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Rules Alien Character Sheets for X-COM Roleplay

Discussion in 'X-COM Role Playing' started by ZombieSplitter53, Oct 4, 2014.

  1. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    These are just basic character sheets meant to give the RP more of that RP feeling. Naturally, I'm not going to force anyone to follow these to the letter, as it would defeat the purpose of writing independent stories if I read all of them and criticized you for not following these. They're only here to give you something to reference and maybe give you some ideas for your stories.

    Here is a quick breakdown of what everything means:

    Primary Attributes: The numbers are based on human standards. A completely average human would have a 2 on ever
    ything. 1 is below average, 3 is above average, 4 is well above average, 5 is near-super human, and a 6 is the absolute peak of human achievement. As I said, these are limits for humans. For example, a whale would have a strength of 15, and a cat would have a dexterity of 7.

    Str (Strength): A measurement of the alien's physical prowess.
    Dex (Dexterity): A measurement of the alien's mobility and flexibility. Also factors heavily into their accuracy with firearms.
    Con (Constitution): A measure of the alien's physical health and their ability to withstand pain and fatigue.
    Int (Intelligence): A measurement of the alien's mental prowess.
    Per (Perception): A measure of the alien's sense of sight, smell, hearing, taste, and touch, as well as any other senses they might have.
    Wil (Willpower): A measure of the alien's mental health and their ability to ignore pain, fatigue, and intimidation.

    Secondary Attributes:


    LPS (Life Points): How much damage an alien can take before dying, based on Strength and Constitution.
    EPS (Endurance Point): How much physical effort an alien can exert before losing consciousness (or how much effort a machine can exert without overheating), based on Strength, Constitution, and Willpower
    Spd (Speed): Alien's top running speed in mph, based on Dexterity and Constitution.
    EsP (Essence Points): A measure of an alien's spiritual/psychokinetic energy, mainly only important for psionic soldiers, based on all of the alien's stats.

    Qualities & Drawbacks: Mostly self-explanatory, but feel free to ask me about any you don't understand. Most numerical values measure between 1-3, with some exceptions like Attractiveness and Charisma.

    Skills: Again, mostly self-explanatory. A value of 1 indicates basic competency, and the higher the number, the more skilled they are in it. Again, feel free to ask if you have any questions.

    Finally, the weaknesses aren't meant to indicate the only way to damage them, just the spots where they're most vulnerable. If you feel I missed something or made a mistake, let me know.
     
    Last edited: Dec 2, 2014
  2. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Sectoid

    Primary Attributes:
    Str: 0 Int: 5
    Dex: 2 Per: 3
    Con: 1 Wil: 4

    Secondary Attributes:
    LPS: 14 Spd: 6
    EPS: 20 EsP: 25

    Qualities:
    Charisma 1
    Gift
    Inspiration
    Increased Essence Pool 2

    Drawbacks:
    Attractiveness -2
    Delusions of Grandeur 1
    Impaired Taste (No Mouths)
    Zealot

    Skills:
    Brawling 1
    Climbing 1
    Computers 3
    Dodge 1
    Engineer (Biological) 3
    Guns (Handgun) 3
    Language (Local) 1
    Medicine 3
    Notice 1
    Piloting (Spaceship) 3
    Science (Biology) 3
    Science (Chemistry) 3
    Science (Physics) 3
    Stealth 1
    Veterinary Medicine 3

    Weakness: Brain, Spine
    Getting Around: Average
    Strength: Ninety-Pound Weakling
    Senses: Like a Hawk
    Sustenance: Occasionally, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    Esp, Mind Merge, Psi Panic

    Weapons: Plasma Pistol
     
    Last edited: Dec 2, 2014
  3. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Sectoid Commander

    Primary Attributes:
    Str: 1 Int: 6
    Dex: 3 Per: 4
    Con: 2 Wil: 5

    Secondary Attributes:
    LPS: 25 Spd: 10
    EPS: 29 EsP: 36

    Qualities:
    Charisma 2
    Gift
    Hard to Kill 1
    Inspiration
    Increased Essence Pool 3

    Drawbacks:
    Ambitious 1
    Attractiveness -2
    Cruel 1
    Delusions of Grandeur 1
    Impaired Taste (No Mouths)
    Paranoid
    Zealot

