Ivy Winters: Difference between revisions
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| Agility d8 || Pace: 6" || Academics d4 | | Agility d8 || Pace: 6" || Academics d4 | ||
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| Smarts d6 || Parry: 6 || Athletics | | Smarts d6 || Parry: 6 || Athletics d6 +2* | ||
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| Spirit d6 || Toughness: 8 (3) || Battle d4-2 | | Spirit d6 || Toughness: 8 (3) || Battle d4-2 | ||
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| Strength d6 || Bennies: 3 || C. Knowledge d4 | | Strength d6 || Bennies: 3 || C. Knowledge d4 | ||
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| Vigor d8 || || Electronics | | Vigor d8 || || <s>Electronics</s> | ||
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| || || Fighting d8 | | || || Fighting d8 | ||
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| || || Thievery d6 | | || || Thievery d6 | ||
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|Rank: Novice (0/3) || Gear Weight: 60/60 || | |Rank: Novice (0/3) || Gear Weight: 60/60 || Tradecraft d6 | ||
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!colspan="3"|Armor | !colspan="3"|Armor |
Revision as of 03:03, 2 March 2024
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.
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.
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.
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.
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.
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.
Attributes | Derived Stats | Skills |
---|---|---|
Agility d8 | Pace: 6" | Academics d4 |
Smarts d6 | Parry: 6 | Athletics d6 +2* |
Spirit d6 | Toughness: 8 (3) | Battle d4-2 |
Strength d6 | Bennies: 3 | C. Knowledge d4 |
Vigor d8 | ||
Fighting d8 | ||
Edges | Hindrances | Notice d6 |
Martial Artist
Unarmed Fighting +1, fists and feet count as Natural Weapons, |
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 | Tradecraft d6 |
Armor | ||
X-COM Combat Armor | Armor: +3 | Weight: 8 |
Covers torso, legs, arms, and head (with helmet) -1 to enemy notice rolls in natural environments when configured with the correct camouflage | ||
Weapons | ||
Light Assault Rifle H&K G36C | Range: 20/40/80 | Damage: 2d8 |
AP: 0 | ROF: 3 | Shots: 30 |
Three Round Burst, Auto | Bulky: 0 | Weight including Mods: 9 |
Magazines carried: 2 | Weight per Magazine: 1 | Total Weight: 2 |
Weapon Mods | ||
Reflex Sight | Location: Optics | Weight: 1 |
+1 to shooting rolls at short range. | Fragile | |
MILSPEC Suppressor | Location: Barrel | Weight: 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 |
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 | ||
Folding Stock | Location: Stock | Weight: 0 |
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 | |
Medium Pistol H&K Mark 23 | Range: 8/16/32 | Damage: 2d6+1 |
AP: 0 | ROF: 1 | Shots: 10 |
CQB | Bulky: 2 | Weight including Mods: 9 |
Magazines carried: 2 | Weight per Magazine: 0.5 | Total Weight: 1 |
Weapon Mods | ||
Reflex Sight | Location: Optics | Weight: 1 |
+1 to shooting rolls at short range. | Fragile | |
MILSPEC Suppressor | Location: Barrel | Weight: 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 |
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 | ||
Combat Knife | Range: Melee | Damage: 1d6+STR |
AP: 0 | Throwable | Weight: 1 |
Stun Rod | Range: Melee | Damage: 2d8+2 Powered/1d4+STR Unpowered |
AP: 0 | Charges: 3 Notes: Nonlethal, Biological targets only | Weight: 4 |
Spare Batteries Carried: 1 | Weight per Battery: 1.5 | Total Weight: 1.5 |
M67 Fragmentation Grenade | Range: 5/10/20 | Damage: 3d6 |
AP: 0 | Number Carried: 1 | Total Weight: 1 |
Medium Burst Template. Can be evaded | ||
M84 Stun Grenade Flashbang | Range: 5/10/20 | Damage: 0 |
AP: 0 | Number Carried: 1 | Total Weight: 1 |
Medium Burst Template. Targets must make a vigor roll at -2 or be shaken | ||
Personal Gear | ||
Chemlight | Number Carried: 1 | Total Weight: 0.2 |
Provides dim illumination in a small burst template | ||
Night Vision Goggles | Number Carried: 1 | Total Weight: 2 |
Passive mode eliminates penalties for dim or low light. Active negates penalties for no light but causes the goggles to glow slightly | ||
AN/PED 1 Laser Designator | Number Carried: 0 | Total Weight: (10) |
Designates targets for air and drone strikes | ||
Radio Headset | Number Carried: 1 | Total Weight: 1 |
Allows radio communication, +1 to notice checks for listening | ||
Motion Scanner | Number Carried: 1 | Total Weight: 4 |
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. | ||
Multi-scanner | Number Carried: 0 | Total Weight: (10) |
Detects hazards within twenty yards. | ||
Binoculars | Number Carried: 1 | Total Weight: 2 |
+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. | ||
Restraints | Number Carried: 3 | Total Weight: 0.3 |
Allows for restraint of helpless characters. | ||
Plasma Torch | Number Carried: 1 | Total Weight: 4 |
Cuts through most metals. | ||
Lockpicks | Number Carried: 1 | Total Weight: 2 |
Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks. | ||
Sticky Cam | Number Carried: 1 | Total Weight: 2 |
Deploy using the athletics skill; sticks to hard surfaces and provides remote video feed. | ||
Lockpicks | Number Carried: 1 | Total Weight: 2 |
Allows the character to pick locks with no penalty for lack of tools. Does not work on alien locks. | ||
Camera | Number Carried: 1 | Total Weight: 1 |
High-quality personal camera with high-speed connection to X-COM's network. | ||
Canteen | Number Carried: 1 | Total Weight: 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. | ||
Rope | Number Carried: 0 | Total Weight: (6) |
Twenty yards of an excellent, Nylon rope. What can't it do? | ||
Encrypted Smartphone | Number Carried: 1 | Total Weight: 1 |
Most smartphone functions. Can act as an emergency beacon and be used to hack human networks. | ||