BACKGROUND
Ivy had big plans growing up. Mama Winters always told her she could be anything if she put her mind to it, and Ivy believed her. She did her best—went to college, worked hard despite her insatiable curiosity leading her to change majors three times, and eventually earned that coveted degree. That’s when everything fell apart. Mama Winters died suddenly and unexpectedly, the house was seized by the bank, and Ivy's shiny new degree came with a lifetime supply of crippling debt.
She found solace in martial arts, a shared passion she and her mother practiced daily. Each kata made her feel closer to Mama Winters, and her body became a weapon. But solace doesn’t pay the bills, and her life continued to spiral out of control.
After months of struggling and sinking deeper into debt, Ivy’s breaking point came when she found a wallet stuffed with cash. She could’ve returned it—the license was there, and it would’ve been the right thing to do. But her water was about to be shut off, and, to her shame, she didn’t return it. That month, for the first time in a long time, she ate something other than ramen noodles and managed to pay most of her bills. Crime, it seemed, did pay, and Ivy decided it was time to take what she felt life owed her.
The internet became her teacher. Ivy learned to pick pockets, bypass locks, choose likely targets, and find buyers for stolen goods. Always physically gifted despite her small stature, she leaned into her skills, specializing in breaking in undetected. For a while, things were looking up.
That is, until her last job went spectacularly wrong. Bad intel turned what should’ve been a simple “retrieval” into a catastrophic mess. The country home she targeted belonged to some guy named Carpenter, and his security system was like nothing she’d ever encountered. She bypassed most of it before being unceremoniously tased into unconsciousness. While she sat in lockup, Ivy missed the most pivotal moment in human history: the aliens had attacked.
Colonel Conor Carpenter—her intended victim—must have seen something in her, because instead of throwing the book at her, he offered her a choice. She could use her skills to aid humanity, or she could spend the rest of her days rotting behind bars.
The alternative was unthinkable. Ivy gladly signed on the dotted line and threw herself into the most rigorous and torturous training she could imagine. Eight months passed in a blur of blood, sweat, and tears before her TO begrudgingly signed off on her readiness. She was determined to repay Carpenter’s kindness—and to fight for a world where no one else would have to make the same desperate choices she had.
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. [12w]
Walker Servos (Mod)
Pace: +2; +1 Athletics and Strength (lower body). [15w]
Alien Alloy Sword
1d10+STR; AP 3; Parry +2. [3w]
LM-1A Auto Laser Pistol
2d8 AP 1; ROF 3; 8/16/32; 20 Shots; CQB; TRB; SCOPE (+1 at Short/Med Range). [5w]
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. [5w]
EMP Grenades (x2)
2d12 AP2 non-lethal (mech) in LBT. [1w ea]
Battery Packs (x4)
x3 for Pistol, x1 for Rifle. [1w ea]
Psi Amp
Required to use Psionics. [4w]
NVG
Eliminates penalties for dim/low light. [2w]
Radio Headset
Comms, +1 to Notice (listen). [1w]
Restraints (x5)
Restrain helpless characters. [0.1w 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.