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[[Savage_X-COM | Back to Main Page]]


== Ivy Winters ==
{| style="width: 100%; border: 2px solid #333; background-color: #f9f9f9; padding: 10px; margin-bottom: 10px;"
| style="width: 50%; vertical-align: top;" |
'''CHARACTER:''' Ivy Winters<br>
'''PLAYER:''' Eplov<br>
'''ROLE:''' Recon, Close Combat
| style="width: 50%; vertical-align: top;" |
'''RANK:''' Seasoned (V)<br>
'''ANCESTRY:''' Human<br>
'''QUOTE:''' ''"I wonder what's hidden behind here..."''
|}


[[File:Ivy_Winters.png|right]]
{| style="width: 100%; border: 2px solid #333; background-color: #fff; padding: 15px; margin-bottom: 10px;"
| style="vertical-align: top;" |
[[File:Winters.jpg|right|175px|alt=Portrait of Ivy Winters]]
'''BACKGROUND'''<br>
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.


'''Backstory'''
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.


Ivy had big plans growing up. Mama Winters told her she could be anything if she put her mind to it. So Ivy did her best. She went to college, did well enough despite her insatiable curiosity pushing her to change majors three times, and got that coveted degree. That's when everything fell apart. Mama Winters died both suddenly and unexpectedly, the house was seized by the bank, and her magical degree came with a lifetime supply of crippling debt.  
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.
|}


She found solace in martial arts, something she and her mother used to practice daily together. Each kata made her feel closer to her departed mother, and her body became a weapon. But you can't eat solace, and things continued to slip out of control.
{| style="width: 100%; border: 2px solid #333; background-color: #fff; padding: 10px; margin-bottom: 10px;"
 
|
After struggling for months and falling further into debt, the day came when Ivy found a wallet stuffed with bills. She could have returned it to its rightful owner, the license was there and everything. But, her water was about to be shut off and, to her shame, she didn't return it. That month she ate something other than ramen noodles and her bills were, mostly, paid. Crime did pay, it seemed, and it was time that Ivy Winters got her due.
'''PERSONAL MOTIVATIONS'''
 
* Repay Captain Carpenter's kindness.
The internet was an excellent teacher. Ivy learned to pick pockets, bypass locks, pick likely targets, and even who to sell her stolen bounty to. Always physically gifted despite her petite frame, Ivy leaned into her gifts and specialized in breaking in while remaining unseen. Things were looking up.
* Defend Earth and all of Humanity from the alien menace.
 
* Help track down and eliminate EXALT.
That is until her last score turned spectacularly bad. Bad intel turned what should have been a simple "retrieval" into a catastrophic mess. The country home was owned by some guy named Carpenter, and he had security Ivy had never even heard of. While waiting in lockup for who she then knew was Colonel Conor Carpenter to throw the book at her, she missed the most pivotal moment in human history. Aliens had attacked the Earth.
* Deal with her newfound trauma over killing her fellow humans.
 
|}
Ivy must have made a good showing in Carpenter's eye, having bypassed most of the security before being unceremoniously tased into unconsciousness, because rather than use his pull to make sure she rotted for the rest of her days he gave her an opportunity. Use her skills to aid mankind and all was forgiven.  
 
The alternative was unthinkable. She gladly signed on the dotted line and threw herself into the most rigorous and torturous training she had ever imagined. Eight months passed in a blur, and her TO gave her his begrudging approval. She was ready to repay Carpenter's kindness with literal blood, sweat, and tears.
 
 
 
 
 
{| class="wikitable"


