BACKGROUND
Mama Winters always said Ivy could be anything. She chose 'college graduate,' which earned her a mountain of crippling debt just before her mother died unexpectedly. Left with a seized house and no safety net, Ivy channeled her grief into the martial arts they used to practice together. But katas don't pay the water bill.
Desperation forced her hand. When she found a loaded wallet, she didn't do the right thing—she paid her bills. Discovering that crime actually paid, Ivy let the dark corners of the internet teach her the rest: lockpicking, casing targets, and fencing stolen goods. Her small stature and intense physical discipline made her a natural phantom.
Then came the job that ruined—and saved—her life. Bad intel led her to the heavily fortified country home of Colonel Conor Carpenter. She bypassed most of his bleeding-edge security before a hidden taser system knocked her out cold. While Ivy sat in a local holding cell, aliens invaded Earth.
Instead of throwing her in prison, Carpenter offered a choice: rot in a cell, or put her unique talents to work for humanity's survival. The choice was obvious. After eight brutal months of X-COM training, she emerged forged into a weapon. Ivy fights now to repay the man who gave her a second chance, and to ensure no one else is pushed to the brink in a world under siege.
PERSONAL MOTIVATIONS
Repay Captain Carpenter's kindness.
Defend Earth and all of Humanity from the alien menace.
Help track down and eliminate EXALT.
Deal with her newfound trauma over killing her fellow humans.
ATTRIBUTES & DERIVED STATS
CORE
DERIVED
Agility:
Strength:
Pace: ()
Smarts:
Vigor:
Parry: ()
Spirit:
Size:
Toughness: 13 ()
SKILLS
Athletics
Psionics
C. Knowledge
Shooting
Fighting
Stealth
Notice
Thievery
Persuasion
Tradecraft
HINDRANCES
Curious (Major): Ivy really tries to respect personal space. Sometimes, though, she just needs to know what is behind that locked door.
Bad Connections (Minor): Ivy has some lingering connection to a criminal element from before joining X-COM.
Driven (Minor): Ivy has a deep respect for Captain Carpenter and will do almost anything in her power to prove his kindness was warranted.
COMBAT EDGES
BACKGROUND & GENE MODS
HISTORY & RETRAINING
Martial Artist: Unarmed Fighting +1, fists/feet count as Natural Weapons, add d4 dmg to unarmed.
Free Running: Ignore Difficult Ground, +2 Athletics in foot chases and climbing.
Combat Shooting: +2 Shooting/Damage with pistols vs target’s Parry.
Two-Weapon Fighting: One extra attack with off-hand weapon at no MAP.
Frenzy: Roll second Fighting die in one melee attack. (Limited action).
Dodge: −2 to be hit by ranged attacks. (Does not stack with cover).
Killer Instinct: Free reroll in any opposed skill roll.
Arcane Background (Psionics): Allows use of Psionics.
Bioelectric Skin: Aware of all enemies within 10", even invisible or hidden ones.
Retrained: Thief (Profession Edge)
Retrained: Rapid Reload (Combat Edge)
STATUS & TRACKS
Wounds
☐ ☐ ☐
Fatigue
☐ ☐
Incapacitated
☐
Total Power Points
10
GEAR & COMBAT LOADOUT
ITEM
DETAILS & NOTES
M6 PCA (Armor)
+7 Armor to full body. Max Encumb +1 Die Type, +1 Stealth (Natural), -1 Notice (listen). 8" Grappling Hook. [12 lbs]
Walker Servos (Mod)
Pace: +2; +1 Athletics and Strength (lower body). [15 lbs]
Alien Alloy Sword
1d10+STR; AP 3; Parry +2. [3 lbs]
LM-1A Auto Laser Pistol
2d8 AP 1; ROF 3; 8/16/32; 20 Shots; CQB; TRB; SCOPE (+1 at Short/Med Range). [5 lbs]
LM-2 Laser Rifle
3d6+1 AP 1; ROF 3; 20/40/80; 24 Shots; Auto; TRB; SCOPE (+1 at Short/Med); Folding Stock; Foregrip. [5 lbs]
EMP Grenades (x2)
2d12 AP2 non-lethal (mech) in LBT. [1 lb ea]
Battery Packs (x4)
x3 for Pistol, x1 for Rifle. [1 lb ea]
Psi Amp
Required to use Psionics. [4 lbs]
NVG
Eliminates penalties for dim/low light. [2 lbs]
Radio Headset
Comms, +1 to Notice (listen). [1 lb]
Restraints (x5)
Restrain helpless characters. [0.1 lbs ea]
Stashed Items (0 Carried)
HE Grenade, Smoke Grenade, Taser & Battery, Lockpicks.
PSIONICS (10 PP)
Power
Cost
Range
Description
Flicker
1+
Touch
Speed Only. +1 to Psi roll. Double movement speed. No run penalty on raise. +2 PP to reduce MAP by 2. +1 PP to "Shroud". +1 PP to "Hurry". +2 for "Hasty" (no MAP contribution, this action only).
Flow State
1
Touch
Boost Only; Limited to Skills. +1 to Psi roll. Increase trait one die type (two on a raise).
Fracture
1+
Touch
Held/Holstered/Natural weapons. +1 to Psi roll. + 2 Damage (+4 damage on a raise). +X PP = +2X AP. +2 PP for "Heavy Weapon". +1 PP per additional target.