+2
  • Actively using telekinesis counts as an action. While you may carry multiple objects, actually striking is an individual action per attack.
  • Living Creatures: When lifting a living creature, the target may try to resist with a Spirit roll opposed by the caster. If the telekinetic wins, he may pick up the target and move it up to 2d6" per round. Smashing the victim into something causes Strenght damage automatically. Dropping him causes falling damage as usual.
Shock and Awe
  • Switchable with Telekinesis.
  • Blitz may telekinetically hurl himself vertically 16" (32 yd/96 ft) or horizontally 32" (64 yd/192 ft).
  • Blitz gains Three Toughness from while Shock and Awe is active.
  • Shockwave: Release kinetic force in an MBT after successfully leaping into position.
    • Contingent upon Shock and Awe, may only be activated immediately after leaping, and always affects an MBT.
    • Make a Touch Attack against the area/ground (Parry 2). If the Attacker wins, the victims must make a Vigor roll at -2 or be Shaken. If he wins with a raise, the victims are Incapacitated on a failure.
    • Incapcitated characters make a Vigor roll at -2 each round to revive. Success means they revive but are Shaken and can recover on the next round as usual. On a raise they revive instantly, not Shaken.
Build Points
Jinx [3 PP] (2 PP; +2 PP Improved Jinx, -1 PP Limitation)
  • Only usable against actions which could be manipulated by kinetic force.
Telekinesis 4 [10 PP] (2 PP; +2 PP Switchable)
  • Leaping 4 [5 PP] (1 PP; +1 PP Death from Above)
  • Toughness 3 [3 PP] (1 PP)
Stun [2 PP] (2 PP; +2 PP Area Effect, +1 PP Strong, -1 Contingent, -2 Limitation]
  • Can only be activated immediately after leaping and always affects an MBT.

OOC Comments
Originally built Blitz for 20 PP. I cut it back to 15 PP, and this is what got the axe.

Forceful Blows [4 PP]
Blitz subconsciously adds a little force to his fighting attacks.

Attack, Melee 1 [4 PP] (2 PP; +2 PP Stackable)

Kinetic Denial [3 PP]
Blitz can turn blades aside, deflect bullets, or cause an enemy to slip and fall if the timing is right.

Jinx [3 PP] (2 PP; +2 PP Improved Jinx, -1 PP Limitation)
  • Only usable against things which could be manipulated by kinetic force.
Blitz
Clyde Hanes, Psychokinetic Shock Trooper
Pace: 6(d6); Parry: 8(2) Toughness: 9/12(4)
Combat-Relevant Edges & Abilities:
  • CQB: May use SMGs, ARs and Shotguns in close combat.
  • Dodge -2 to all ranged attacks unless caught unaware. Does not stack with cover.
  • Improved TMW (Gus): +2 to Shooting and Parry when wielding Gus.
  • Kinetic Denial (SPC2 Improved Jinx): WCs and extras crit fail against Blitz on any roll of 1 or 2 on the skill die. (Limitation: Must be able to be caused by Kinetic Force.)
  • Shock and Awe: +3 Toughness when SnA is active. (SnA switchable with Telekinesis)
Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
Adventure Cards
  • #: Card - Effect
Edit Signature
User avatar
Blitz
Posts: 7
Joined: Wed Dec 19, 2018 10:42 pm

Re: Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

Post by Blitz »

Background

Background can be found here.
Last edited by Blitz on Sun Dec 30, 2018 9:49 pm, edited 1 time in total.
Blitz
Clyde Hanes, Psychokinetic Shock Trooper
Pace: 6(d6); Parry: 8(2) Toughness: 9/12(4)
Combat-Relevant Edges & Abilities:
  • CQB: May use SMGs, ARs and Shotguns in close combat.
  • Dodge -2 to all ranged attacks unless caught unaware. Does not stack with cover.
  • Improved TMW (Gus): +2 to Shooting and Parry when wielding Gus.
  • Kinetic Denial (SPC2 Improved Jinx): WCs and extras crit fail against Blitz on any roll of 1 or 2 on the skill die. (Limitation: Must be able to be caused by Kinetic Force.)
  • Shock and Awe: +3 Toughness when SnA is active. (SnA switchable with Telekinesis)
Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
Adventure Cards
  • #: Card - Effect
Edit Signature
User avatar
Blitz
Posts: 7
Joined: Wed Dec 19, 2018 10:42 pm

Re: Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

Post by Blitz »

Gear (16/16 EP)
HE Grenade (.25 EP)
  • 3d6 Damage in a MBT
  • 5/10/20
  • Weight: 1 lb
  • Cost: .25 EP
Smoke Grenade x2 (.5 EP)
  • Affected LBT considered Pitch Black but doesn’t affect infared/thermal imaging.
  • Lasts 1d6 rounds (2d6 in an enclosed area or 1d4 with high winds)
  • 5/10/20
  • Weight: 1(x2) lbs
  • Cost: .25(x2) EP
"Gus" (Auto-Assault-12) [8 EP]
Blitz has carried Gus into battle since his first mission with SPEAR. He has never checked it back in and was even given permission to have the letters "Gus" engraved into it.