{| class="wikitable" style="width: 100%; text-align: center; margin-bottom: 10px;"
! colspan="3" style="background-color: #333; color: white;" | ATTRIBUTES & DERIVED STATS
|-
|-
! Attributes !! Derived Stats !! Skills
! colspan="2" style="background-color: #555; color: white; width: 67%;" | CORE
! style="background-color: #555; color: white; width: 33%;" | DERIVED
|-
|-
| Agility d8 || Pace: 6" || Academics d4
| Agility: [[file:d10a.png|24px]] || Strength: [[file:d6a.png|24px]] || Pace: [[file:d8a.png|24px]] ([[file:d2b.png|24px]])
|-
|-
| Smarts d6 || Parry: 6 || Athletics d8 +2*
| Smarts: [[file:d6a.png|24px]] || Vigor: [[file:d8a.png|24px]] || Parry: [[file:d9b.png|24px]] ([[file:d2b.png|24px]])
|-
| Spirit d6 || Toughness: 8 (3) || Battle d4-2
|-
| Strength d6 || Bennies: 3 || C. Knowledge d4
|-
| Vigor d8 ||  || Electronics d4
|-
| ||  || Fighting d8
|-
! '''Edges''' !! '''Hindrances'''
|| Notice d6
|-
| '''Martial Artist'''
Unarmed Fighting +1, fists and feet count as Natural Weapons, <br> add d4 damage die to unarmed Fighting attacks.
|| '''Bad Connections (Minor)'''
Connected to criminal element before joining X-COM
|| Persuasion d4
|-
| '''Combat Shooting'''
When using pistols against a target’s Parry, she has +2 to Shooting and +2 to pistol damage.
|| '''Small (minor)'''
-1 Size, -1 Toughness
|| Shooting d8
|-
| '''Free Runner'''
Ignore Difficult Ground and add +2 to Athletics in foot chases and Athletics (climbing).
|| '''Curious (Major)'''
always wants to know ''more''. This has definitely bit her in the past and will do so again in the future.
|| Stealth d8
|-
| ||  '''Driven (Minor)'''
Prove Carpenter was right
|| Survival d4 -2
|-
| || || Thievery d6
|-
|Rank: Novice (0/3) || Gear Weight: 60/60 || <s>Tradecraft</s>
|-
!colspan="3"|Armor
|-
| '''X-COM Combat Armor''' || Armor: +3 || Weight: 8
|-
|colspan="3"|Covers torso, legs, arms, and head (with helmet) <br>
-1 to enemy notice rolls in natural environments when configured with the correct camouflage <br>
-1 to Notice checks for hearing while wearing helmet <br>
Increase Strength for purposes of carrying capacity by one die type.
|-
!colspan="3"|Weapons
|-
|'''Light Assault Rifle''' ''H&K G36C'' || Range: 20/40/80 || Damage: 2d8
|-
| AP: 0 || ROF: 3 || Shots: 30
|-
|Three Round Burst, Auto || Bulky: 1 || Weight including Mods: 9
|-
|Magazines carried: 2 || Weight per Magazine: 1 || Total Weight: 2
|-
|colspan="3"|'''Weapon Mods'''
|-
|Reflex Sight || Location: Optics || Weight: 1
|-
|colspan="2"|+1 to shooting rolls at short range. || Fragile
|-
|MILSPEC Suppressor || Location: Barrel || Weight: 2
|-
|colspan="2"|Allows pistols, assault rifles, or submachine guns to be fired without a penalty to stealth rolls. || Bulky 2, Fragile
|-
|Foregrip || Location: Underbarrel || Weight: 1
|-
|colspan="2"|When shooting a weapon on full automatic, you may reroll any single die on the attack that comes up natural 1; must accept the second result. || Bulky
|-
|Folding Stock || Location: Stock || Weight: 0
|-
|colspan="2"|rovides +2 to checks to conceal the weapon. Counteracts two points of bulky and reduces weight by 50%. If this stock breaks all Shooting rolls are at -2. || Fragile
|-
|colspan="3"|
|-
|-
| Spirit: [[file:d6a.png|24px]] || Size: [[file:d0a.png|24px]] || Toughness: 13 ([[file:d7b.png|24px]])
|}