    Skills:
    Brawling 2
    Climbing 2
    Computers 4
    Dodge 1
    Engineer (Biological) 4
    Guns (Handgun) 3
    Language (Local) 2
    Medicine 4
    Notice 2
    Piloting (Spaceship) 3
    Science (Biology) 4
    Science (Chemistry) 4
    Science (Physics) 4
    Stealth 1
    Throwing (Sphere) 2
    Veterinary Medicine 4

    Weakness: Brain, Spine
    Getting Around: Quick
    Strength: Ninety-Pound Weakling
    Senses: Exceptional
    Sustenance: Occasionally, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    Esp, Mind Fray, Greater Mind Merge, Mind Control, Psi Panic

    Weapons: Plasma Pistol, Alien Grenade
     
    Last edited: Dec 2, 2014
  4. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Mechtoid

    Primary Attributes:
    Str: 4 Int: 5
    Dex: 3 Per: 4
    Con: 3 Wil: 4

    Secondary Attributes:
    LPS: 41 Spd: 12
    EPS: 38 EsP: 33

    Qualities:
    Charisma 1
    Gift
    Hard to Kill: 1
    Inspiration
    Increased Essence Pool 2

    Drawbacks:
    Attractiveness -2
    Delusions of Grandeur 1
    Impaired Taste (No Mouths)
    Zealot

    Skills:
    Brawling 3
    Climbing 1
    Dodge 1
    Engineer (Biological) 2
    Guns (Mini-Cannon) 3
    Language (Local) 1
    Medicine 2
    Notice 2
    Piloting (Mech) 3
    Piloting (Spaceship) 1
    Science (Biology) 2
    Science (Chemistry) 2
    Science (Physics) 2
    Veterinary Medicine 3

    Weakness: Head, Joints
    Getting Around: Quick
    Strength: Strong Like Bull, Flame Resistant
    Senses: Exceptional
    Sustenance: Occasionally, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    Esp, Psi Shield, Plasma Barrage

    Weapons: Plasma Mini-Cannons, Shield Generator
     
    Last edited: Dec 2, 2014
  5. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Thin Man

    Primary Attributes:
    Str: 3 Int: 4
    Dex: 6 Per: 4
    Con: 2 Wil: 2

    Secondary Attributes:
    LPS: 33 Spd: 16
    EPS: 26 EsP: 21

    Qualities:
    Contacts (Local Law Enforcement) 3
    Fast Reaction Time
    Hard to Kill 1
    Multiple Identities
    Resistance (Poison)

    Drawbacks:
    Cruel 1
    Zealot

    Skills:
    Acrobatics 3
    Acting 3
    Brawling 2
    Bureaucracy 2
    Climbing 3
    Computers 2
    Disguise 3
    Driving (Car) 2
    Electronic Surveillance 2
    Escapism 3
    First Aid 1
    Guns (Handgun) 2
    Guns (Rifle) 3
    Haggling 2
    Hand Weapon (Knife)1
    Humanities (Economics) 1
    Humanities (Law) 2
    Intimidation 2
    Language (Local) 5
    Lock Picking 2
    Notice 3
    Pick Pocket 1
    Piloting (Spaceship) 5
    Research/Investigation 2
    Running (Dash) 3
    Smooth Talking 3
    Stealth 2
    Streetwise 2
    Surveilence 2

    Weakness: Chest, Brain
    Getting Around: Speedy
    Strength: Above Average, Poison Resistant
    Senses: Exceptional
    Sustenance: Occasionally, Anything
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    Inhuman Flexibility, Leap, Poison Spit

    Weapons: Light Plasma Rifle, Plasma Pistol
     
    Last edited: Dec 2, 2014
  6. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Outsider

    Primary Attributes:
    Str: 3 Int: 2
    Dex: 3 Per: 4
    Con: 3 Wil: 3

    Secondary Attributes:
    LPS: 40 Spd: 12
    EPS: 32 EsP: 18

    Qualities:
    Acute Eyesight
    Hard to Kill 2
    Nerves of Steel
    Resistance (Fatigue)
    Situational Awareness

