ISSYL'S CHARACTERS

ISSYL'S CHARACTERS
THIS SHEET HAS THREE CHARACTERS

Jack "Cyboar" Valentino

Concept: Cyborg with a huge alienboo personality. Doesn't really understand alien tech but loves to try to use it. A thin, gangly man, he is a very headstrong person.

STATS
STR 2
DEX 2
CON 2
INT 3
WIL 3
PER 2

LIFE 41
ENDURANCE 26
ESSENCE 12

SKILLS POINTS (TOTAL BONUS)
STR BRAWL 2 (4)
DEX DODGE 4 (6)
INT ENG. (ALIEN TECH) 5 (8)
INT FIRST AID 4 (7)
INT/D RIFLES (GUNS) 4 (7/6)
PER NOTICE 3 (5)
INT SCIENCES (ALIEN TECH) 5 (8)
D/P/I STEALTH 3 (5/5/6)

Basic Cybernetic Spine(5 Points): Replaces the spine with a cybernetic alternative containing the electronics needed to control minor augmentions and adding the core strength to properly utilize cybernetic limbs without breaking your own back. Reduces maximum Essence by 5, increases maximum Life Points by 15, makes the augmented agent susceptible to Machine Empathy and Machine Control, and grants the Pack Mule quality for free.
Pack Mule(free from above): Can carry three extra full reloads for any of their own weapons, or any of their teammates' weapons.

EQUIPMENT

7.62mm Assault Rifle@ 1d8*5 30 round mag CAN USE AUTOMATICS RULES
10mm Pistol 1d6*5 10 round mag

Class IIa Armor - Resistance 15, Encumbrance 0


Gareth "Buffaronin" Hinds

Concept: Luddite veteran soldier who dislikes firearms. Extremely practical personality, but likes to crack jokes all the time like Spiderman as a psychological technique to deal with stress in combat. An orphan, he's a bit undereducated.

XP Unspent/Earned: 0/28

STATS

STR 4
DEX 3
CON 2
INT 1
WIL 3
PER 3

LIFE 30
ENDURANCE 32
ESSENCE 16

SKILLS POINTS (TOTAL BONUS)

STR/D ATHLETICS 3 (7/6)
STR BRAWL 4 (8)
DEX DODGE 4 (7)
INT FIRST AID 4 (5)
DEX/I GUNS (BOWS) 4 (7/5)
PER NOTICE 3 (6)
C/W RESISTANCE 3 (6)
D/P/I STEALTH 4 (7/7/5)
STR/D THROWING 3 (7/6)

Acute Sense (SIGHT) (2 points): You get a permanent +3 to any rolls involving [SIGHT].
Nerves of Steel(3 points): +4 to resist any effect that tries to terrify or control you(psionics, being on fire, etc.).
Ambidexterous(2 points): You can make a "free" second attack with the weapon in your off hand without any multiple attack penalties. Beyond that second attack, normal penalties apply.

EQUIPMENT

Punch 1d4*4
Kick 1d4*(5)
Alloy Comp. Bow 1d8*(5)
2x Alloy Knife 1d6*(5) * 2
Thrown Alloy Knife 1d6*(5)

*Alien Alloy melee weapons halve conventional human armor.

45 POLYMER ARROWS
8 THROWING KNIVES
2 SMOKE GRENADES

Hearing Protection (-3 to Hearing-related rolls, but halves Flashbang effects)
Class IIa Armor - Resistance 15, Encumbrance 0

XP Spent On: 6 xp total for 3 armory points, 4 pts for brawl 3 to 4, 4 pts for stealth 3 to 4, 4 points for AMBIDEXTROUS.
XP Spent On: 5 XP for Willpower 2 to 3. 5 XP for Perception 2 to 3.
ARMORY POINTS: 1 point from missions. Two points spent on two knives, two points spent on bow.


MAKRAM "LLAMA-ACKBAR" AL-TARIR

A veteran jihadist, Makram decided to join X-COM when he decided aliens were more haram than his fellow humans. After a harrowing experience in his homeland, he now is a talented psionicist.

STATS
STR 2
DEX 2
CON 2
INT 2
WIL 3
PER 3

LIFE 26
ENDURANCE 26
ESSENCE 17

SKILLS POINTS (TOTAL BONUS)
STR/D ATHLETICS 2 (4)
STR BRAWL 2 (4)
DEX DODGE 4 (6)
INT DEMOLITIONS 2 (4)
INT FIRST AID 2 (4)
INT/D LAUNCHERS (GUNS) 4 (6)
PER NOTICE 2 (5)
D/P/I STEALTH 2 (4/5/4)
STR/D THROWING 2 (4)

WILL/P PSIONIC ASSAULT 4 (7)
WILL/P PSIONIC RESISTANCE 4 (7)

Inspired(5 points): You have access to psi talents.
Probe(0 points): On winning a contested Psionic Assault+Perception roll vs the target's Psionic Resistance+Willpower roll, the Inspired can hijack one of the target's senses per tier of success, for about a minute of time, allowing them to sense everything the target senses through that sense. They can choose to end this link at any time. Psionically capable targets are aware of the user's Probe attempt and location if they resist the Probe. Costs 2 Essence to use.

EQUIPMENT

Rotary Grenade Launcher 6 rounds, 18 rounds in bag
40mm Grenade 1d6*12 1d6*10 1d6*4
Three Molotov Cocktail 1 3 -
Molotov Cocktail* 1d6 1d4 -
*Molotov Cocktails continue to do this much damage per turn, for 4 turns after impact.
3 Demolition Charges

Class IIa Armor - Resistance 15, Encumbrance 0

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