|'''Medium Pistol''' ''H&K Mark 23'' || Range: 8/16/32 || Damage: 2d6+1
{| style="width: 100%; margin-bottom: 10px;"
| style="width: 66%; vertical-align: top; padding-right: 5px;" |
{| class="wikitable" style="width: 100%;"
! colspan="4" style="background-color: #333; color: white;" | SKILLS
|-
|-
| AP: 0 || ROF: 1 || Shots: 10
| Athletics || [[file:d8a.png|24px]] || Psionics || [[file:d6a.png|24px]]
|-
|-
|CQB || Bulky: 2 || Weight including Mods: 9
| C. Knowledge || [[file:d4a.png|24px]] || Shooting || [[file:d10a.png|24px]]
|-
|-
|Magazines carried: 2 || Weight per Magazine: 0.5 || Total Weight: 1
| Fighting || [[file:d10a.png|24px]] || Stealth || [[file:d8a.png|24px]]
|-
|-
|colspan="3"|'''Weapon Mods'''
| Notice || [[file:d6a.png|24px]] || Thievery || [[file:d6a.png|24px]]
|-
|-
|Reflex Sight || Location: Optics || Weight: 1
| Persuasion || [[file:d4a.png|24px]] || Tradecraft || [[file:d6a.png|24px]]
|}
| style="width: 34%; vertical-align: top; padding-left: 5px;" |
{| class="wikitable" style="width: 100%; height: 100%;"
! style="background-color: #333; color: white;" | HINDRANCES
|-
|-
|colspan="2"|+1 to shooting rolls at short range. || Fragile
| '''Curious (Major):''' Ivy really tries to respect personal space. Sometimes, though, she just ''needs to know'' what is behind that locked door.
|-
|-
|MILSPEC Suppressor || Location: Barrel || Weight: 2
| '''Bad Connections (Minor):''' Ivy has some lingering connection to a criminal element from before joining X-COM.
|-
|colspan="2"|Allows pistols, assault rifles, or submachine guns to be fired without a penalty to stealth rolls. || Bulky 2, Fragile
|-
|Laser Sight || Location: Underbarrel || Weight: 1
|-
|colspan="2"|When firing at a target engaged in melee combat with an ally at close range, you don’t hit the friendly when you roll a 1 on the shooting roll ||
|-
|colspan="3"|
|-
|-
| '''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 Knife'''  || Range: Melee || Damage: 1d6+STR
{| class="wikitable" style="width: 100%; margin-bottom: 10px;"
|-
! style="background-color: #333; color: white; width: 33%;" | COMBAT EDGES
| AP: 0 || Throwable || Weight: 1
! style="background-color: #333; color: white; width: 33%;" | BACKGROUND & GENE MODS
|-
! style="background-color: #333; color: white; width: 33%;" | HISTORY & RETRAINING
|colspan="3"|
|-
|-
| style="vertical-align: top;" |
* '''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.
| style="vertical-align: top;" |
* '''Arcane Background (Psionics):''' Allows use of Psionics.
* '''Bioelectric Skin:''' Aware of all enemies within 10", even invisible or hidden ones.
| style="vertical-align: top;" |
* '''Retrained:''' Thief (Profession Edge)
* '''Retrained:''' Rapid Reload (Combat Edge)
|}


|'''Stun Rod'''  || Range: Melee || Damage: 2d8+2 Powered/1d4+STR Unpowered
{| style="width: 100%; margin-bottom: 10px;"
| style="width: 40%; vertical-align: top; padding-right: 5px;" |
{| class="wikitable" style="width: 100%;"
! colspan="2" style="background-color: #333; color: white;" | STATUS & TRACKS
|-
|-
| AP: 0 || Charges: 3 Notes: Nonlethal, Biological targets only || Weight: 4
| '''Wounds''' || ☐ ☐ ☐
|-
|-
|Spare Batteries Carried: 1 || Weight per Battery: 1.5 || Total Weight: 1.5
| '''Fatigue''' || ☐ ☐
|-
|-
|colspan="3"|
| '''Incapacitated''' || ☐
|-
|-
 
| '''Total Power Points''' || 10
|'''M67 Fragmentation Grenade''' || Range: 5/10/20 || Damage: 3d6
|}
|-
| style="width: 60%; vertical-align: top; padding-left: 5px;" |
| AP: 0 || Number Carried: 1 || Total Weight: 1
{| class="wikitable" style="width: 100%;"
|-
! colspan="2" style="background-color: #333; color: white;" | GEAR & COMBAT LOADOUT
|colspan="3"|Medium Burst Template. Can be evaded
|-
|-
|colspan="3"|
! 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]
|'''M84 Stun Grenade''' ''Flashbang'' || Range: 5/10/20 || Damage: 0
|-
|-
| AP: 0 || Number Carried: 1 || Total Weight: 1
| Walker Servos (Mod) || Pace: +2; +1 Athletics and Strength (lower body). [15 lbs]
|-
|-
|colspan="3"|Medium Burst Template. Targets must make a vigor roll at -2 or be shaken
| Alien Alloy Sword || 1d10+STR; AP 3; Parry +2. [3 lbs]
|-
|-
|colspan="3"|
| 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]
!colspan="3"|Personal Gear
|-
|-
|'''Chemlight''' || Number Carried: 1 || Total Weight: 0.2
| EMP Grenades (x2) || 2d12 AP2 non-lethal (mech) in LBT. [1 lb ea]
|-
|-
|colspan="3"|Provides dim illumination in a small burst template
| Battery Packs (x4) || x3 for Pistol, x1 for Rifle. [1 lb ea]
|-
|-
|colspan="3"|
| Psi Amp || Required to use Psionics. [4 lbs]
|-
|-
 