    Skills:
    Brawling 2
    Climbing 2
    Computer Programming 2
    Disguise 4
    Dodge 2
    Guns (Rifle) 3
    Notice 3
    Running (Marathon) 2
    Stealth 3

    Weakness: Central Core
    Getting Around: Quick
    Strength: Above Average
    Senses: Exceptional
    Sustenance: Weekly, Power Charge
    Intelligence: Short-Term Memory, Problem Solving

    Abilities:
    Transmogrification

    Weapons: Light Plasma Rifle
     
    Last edited: Dec 2, 2014
  7. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Floater

    Primary Attributes:
    Str: 2 Int: 1
    Dex: 4 Per: 2
    Con: 3 Wil: 2

    Secondary Attributes:
    LPS: 33 Spd: 14
    EPS: 26 EsP: 14

    Qualities:
    Hard to Kill 1

    Drawbacks:
    Attractiveness -3
    Physical Disability (Paraplegic)

    Skills:
    Brawling 2
    Demolitions 1
    Dodge 4
    Guns (Rifle) 3
    Mechanic 1
    Notice 2
    Piloting (Floater Prepulsion System) 4
    Stealth 1

    Weakness: Head, Fuel-Couplings
    Getting Around: Fast, Flying
    Strength: Average
    Senses: Average
    Sustenance: Daily, Alien Nutritional Substance & Fuel
    Intelligence: Long-Term Memory, Problem Solving

    Abilities:
    Flight, Rapid Launch

    Weapons: Light Plasma Rifle
     
    Last edited: Dec 2, 2014
  8. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Heavy Floater

    Primary Attributes:
    Str: 4 Int: 2
    Dex: 4 Per: 3
    Con: 4 Wil: 3

    Secondary Attributes:
    LPS: 48 Spd: 16
    EPS: 38 EsP: 20

    Qualities:
    Hard to Kill 2

    Drawbacks:
    Attractiveness -3
    Physical Disability (Paraplegic)

    Skills:
    Brawling 3
    Demolitions 2
    Dodge 4
    Guns (Rifle) 4
    Mechanic 2
    Notice 2
    Piloting (Floater Prepulsion System) 4
    Stealth 1
    Throwing (Sphere) 2

    Weakness: Head, Fuel-Couplings
    Getting Around: Fast, Flying
    Strength: Strong Like Bull, Damage Resisitant
    Senses: Like a Hawk
    Sustenance: Daily, Alien Nutritional Substance & Fuel
    Intelligence: Long-Term Memory, Problem Solving

    Abilities:
    Flight, Rapid Launch

    Weapons: Plasma Rifle, Alien Grenade
     
    Last edited: Dec 2, 2014
  9. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Seeker

    Primary Attributes:
    Str: 3 Int: 3
    Dex: 6 Per: 4
    Con: 2 Wil: 6

    Secondary Attributes:
    LPS: 30 Spd: 16
    EPS: 38 EsP: 24

    Qualities:
    Nerves of Steel (Machine)
    Resistance (Fatigue) 2
    Resistance (Poison) 5
    Situational Awareness

    Drawbacks:
    Cowardly (Programming) 1

    Skills:
    Brawling 1
    Disguise 5
    Dodge 4
    Escapism 5
    Guns (Handgun)
    Hand Weapon (Tentacles) 4
    Notice 3
    Stealth 5
    Surveillance 3
    Tracking 3

    Weakness: Inner Body Beneath Tentacles
    Getting Around: Speedy, Flying
    Strength: Above Average, Iron Grip, Hug of Death
    Senses: Exceptional
    Sustenance: Weekly, Power Charge
    Intelligence: Short-Term Memory, Problem Solving

    Abilities:
    Flight, Stealth Camouflage, Strangulation

    Weapons: Plasma Pistol
     
    Last edited: Dec 2, 2014
  10. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Cyberdisc

    Primary Attributes:
    Str: 3 Int: 3
    Dex: 5 Per: 4
    Con: 4 Wil: 6

    Secondary Attributes:
    LPS: 50 Spd: 18
    EPS: 44 EsP: 25

    Qualities:
    Hard to Kill 4
    Nerves of Steel (Machine)
    Resistance (Fatigue) 2
    Resistance (Poison) 5
    Situational Awareness

