Rules Alien Character Sheets for X-COM Roleplay

ZombieSplitter53

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#1
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.
 
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ZombieSplitter53

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#2
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
 
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ZombieSplitter53

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#3
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
 
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ZombieSplitter53

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#4
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
 
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ZombieSplitter53

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#5
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
 
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ZombieSplitter53

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#6
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
 
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ZombieSplitter53

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#7
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
 
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ZombieSplitter53

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#8
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
 
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ZombieSplitter53

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#9
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
 
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ZombieSplitter53

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#10
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
 
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ZombieSplitter53

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#11
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
 
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ZombieSplitter53

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#12
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
 
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ZombieSplitter53

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#13
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
 
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ZombieSplitter53

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#14
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
 
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ZombieSplitter53

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#15
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
 
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ZombieSplitter53

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#16
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
 
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ZombieSplitter53

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#17
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
 
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ZombieSplitter53

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#18
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
 
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ZombieSplitter53

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R'lyeh, Pacific Ocean, 47°9′S, 126°43′W
#19
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
 
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ZombieSplitter53

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#20
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).
 
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