| NVG || Eliminates penalties for dim/low light. [2 lbs]
|'''Night Vision Goggles''' || Number Carried: 1 || Total Weight: 2
|-
|-
|colspan="3"|Passive mode eliminates penalties for dim or low light. Active negates penalties for no light but causes the goggles to glow slightly
| Radio Headset || Comms, +1 to Notice (listen). [1 lb]
|-
|-
|colspan="3"|
| Restraints (x5) || Restrain helpless characters. [0.1 lbs ea]
|-
|-
| ''Stashed Items (0 Carried)'' || HE Grenade, Smoke Grenade, Taser & Battery, Lockpicks.
|}
|}


|'''AN/PED 1 Laser Designator''' || Number Carried: 0 || Total Weight: (10)
{| class="wikitable" style="width: 100%; margin-bottom: 10px;"
|-
! colspan="4" style="background-color: #333; color: white;" | PSIONICS (10 PP)
|colspan="3"|Designates targets for air and drone strikes
|-
|-
|colspan="3"|
! 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).
|'''Radio Headset''' || Number Carried: 1 || Total Weight: 1
|-
|-
|colspan="3"|Allows radio communication, +1 to notice checks for listening
| '''Flow State''' || 1 || Touch || Boost Only; Limited to Skills. +1 to Psi roll. Increase trait one die type (two on a raise).
|-
|colspan="3"|
|-
|-
| '''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.
|}


|'''Motion Scanner''' || Number Carried: 1 || Total Weight: 4
[[Savage_X-COM | Back to Main Page]]
|-
|colspan="3"| Allows the user to spend an action to make a notice check at +2 to detect any motion within 45 yards. Requires the user to stand still for one round.
|-
|colspan="3"|
|-
 
|'''Multi-scanner''' || Number Carried: 0 || Total Weight: (10)
|-
|colspan="3"| Detects hazards within twenty yards.
|-
|colspan="3"|
|-
 
|'''Binoculars''' || Number Carried: 1 || Total Weight: 2
|-
|colspan="3"| +2 to vision-based Notice rolls at long range. Ignores lighting vision penalties as long as some light is present. Cannot be used while attacking.
|-
|colspan="3"|
|-
 
|'''Restraints''' || Number Carried: 3 || Total Weight: 0.3
|-
|colspan="3"| Allows for restraint of helpless characters.
|-
|colspan="3"|
|-
 
|'''Plasma Torch''' || Number Carried: 1 || Total Weight: 4
|-
|colspan="3"| Cuts through most metals.
|-
|colspan="3"|
|-
 
|'''Lockpicks''' || Number Carried: 1 || Total Weight: 2
|-
|colspan="3"| Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks.
|-
|colspan="3"|
|-
 
|'''Sticky Cam''' || Number Carried: 1 || Total Weight: 2
|-
|colspan="3"| Deploy using the athletics skill; sticks to hard surfaces and provides remote video feed.
|-
|colspan="3"|
|-
 
|'''Lockpicks''' || Number Carried: 1 || Total Weight: 2
|-
|colspan="3"| Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks.
|-
|colspan="3"|
|-
 
|'''Camera''' || Number Carried: 1 || Total Weight: 1
|-
|colspan="3"| High-quality personal camera with high-speed connection to X-COM's network.
|-
|colspan="3"|
|-
 
|'''Canteen''' || Number Carried: 1 || Total Weight: 3
|-
|colspan="3"|  Personal canteen, contains plenty of drinking water. Draining a canteen can remove one level of fatigue; can only be done once per mission. Takes one action.
|-
|colspan="3"|
|-
 
|'''Rope''' || Number Carried: 0 || Total Weight: (6)
|-
|colspan="3"|  Twenty yards of an excellent, Nylon rope. What can't it do?
|-
|colspan="3"|
|-
 
|'''Encrypted Smartphone''' || Number Carried: 1 || Total Weight: 1
|-
|colspan="3"| Most smartphone functions. Can act as an emergency beacon and be used to hack human networks.
|-
|colspan="3"|
|-
|}

Latest revision as of 00:08, 6 May 2026

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CHARACTER: Ivy Winters
PLAYER: Eplov
ROLE: Recon, Close Combat

RANK: Seasoned (V)
ANCESTRY: Human
QUOTE: "I wonder what's hidden behind here..."

Portrait of Ivy Winters

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.

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