    Skills:
    Computers 3
    Demolitions 2
    Disguise 2
    Dodge 2
    Guns (Cannon) 3
    Intimidation (Transformation) 2
    Notice 2
    Stealth 3
    Throwing (sphere) 3

    Weakness: Innards while Open
    Getting Around: Fast, Flying
    Strength: Above Average
    Senses: Exceptional, Infravision
    Sustenance: Weekly, Power Charge
    Intelligence: Short-Term Memory, Problem Solving

    Abilities:
    Flight, Motion Sensors, Death Blossom

    Weapons: Plasma Cannon, Alien Grenade
     
    Last edited: Dec 2, 2014
  11. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Drone

    Primary Attributes:
    Str: 1 Int: 3
    Dex: 5 Per: 4
    Con: 2 Wil: 6

    Secondary Attributes:
    LPS: 25 Spd: 14
    EPS: 32 EsP: 21

    Qualities:
    Hard to Kill 1
    Nerves of Steel (Machine)
    Resistance (Fatigue) 2
    Resistance (Poison) 5
    Situational Awareness

    Drawbacks:
    Attractiveness -3
    Physical Disability (Paraplegic)

    Skills:
    Computer Programming 5
    Dodge 2
    Electronics 5
    Engineer (Mechanical) 5
    Guns (Repair Beam) 3
    Mechanic 5
    Notice 2
    Stealth 2

    Weakness: None
    Getting Around: Fast, Flying
    Strength: Ninety-Pound Weakling
    Senses: Exceptional
    Sustenance: Weekly, Power Charge
    Intelligence: Short-Term Memory, Problem Solving

    Abilities:
    Flight, Machine Repair, Self-Destruct

    Weapons: Repair Beam
     
    Last edited: Dec 2, 2014
  12. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Muton

    Primary Attributes:
    Str: 5 Int: 1
    Dex: 1 Per: 2
    Con: 4 Wil: 2

    Secondary Attributes:
    LPS: 55 Spd: 10
    EPS: 38 EsP: 15

    Qualities:
    Hard to Kill 3

    Drawbacks:
    Attractiveness -2
    Charism -1

    Skills:
    Brawling 3
    Climbing 2
    Demolitions 2
    Dodge 3
    First Aid 1
    Guns (Rifle) 3
    Guns (LMG) 3
    Intimidation 3
    Notice 2
    Stealth 1
    Survival (Local Environment) 2
    Throwing (Sphere) 3
    Weight Lifting 2

    Weakness: Head
    Getting Around: Slow and Steady
    Strength: Strong Like Bull
    Senses: Average
    Sustenance: Daily, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving

    Abilities:
    Blood Call, Intimidation

    Weapons: Plasma Rifle/ Heavy Plasma, Alien Grenade
     
    Last edited: Dec 2, 2014
  13. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Muton Elite

    Primary Attributes:
    Str: 6 Int: 3
    Dex: 2 Per: 3
    Con: 5 Wil: 3

    Secondary Attributes:
    LPS: 63 Spd: 14
    EPS: 47 EsP: 21

    Qualities:
    Fast Reaction Time
    Hard to Kill 3

    Drawbacks:
    Ambitous 2
    Attractiveness -2
    Zealot

    Skills:
    Brawling 4
    Climbing 3
    Computers 1
    Demolitions 3
    Dodge 3
    First Aid 3
    Guns (Rifle) 3
    Guns (LMG) 4
    Intimidation 3
    Notice 3
    Piloting (Spaceship) 2
    Stealth 2
    Survival (Local Environment) 3
    Throwing (Sphere) 4
    Weight Lifting 2

    Weakness: Head
    Getting Around: Average
    Strength: Monstrous
    Senses: Like a Hawk
    Sustenance: Daily, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving

    Abilities:
    Blood Call, Intimidation

    Weapons: Heavy Plasma, Alien Grenade
     
    Last edited: Dec 2, 2014
  14. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Berserker

