Difference between revisions of "Ivy Winters"

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[[File:Ivy_Winters.png|500px|right]]
 
[[File:Ivy_Winters.png|500px|right]]
 
'''Backstory'''
 
 
 
 
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.  
 
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.  
  

Revision as of 20:51, 27 February 2024

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Ivy Winters.png

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 d8 +2*
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,
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 Tradecraft
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
-1 to Notice checks for hearing while wearing helmet
Increase Strength for purposes of carrying capacity by one die type.

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.