Eleanora Fairchild

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Name: Eleanora "Nell" Fairchild
Role: Entitled
Wealth: 5
Experience: 0
Quote: ?
Player: Eplov
Attribute Value
Agility
Smarts
Spirit
Strength
Vigor
Pace ()
Parry ()
Size
Toughness 13 ()
Skill Value
Athletics
C. Knowledge
Fighting
Notice
Persuasion
Shooting
Stealth
Thievery
Tradecraft
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.
Rapid Reload Combat Reduce the Reload value of a weapon by 1.
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)

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