    Primary Attributes:
    Str: 7 Int: 0
    Dex: 2 Per: 3
    Con: 5 Wil: 2

    Secondary Attributes:
    LPS: 70 Spd: 14
    EPS: 47 EsP: 19

    Qualities:
    Hard to Kill 4
    Fast Reaction Time
    Nerves of Steel

    Drawbacks:
    Attractiveness -2
    Charism -4
    Paranoid
    Reckless

    Skills:
    Brawling 3
    Climbing 2
    Dodge 1
    Hand Weapon (Club) 2
    Hand Weapons (Knives) 4
    Intimidation 4
    Notice 3
    Running (Dash) 2
    Survival (Local Environment) 2
    Trance 2
    Weight Lifting 3

    Weakness: None
    Getting Around: Average
    Strength: Monstrous
    Senses: Like a Hawk
    Sustenance: Daily, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving

    Abilities:
    Bloodlust, Bull Rush

    Weapons: Arm Blades
     
    Last edited: Dec 2, 2014
  15. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Chryssalid

    Primary Attributes:
    Str: 4 Int: 0
    Dex: 4 Per: 6
    Con: 4 Wil: 5

    Secondary Attributes:
    LPS: 51 Spd: 16
    EPS: 44 EsP: 23

    Qualities:
    Acute Touch
    Attractiveness 1
    Hard to Kill 3
    Resistance Poison 1
    Situational Awareness

    Drawbacks:
    Gluttonous 2
    Obsession (Breeding & Feeding)
    Reckless

    Skills:
    Brawling 4
    Climbing 4
    Dodge 2
    Notice 4
    Stealth 2
    Tracking 3

    Weakness: None
    Getting Around: Fast, Leaping, Climbing
    Strength: Strong Like Bull, Damage Resistant, Claws, Teeth
    Senses: Like Nothing You've Ever Seen, Life Sense
    Sustenance: Daily, Anything
    Intelligence: Problem Solving, Animal Cunning
    Spreading the Love: Only the Dead

    Abilities:
    Leaping, Embryo Implant, Charge

    Weapons: Poisonous Claws
     
    Last edited: Dec 2, 2014
  16. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Zombie

    Primary Attributes:
    Str: 3* Int: -2
    Dex: 2 Per: 2
    Con: 3* Wil: 6

    *Stronger & more resilient then normal humans because zombies feel no pain

    Secondary Attributes:
    LPS: 34 Spd: 10
    EPS: N/A EsP: 14

    Drawbacks:
    Attractiveness -5
    Impaired Senses (Varied)
    Obsession (The Hunger)
    Physical Disability (Varied)
    Reckless

    Skills:
    Brawling 2
    Climbing 1
    Notice 1

    Weakness: Brain, Fire
    Getting Around: Average, The Lunge
    Strength: Above Average
    Senses: Average
    Sustenance: Daily, Anything
    Intelligence: Dumb as Dead Wood
    Spreading the Love: No Body Loves Me

    Abilities:
    Chryssalid Spawn

    Weapons: Fists and Teeth
     
    Last edited: Dec 2, 2014
  17. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Sectopod

    Primary Attributes:
    Str: 6 Int: 3
    Dex: 4 Per: 4
    Con: 5 Wil: 6

    Secondary Attributes:
    LPS: 69 Spd: 18
    EPS: 56 EsP: 28

    Qualities:
    Hard to Kill 5
    Nerves of Steel (Machine)
    Resistance (Fatigue) 2
    Resistance (Poison) 5

    Drawbacks:
    Reckless

    Skills:
    Brawling 1
    Dodge 1
    Guns (Cannon) 4
    Guns (Cluster Bomb Launcher) 4
    Notice 3
    Sports (Football Tackle) 2
    Stealth 1
    Tracking 4

    Weakness: Underbelly
    Getting Around: Fast
    Strength: Monsrous, Damage Resistant, Flame Resistant
    Senses: Exceptional, Infravision
    Sustenance: Weekly, Power Charge
    Intelligence: Short-Term Memory, Problem Solving

    Abilities:
    Tracking, Shoulder Tackle, Stomp, Targeting

    Weapons: Plasma Cannon, Cluster Alien Grenade Launcher
     
    Last edited: Dec 2, 2014
  18. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Ethereal

    Primary Attributes:
    Str: 1 Int: 7
    Dex: 2 Per: 3
    Con: 2 Wil: 4

    Secondary Attributes:
    LPS: 28 Spd: 8 (12 in the air)
    EPS: 26 EsP: 49

    Qualities:
    Charisma 3
    Gift
    Hard to Kill 2
    Inspiration
    Increased Essence Pool 4
    Photographic Memory

