Eleanora Fairchild: Difference between revisions
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|'''Name:''' Eleanora "Nell" Fairchild | |||
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|'''Role:''' Entitled | |||
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|'''Wealth:''' 5 | |||
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|'''Experience:''' 0 | |||
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|'''Quote:''' ''?'' | |||
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|'''Player:''' Eplov | |||
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|} | |} |
Revision as of 21:51, 14 February 2025
| ||
Name: Eleanora "Nell" Fairchild | ||
Role: Entitled | ||
Wealth: 5 | ||
Experience: 0 | ||
Quote: ? | ||
Player: Eplov |
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Hindrance | Type | Description |
---|---|---|
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. |
Edge or Power | Type | Description |
Martial Artist | Combat | Unarmed Fighting +1, fists, and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks. |
Free Running | Combat | Ivy ignores Difficult Ground and adds +2 to Athletics in foot chases and Athletics (climbing). |
Combat Shooting | Combat | When using pistols against a target’s Parry, Ivy has +2 to Shooting and +2 to pistol damage. |
Thief | Profession | Add +1 Thievery, Athletics rolls made to climb, Stealth in urban environments. |
Combat | ||
Two-Weapon Fighting | Combat | Make one extra Fighting, Athletics, or Shooting roll with a second melee, throwing, or shooting weapon in off-hand at no Multi-Action penalty. |
Frenzy | Combat | Roll a second Fighting die in one melee attack. Limited action. |
Bioelectric Skin | Gene Mod | Ivy is aware of all enemies within 10 squares, even invisible or hidden ones. |
Item | Type | Weight | # Carried | Notes |
---|---|---|---|---|
M6 PCA | Armor | 12 | 1 | +7 Armor to full body. Max Encumbrance +1 Die Type, +1 Stealth in Natural Environments, -1 Notice (listen), 8" Grappling Hook |
Walker Servos | Armor Mod | 15 | 1 | Pace: +2; +1 to Athletics and Strength rolls when lower body strength is relevant |
Alien Alloy Sword | Melee Weapon | 3 | 1 | 1d10+STR; AP 3; Parry +2 |
Stun Rod | Melee Weapon | 4 | 1 | 2d8+2 non-lethal (organic) |
HE | Grenade | 1 | 3 | 3d6 in MBT; 5/10/20 |
Smoke | Grenade | 1 | 2 | Cover in LBT |
EMP | Grenade | 1 | 2 | 2d12 AP2 non-lethal (mechanical) in LBT |
LM-1 Laser Pistol | Secondary | 2+1 | 1 | 2d8 AP 1; 12/24/48; 12 Shots; Laser; CQB; Semi-Automatic; SCOPE (+1 at Short & Medium Range) |
Battery Pack | Ammo | 1 | 2 | Reload for LM-1 Laser Pistol |
LM-2 Laser Rifle | Primary | 5 | 1 | 3d6+1 AP 1; ROF3; 20/40/80; 24 Shots; Laser; TRB; Auto; SCOPE (+1 at Short & Medium Range); Folding Stock; Foregrip (reroll one "1" when firing on full auto) |
Battery Pack | Ammo | 1 | 1 | Reload for LM-2 Laser Rifle |
Taser | Secondary | 2.5 | 1 | 3d6 non-lethal (organic); 3/6/12; Single Shot; Integrated Flashlight and Targetting Laser (+1 at Short Range) |
Battery Pack | Ammo | 0.25 | 4 | Reload for Taser |
NVG | Personal | 2 | 1 | Eliminates penalties for dim or low light. Glows slightly in no light. |
Radio Headset | Personal | 1 | 1 | Allows radio communication, +1 to Notice (listen). |
Restraints | Personal | 0.1 | 5 | May restrain helpless characters. |
Lockpicks | Personal | 2 | 1 | Allows the character to pick human locks with no penalty for lack of tools. |
Binoculars | Personal | 2 | 1 | +2 to Notice (vision) |