Since the incident, it's the only piece of his old self that remains. When he woke up, it was by his bedside. When he took it into hands it felt familiar like an old friend: a significant feeling for one with no memories.
  • 1-3d6 Damage Shot (+2 Shooting) / 2d10 Damage Slug
  • 12/24/48; RoF 3
  • Shots: 20/20 (Shot)
    • Two full reloads of Shot (0 EP; 1x2 lbs)
    • Two full reload Slugs (1 EP;1x2 lbs)
  • Weight: 12
  • Cost: 4 EP
Foregrip
  • Reduces Autofire penalty by 1
  • Weight: 1
  • Cost: 1 EP
Reflex Sight (Magnifier)
  • +1 to Shooting at Short or Medium range. (Swap ranges with a Move action)
  • Weight: .5
  • Cost: 2 EP
Tactical Sling (.25 EP)
  • SMG/Shotgun/Rifle
  • Draw and fire attached weapon as a free action. Also switch weapons without losing primary weapon.
  • Weight: 0 lbs
  • Cost: .25 EP
Ballistic Helmet (3 EP)
  • Head; +4 Armor
    • Gas Mask (Protects from most airborne poisons and toxins; 1 round to affix; 1 EP; 2 lbs)
    • Thermal Goggles (Halve darkness penalties (round down) for heat; Unaffected by smoke, but fire can make it inoperative; 1 EP; 2 lbs)
  • Weight: 3 lbs
  • Cost: 1 EP
Armored Stealth Suit (4 EP)
  • Torso, legs and arms; +4 Armor
  • +2 to Stealth vs visual (with matching environmental pattern) and sound detection.
  • Weight: 7 lbs
  • Cost: .4 EP
Contacts
Blitz
Clyde Hanes, Psychokinetic Shock Trooper
Pace: 6(d6); Parry: 8(2) Toughness: 9/12(4)
Combat-Relevant Edges & Abilities:
  • CQB: May use SMGs, ARs and Shotguns in close combat.
  • Dodge -2 to all ranged attacks unless caught unaware. Does not stack with cover.
  • Improved TMW (Gus): +2 to Shooting and Parry when wielding Gus.
  • Kinetic Denial (SPC2 Improved Jinx): WCs and extras crit fail against Blitz on any roll of 1 or 2 on the skill die. (Limitation: Must be able to be caused by Kinetic Force.)
  • Shock and Awe: +3 Toughness when SnA is active. (SnA switchable with Telekinesis)
Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
Adventure Cards
  • #: Card - Effect
Edit Signature
User avatar
Blitz
Posts: 7
Joined: Wed Dec 19, 2018 10:42 pm

Re: Clyde "Blitz" Hanes, Psychokinetic Shock Trooper

Post by Blitz »

Advances
Please list all Edges and Advances taken for your character here

Attributes (5/5)
Agility: d8 (1; I1)
Smarts: d8 (1; N2)
Spirit: d6 (1)
Strength: d6 (1)
Vigor: d6 (1)

Skills (14/14)
  • *Athletics d8 (1, N2; Ag)
  • *Common Knowledge d6 (1; Sm)
  • *Fighting d8 (1, N2; Ag)
  • *Language (English) d8 (Sm)
  • *Language (Mandarin) d6 (Sm)
  • *Language (Russian) d6 (Sm)
  • *Language (Spanish) d6 (Sm)
  • *Notice d6 (1; Sm)
  • Persuasion d6 (2; Sp)
  • *Shooting d8 (2; Ag)
  • *Stealth d8 (2; Ag)
  • Survival d6 (2; Sm)
  • Tradecraft d6 (2; Sm)
Advances
  • Initial Advances 1: Agility d8
  • Initial Advances 2: Old Timer
  • Free Edge (Human): Close-Quarters Battle
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Fighting d8, Athletics d8
  • Novice 3 Advance: Trademark Weapon (Auto Assault-12)
  • Seasoned 1 Advance: Improved Trademark Weapon (Auto Assault-12)
  • Seasoned 2 Advance: Dodge
  • 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:
Blitz
Clyde Hanes, Psychokinetic Shock Trooper
Pace: 6(d6); Parry: 8(2) Toughness: 9/12(4)
Combat-Relevant Edges & Abilities:
  • CQB: May use SMGs, ARs and Shotguns in close combat.
  • Dodge -2 to all ranged attacks unless caught unaware. Does not stack with cover.
  • Improved TMW (Gus): +2 to Shooting and Parry when wielding Gus.
  • Kinetic Denial (SPC2 Improved Jinx): WCs and extras crit fail against Blitz on any roll of 1 or 2 on the skill die. (Limitation: Must be able to be caused by Kinetic Force.)
  • Shock and Awe: +3 Toughness when SnA is active. (SnA switchable with Telekinesis)
Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
Adventure Cards
  • #: Card - Effect
Edit Signature
Locked

Return to “Fallen Heroes”