    Drawbacks:
    Ambitious 2
    Attractiveness -1
    Cruel 1
    Delusions of Grandeur 2
    Obsession (Control)
    Paranoid
    Zealot

    Skills:
    Brawling 1
    Bureaucracy 4
    Climbing 2
    Computers 1
    Dodge 2
    First Aid 1
    Haggling 3
    Humanities (Theology) 3
    Instruction 3
    Intimidation 2
    Language (Local) 3
    Notice 2
    Piloting (Spaceship) 1
    Science (Astronomy) 4
    Smooth Talking 3
    Stealth 3
    Storytelling 3
    Trance 2
    Unconventional Medicine (Psionic) 3
    Writing (Academic) 2

    Weakness: Brain, Heart
    Getting Around: Average, Levitation
    Strength: Ninety-Pound Weakling, Damage Resistant
    Senses: Like a Hawk, Life Sense
    Sustenance: Weekly, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    ESP, Mind Fray, Rift, Psi Lance, Greater Mind Merge, Mind Control, Psi Panic, Psi Drain
     
    Last edited: Dec 2, 2014
  19. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Uber Ethereal

    Primary Attributes:
    Str: 2 Int: 8
    Dex: 2 Per: 4
    Con: 4 Wil: 5

    Secondary Attributes:
    LPS: 43 Spd: 12 (16 in the air)
    EPS: 38 EsP: 50

    Qualities:
    Charisma 5
    Gift
    Hard to Kill 3
    Inspiration
    Increased Essence Pool 5
    Photographic Memory

    Drawbacks:
    Ambitious 3
    Attractiveness -1
    Cruel 2
    Delusions of Grandeur 3
    Obsession (Control)
    Paranoid
    Zealot

    Skills:
    Brawling 2
    Bureaucracy 5
    Climbing 3
    Computers 1
    Dodge 3
    First Aid 3
    Haggling 3
    Humanities (Theology) 4
    Instruction 4
    Intimidation 2
    Language (Local) 4
    Notice 2
    Piloting (Spaceship) 1
    Science (Astronomy) 5
    Smooth Talking 5
    Stealth 3
    Storytelling 5
    Trance 4
    Unconventional Medicine (Psionic) 4
    Writing (Academic) 4

    Weakness: Brain, Heart
    Getting Around: Average, Levitation
    Strength: Average, Damage Resistant
    Senses: Exceptional, Life Sense
    Sustenance: Weekly, Alien Nutritional Substance
    Intelligence: Long-Term Memory, Problem Solving, Language

    Abilities:
    ESP, Mind Fray, Rift, Psi Lance, Greater Mind Merge, Mind Control, Psi Panic, Psi Drain
     
    Last edited: Dec 2, 2014
  20. ZombieSplitter53

    ZombieSplitter53 Game Master Staff Member

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    Zombieplitter53's official-ish rules for the RP (-ish because, like the American Justice System, there are always rules). New rules will be added as needed.

    CHARACTER CREATION:


    I've tired to keep the rules for character creation fairly open, but I do have a few guidelines:

    - You are limited to controlling a maximum of two characters at once. You are free to only control one character at first and introduce the second one later.

    - Characters can have practically any reason for joining X-COM as long as they weren't forced to join by being threatened or blackmailed.

    - Characters don't need to be experts, but some experience is preferred for the first soldiers. Later soldiers can by less experienced as X-COM pool of recruits starts to run thin.

    - After your character's first promotion, you are free to give them any class you wish, from EW or Long War, as long as you're familiar with how the class works.

    - No body is perfect, and if your character has certain psychological problems, that's okay. Just keep it in reason. Having problems getting along with others and being a bit coo-coo on the field is fine, but if they do anything that would normally get them discharged, then they're probably going to be discharged.

    - If you want to give your character any features or abilities that delve into the realm of Science Fiction or Fantasy, please PM me privately to get my approval first.

    - PrismaCube is covering EXALT, and the two slots for moles in X-COM have been filled.

    -You're free to kill off your character at your own discretion, provided you have a good reason to do so. If you wish to start right away with a new character, it is prefered that you introduce them at least one or two posts beforehand first if possible.

