ISSYL'S CHARACTERS
THIS SHEET HAS THREE CHARACTERS
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.
After a near-death fight with a certain giant snakeman and psionic Sectoid commandos in the basement of an Italian building that resulted in more or less a loss for the legendary ninja operative, he now discovered he can project energy, and has been practicing this power…
XP Unspent/Earned: 59/60
STATS
STR 4
DEX 3
CON 2
INT 1
WIL 3
PER 3
LIFE 30
ENDURANCE 32
ESSENCE 21
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) + 3, [9] for ACUTE SENSE: SIGHT
W/P/I PSI RESISTANCE 2 (5/5/3) + 4, [9/9/7] for NERVES OF STEEL
W/P/I PSI ASSAULT 4 (7/7/5)
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.
Inspired(3 points): You have access to psi talents and gain +5 Essence.
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.
*Remember that sharp weapons multiply damage by 2 after armor.
PSI POWERS
Probe(1 point/Free if first power): 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.
Mind Reading(1 point, Prerequisite: Probe): Affects any target within sight. Spend 1 Essence and roll Psionic Assault + Willpower vs the target's Psionic Resistance + Willpower. If successful, the target's surface thoughts are readable, giving the Inspired knowledge of what the target intends to do next and, if it's in a conversation, what he's thinking of what he's hearing. It also tells the Inspired what the target expects to hear, giving a +4 bonus to Smooth Talking, Intimidate, Acting and Disguise rolls against the target.
Phasing(2 points): Spend 2 Essence to temporarily phase out of reality. This allows Psionic Assault+Perception to be used in place of Dodge+Dexterity until your next combat round, and also allows you to walk through most obstacles. Being inside an obstacle when you phase into reality again is ill-advised and usually instantly fatal(or will at least make you wish it was).
EQUIPMENT
45 POLYMER ARROWS
8 THROWING KNIVES
2 SMOKE GRENADES
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. 4 XP for Skill: PSIONIC RESISTANCE.
XP Spent on: 6 XP for Inspired, 4 XP for SKILL: PSIONIC ASSAULT
XP Spent On: 2 XP for Mind Reading, 5 XP for PSI ASSAULT from 1 to 3.
XP Spent On: 4 XP for Psi Assult 3 to 4. 4 XP for Phasing. 2 XP for Psi Def 1 to 2.
ARMORY POINTS: 1 point from missions. Two points spent on two knives, two points spent on bow.
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
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