Kelly 'Quack' Robinson - Titan Effect (Ready for Review)

GM: Stoic
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User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Kelly 'Quack' Robinson - Titan Effect (Ready for Review)

Post by Kelly »

Character Sheet

Player Name: John
Google Handle: jsa34@case.edu
Kelly “Quack” Robinson
Rank: Seasoned Advances: 4 Advances Left: 0
Background: Medical (psychiatrist)
Psychic type: Telepath
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 9 (4)
Skills:
  • Athletics* (Agility) d6 (1)
  • Common Knowledge* (Smarts) d6 (1)
  • Electronics (Smarts) d6 (2)
  • Fighting* (Agility) d4
  • Healing (Smarts) d10 (3 + ½ adv)
  • Notice* (Smarts) d6 (1)
  • Persuasion (spirit) d4 (½ adv)
  • Research (Smarts) d8 (3)
  • Science d6 (2)
  • Shooting* (Agility) d6 (1)
  • Stealth* (Agility) d4

Hindrances
  • Mild Mannered (Minor) : -2 to intimidation
  • Quirk (Minor): Doesn’t like her code name
  • Newbie (Minor): -2 to common knowledge rolls.
  • Hesitant (Minor): Draw two action cards and keep the lowest

Edges
  • Killer Instinct: Re-roll opposed failures
  • Mentalist: +2 to opposed psionics rolls
Last edited by Kelly on Fri Apr 05, 2019 3:37 am, edited 2 times in total.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect

Post by Kelly »

Powers
PPE: 20

Mind Control [1] (5 base / 9 total): Opposed Smarts roll to control an opponent. -1 to action while using this power.
  • Memory Alteration (+2)
  • Switchable (+2)
  • Range: 12”

Mind Reading [1] (3 base / 0 total for switchable) Opposed Smarts to read an opponent's mind. Surface thoughts on a success. 5 minute memory on a raise. Fatigue on a failure. -4 if trying to be undetected, detected on a natural 1.
  • Memory Master (+3): Opposed smarts roll to remove a short memory. Can change it on a raise, or remove an hours worth of memory. Can repair memory with an opposed smarts roll against whoever altered it. Partial on success, full memory on the raise. Person with altered memory can make a cooperative smarts roll.
  • Range: 12”

Telepathy [1] (2 base, 1 total): Allows mind controlled characters to leave the 12” range of the user
  • Minor Limitation: Only works with a person being mind controlled

Parry [2] (2 base / 1 total): +2 to Parry
  • Requires activation (-1)
  • Trapping: Telepathically senses opponents intents and reacts

Deflection [2] (2 base / 1 total) -2 to be hit by ranged
  • Requires activation (-1)
  • Trapping: Telepathically senses opponents intents and reacts

Ranged attack [2] (4 base, 4 Total): Ranged attack at 3d6
  • Mental Attack (+1): Ignores armor
  • Lethal (-1): The supers’ attacks are inherently deadly. He can attempt a nonlethal attack but suffers the standard –1 penalty to the attack roll, and damage is reduced a die type.

Remote Viewing [1] (3 base, 4 total): Roll smarts to cast vision up to one mile. -2 without line of site, but coordinates, -4 with just an image. Telepath constraint: requires a person’s presence to work.
  • Conduit (+1) May use other powers through remote viewing
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect

Post by Kelly »

Background

Kelly grew up in a suburb of New York. She had always been good at "reading people", but had never made much of it other than a natural (rather than super-natural) talent. She got her MD and went on to practice psychiatric medicine. New York had no shortage of people struggling from one mental condition or another, or willing to medicate to prevent the breakdowns that were otherwise inevitable with their lifestyle.

Having finally finished residency, Kelly joined a practice on the upper east side of the city. Her insight into her patients psyche helped her quickly established name for herself. That's when her psychic abilities manifested in their full force. Luckily, SPEAR got to her before the Olympians, and she was left with a hard choice. Join SPEAR or live a life on the run. She chose Spear.

That was two and half months ago. Now she's been assigned to her first field unit. One that her training sergeant assures her will need her specific talents. And not the psychic ones...
Last edited by Kelly on Wed Jan 16, 2019 7:00 pm, edited 1 time in total.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect

Post by Kelly »

Gear
11 EP (factoring in free pistol)
  • (2) Concealable body armor - +4, -4 to be spotted under clothing
    • 5lbs
  • (1) HK USP (.45) Pistol
    • Range 12/24/48
    • Damage 2d6+1
    • ROF 1
    • 3 lbs
    • 12 Shots
    • 2 extra clips
  • (¼) Folding Knife
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1) Tech Kit
    • 5lbs
  • (2) Reflex Sight with Magnifier - +1 to shooting short and medium range
    • ½ lbs
  • (1) Laser Microphone - Hear through materials like glass, notice at -4 to see the laser
    • 1lbs
  • (½) Restraints - Strength roll at -4 to snap restraints
  • (¼) Tactical Sling - Draw weapon as a free action
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs
Weight: 22.5 of 40lbs
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect

Post by Kelly »

Advances
Traits points (5 +2 Adv)
Agility +1
Smarts +3
Spirit +1
Strength +1
Vigor +1

Skills (14)
Academics
Athletics* (Agility) d6 (1)
Battle (Smarts)
Boating (Agility)
Common Knowledge* (Smarts) d6 (1)
Driving (Agility)
Electronics (Smarts) d6 (2)
Fighting* (Agility) d4
Gambling (Smarts)
Hacking (Smarts)
Healing (Smarts) d8 (3 + ½ adv)
Intimidation (Spirit)
Notice* (Smarts) d6 (1)
Persuasion (Spirit) d4 (½ adv)
Piloting (Agility)
Repair (Smarts)
Research (Smarts) d8 (3)
Riding (Agility)
Science (Smarts) d6 (2)
Shooting* (Agility) d6 (1)
Stealth* (Agility) d4
Survival (Smarts)
Taunt (Smarts)
Thievery (Agility)
Tradecraft (Smarts)


Advances
  • Hinderance 1: Smarts +1 DT
  • Hinderance 2: Mentalist
  • Free Edge (Human): Killer Instinct
  • Novice 1 Advance: +5 PPE
  • Novice 2 Advance: Smarts +1DT
  • Novice 3 Advance: Healing and Persuasion
  • Seasoned 1 Advance: +5 PPE
  • 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 Kelly on Fri Apr 05, 2019 3:39 am, edited 2 times in total.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect (Ready for Review)

Post by Kelly »

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Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: Kelly 'Quack' Robinson - Titan Effect (Ready for Review)

Post by Kelly »

Smarts +1DT for Q1 2019 Advance
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
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