    BASE LIFE:

    - X-COM HQ is located in an undisclosed location in Siberia. Individual soldiers are not informed of it's exact location for security purposes, and if you wonder off the base, you'll find nothing but desolation for miles in every location, so don't expect a rescue.

    - Most base roleplaying will be at the HQ. Additional, there will be smaller, localized bases in individual countries you can RP at if you characters are there at that point in time for any reason.

    - GM will control NPC characters like Bradford, Vahlen, and Shen. You're free to make a temporary NPC soldier or staff member for your own roleplaying purposes.

    - I'll try to be available to RP with the senior staff as much as possible, but if I'm not, simply tell me what you want them to do, and if I approve, you're free to control them for that post.

    BASE ACCESS:
    - Access around the base is limited to a degree, but as staff and crew will have to interact often, the are some exceptions.
    - Scientist and Engineers will be expected to interact on a regular bases, so they'll likely be in each other's sections frequently.
    - Soldiers can volunteer to help on a difficult project in engineering as long as it does not interfere with they're training, but unless they are there to help or to find something out, they should stay out of engineering.
    - Soldiers are only allowed in the first part of the main lab, and only under strict supervision. They are never allowed in any of the inner labs, except under very, very extreme circumstances.
    - Scientists and soldiers should have little to no reason to be in the power rooms, satellite rooms, or the foundry, and Engineers and soldiers should have little to no reason to be in rooms like the alien containment facility (except for repair reasons). During those far and few times that they do have reason to be there, they should always be accompanied by X-COM security.
    - Staff and soldiers have separate barracks and shower facilities, but the main mess-hall, infirmary, and gym are open to everyone, as are the officer training school and shooting range under escort (However, the shooting range is banned to non-soldiers under the age of twenty-one)
    - In addition to those named above, the following are locations that I'd also like to remind everyone are on base (since the game never mentions them); a back-up generator room, a mail room, a department of acquisitions, an office for a staff morale officer, a records room, a main computer room, a back-up computer room, another back-up computer room, a brig, quarters for the temporary housing of rescued civilians, and a crap load of supply rooms and janitor closets. Access to these sections of the base should be self explanatory, but if not, feel free to ask.

    MISSION STRUCTURE:

    - GM will set up mission either once or twice a week, depending on everyone's availability (including myself). I will do my best to make sure everyone gets an equal number of missions they get to go on, but if you think you not be able to make a mission post if chosen on that particular week, let me know so I can skip you and send another (Everyone has a personal life, so don't hesitate to let me know if you are busy)

    - Your characters are free to wear any armor type that is available at that time, any weapons available at that time, and like Long War, any two disposable items, including but not limited to Med-kits, alien artifacts (but only after you've been on at least one mission), a tactical vest, an clip extension, a HE grenade, an AP, a smoke grenade, or a flash-bang grenade. Laser sights are built into all rifles, SMGs, and LMGs, and can be used freely to enhance aim, at the risk of the bright, red beam giving away your position.

    - New weapons and armor will be made available by the GM as the story comes along.

    - All soldiers carry a standard issue side-arm, regardless of class.

    - Missions sites will be fairly detailed to set a strong structure for the story, but players are free to write it out as they wish.

    - What aliens you'll meet and how they'll be grouped will be given, but you can describe which of them you fight, how many are taken down by you and how many are killed by others, and what order you encounter them. The above Alien bios are meant to be a reference to make you story-telling easier, but you are not required to use them if you don't want to.

    - For now, expect only the Enemy Unknown/Within aliens. However, upgraded aliens, aliens from older games, and one or two aliens of my own design might be added in later, depending on how things play out.

    - Other soldiers sent on the missions are "Red Shirts", to act, perform, and be used as you see fit. In addition, you a free to kill one or two if you wish, just don't do it too often, as it'll make me look bad to the Counsel if I'm losing people left and right.

    FINAL NOTES:

    - The first posts should take place one week before Project X-COM officially begins, detailing what characters are doing prior to joinging X-COM, what they are during to the first attack, and their recruitment to X-COM.

    - Project X-COM's official start date is March 1st, 2018, 1200 Hours (local time).
     
    Last edited: Dec 2, 2014