Hellknight

Pincer's page

9 posts. Alias of Black Dow.


About Pincer

SCORPIUS - INSPIRATION

CYBORG HEAVY - INSPIRATION

MARVEL OVERPOWER: CRUSHING PINCERS - INSPIRATION

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Real Name: Baxter "Bax" Barnes
Code Name: Pincer
Aliases: "The Plunderous Pincer"

Occupation: Professional Criminal & Meta-Merc, former Sapper/Emergency Responder in Royal Australian Engineers.
Place of Birth: Fremantle, Perth, Western Australia
Area of Operation: Star City

Race: Human
Age: 33
Height: 6'2
Weight: 225lbs.
Hair: Dark Brown - cropped short
Eyes: Grey

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ATTRIBUTES [5 Points]

Agility: d8 [1+1 2nd Advancement]
Smarts: d8 [2]
Spirit: d6 [+2 Major Hindrance]
Strength: d10 [1+2 Super Attribute]
Vigour: d6 [1]
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SKILLS [15 Points]

Fighting (Agility): d6 [2]
Healing (Smarts): d6 [2]
Intimidation (Spirit): d6 [2]
Lockpicking (Agility): d6 [2]
Notice (Smarts): d8 [2+1 Minor Hindrance]
Repair (Smarts): d8 [2+1 Minor Hindrance]
Shooting (Agility): d4 [1]
Taunt (Smarts): d6 [2]

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DERIVED STATISTICS

Charisma: 0
Pace: 6 (+d6 Run)
Parry: 7 (TN - Target Number in combat)
Toughness: 8 (2)

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EDGES

Background
Arcane Background [Superpowers] Free
Brawny [Req: Strength & Vigour d6+] • +1 to his Character Creation Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength. - Free (Race)

Combat

Social
Strong Willed [Req: Novice, Intimidation d6+, Taunt d6+] • +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks. 1st Advancement
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HINDRANCES

Cautious (Minor): A hangover from his military service, Pincer never makes rash decisions and likes to plot things out in detail long before any action is taken.
One Arm (Major): Whilst serving in the military Pincer lost an arm. Fortunately, his other arm is (now) his “good” one. Tasks that require two hands, such as Climbing, suffer a -4 modifier.
Ruthless (Minor): Pincer stops short of true harm to anyone except those who directly oppose him.

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POWERS [20PP+4PP Advancements]

Armour 2 [1/Level]: Prototype Advanced USAR Suit • Device - Armour (-1). [1PP]
Attack, Melee 2 [2/Level]: Hydraulic Tungsten Pincer • Armour Piercing 2 (+2), Focus (+3), Heavy Weapon (+1), Device - Armour (-1) & One Arm (-1). [4PP+4 Advancement PP]
Ensnare [3]: Pincer grasp • Very Strong (+2) & Device - Armour (-1). [4PP]
Heightened Senses [1/Level] - Eagle Eyes, Infravision & Low Light Vision: Magnification, thermal-imaging & night vision capabilities • Device – Armour (-1) [2PP]
Leaping 5 [1-5]: Inbuilt shock absorption • Device - Armour (-1) & Limited - Falling/Drops only (-1) [3PP]
Parry 2 [1/Level]: Pincer Shield • Device - Armour (-1). [1PP]
Resistance [1] - Fire/Heat Energy: Flame Retardant • Device - Armour (-1). [1PP]
Stun [2]: Defibrillator Shock Attachment • Contingent – Success of Ensnare (-2) [1PP]
Super Attribute 2 [2/Step]: Exo-skeleton augments strength • Device - Armour (-1) [3PP]

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GEAR

Personal Equipment: Pincer Armour, Commlink, Rebreather, Auto Grapnel

Wealth: $100

ADVANCEMENT:

An Advance lets a character do one of the following:

• Gain 2 PP (+4 PP when advancing to new rank)
• Gain a new Edge.
• Increase a skill that is equal to or greater than its linked attribute by one die type.
• Increase two skills that are lower than their linked attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.*

*You may only choose this option once per Rank. No Trait may be raised above a d12 (but see the Professional and Expert Legendary Edges). Legendary characters may raise an attribute every other Advance.

"EASE" (per Rank)

1st advance: Take an Edge
2nd advance: Raise an Attribute
3rd advance: Raise/add some Skills
4th advance: Take another Edge

Creation Notes:

You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.

For 2 points you can:
• Raise an attribute one die type, or
• Choose an Edge

For 1 point you can:
• Gain another skill point, or
• Gain additional money equal to your starting funds (if you start with $500, you gain an additional $500)

Origin

Baxter "Bax" Barnes - former sapper in the Royal Australian Engineers. Lost his arm in a failed bomb disposal - was given another chance to serve as an Emergency Responder using a prototype advanced USAR (Urban Search & Rescue) suit.

Wearing the suit (which he nicknamed The Pincer) gave him power, prestige and privileges - it was almost worth losing an arm for! However the gravy train came to an abrupt halt...

While running the suit in tests an internal army investigation discovered that rather than the heroic bomb defuse that had taken his arm, the explosion (that also killed two other sappers) was a failed safe break on an abandoned palace vault. As a result of Bax's involvement the project funding was stopped and he was imprisoned at the Defence Force Correctional Establishment in Sydney.

Within 6 months he managed to break out, and using his safe breaking abilities was able to locate and steal the prototype suit he had worn in trials. Recognising the potential of the augmentations and inbuilt equipment for a life of crime, Bax escaped his homeland and immediately put himself on the market as the meta human criminal named Pincer who specialising in strong-arming, bank jobs and theft.

A degree of success followed, but his attempts to land the big score were always thwarted by heroic interventions. All that changed when the V'sori killed all the heroes... unfortunately their world domination also killed the very stock in trade that Bax had relied on. With no economies save a thriving black market, how was an honest villain like Bax supposed to make a coin? Something had to change - the aliens had to go... then he could get back to good old fashioned robbing and thuggery!