Lieutenant First Class ELLEN LOUISE RIPLEY (circa
Aliens, AD 2179)
Female Human Fast Hero 1/Tough Hero 2/Dedicated Hero 2/Field Officer* 2;
CR 7
Medium-size Humanoid (height 6’, weight 140 lb.);
Age 30 (apparent), 87 (real, though no aging occurred due to time spent in hypersleep)
* See
Future
Init +2; S
enses (core) Listen +5, Search +1, Spot +4;
Senses (house) Listen/Spot +8, Search +1
Languages English, Japanese (read/write only)
Defense (core) 20, touch 20, flat-footed 18;
Defense (house) 20, touch 14, flat-footed 18; (+2 Dex, +8 class)
hp 44 (7 HD); Mas 13
Fort +5, Ref +3, Will +7
Action Points 9
Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged M41A pulse rifle +6 (2d8 ballistic, 20, 75 ft., S/A, 99 box) or
Ranged U1 grenade launcher +6 (5d6 fire/slashing, 20, 50 ft., S, 4 int.)
Ranged M240 incinerator unit +6 (3d6+2 fire, 20, 20 int.)
Ranged by weapon +6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Atk Options none
Special Qualities none
Abilities Str 11, Dex 14, Con 13, Int 13, Wis 14 (13), Cha 12
'(-)' indicate original ability scores.
Allegiances her daughter, herself, good, Weyland-Yutani; Rep +5; San 42
Note: Ripley suffers from PTSD and comorbid generalized anxiety disorder.
Feats Action Boost, Educated (physical sciences, technology), Heroic Surge, Renown, Personal Firearms Proficiency, Simple Weapons Proficiency, Starship Operation (heavy), Vehicle Expert
Flaws Night Terrors (Due to Ripley’s previous traumatizing experiences, she suffers horrifying nightmares concerning xenomorphs every night when she sleeps. Unless she makes a DC 20 Will save before waking up, Ripley awakens exhausted. Even if the save is successful, Ripley awakens fatigued. However, Ripley’s nightmares cease anytime she is actively working in a capacity that would knowingly place her in direct opposition of xenomorphs or their activities.)—Bonus feat: Action Boost
Skills (core) Computer Use +4, Diplomacy +7, Drive +7, Intimidate +4, Listen +5, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +7, Pilot +11, Read/Write English, Read/Write Japanese, Repair +4, Sense Motive +5, Speak English, Spot +4, Survival +4, Treat Injury +4
Skills (house) Computer Use +5, Drive +7, Knowledge (physical sciences) +8, Knowledge (tactics) +7, Knowledge (technology) +8, Perceive +8, Persuade +9, Pilot +11, Read/Write English, Read/Write Japanese, Repair +5, Speak English, Survival +4, Treat Injury +4
Talents (Fast Hero) Evasion
Talents (Tough Hero) Robust
Talents (Dedicated Hero) Skill Emphasis (Pilot)
Talents (Field Officer) Leadership, Uncanny Survival
Starting Occupation Technician (Computer Use, Repair as permanent class skills, +1 on Knowledge [technology])
Possessions (carried weight 19.5 lb.) casual outfit (shirt & coveralls w/jumper; 2 lb.), M41A pulse rifle (w/integrated under barrel pump action U1 grenade launcher that fires 4-round internal M38 High Explosive Armor Piercing grenades; see below; 11 lb.), M240 Incinerator Unit (see below; 6.5 lb.)
Wealth Bonus +7
NEW Weapon M41A Pulse Rifle
Damage: 2d8; Critical: 20; Type: Ballistic; Range: 75 ft.; ROF: S, A; Magazine: 99; Size: L; Weight: 11 lb.; Purchase DC: 20; Res: Mil (+3)
This Progress Level 7 assault rifle uses an electronic pulse action and rotating breech to fire, reducing muzzle climb during burst and automatic fire settings, and fires standard 10mm explosive-tipped caseless rounds. It fires This weapon has a four-round burst setting. When the Burst Fire feat is used, the M41A fires only four bullets instead of five, though the attack penalty (–4) and bonus damage dice (+2d6) remain the same.
NEW Weapon M240 Incinerator Unit
Damage: 3d6+2; Critical: 20; Type: Fire; Range: n/a (30 ft. max); ROF: 1; Magazine: 20 int.; Size: L; Weight: 6.5 lb.; Purchase DC: 18; Res: Mil (+3)
This carbine-style, napthal-fuel-fed flame unit is standard issue for squad and fireteam level ops undertaken by the United States Colonial Marine Corps. Incinerator units can be both backpack fed and cartridge fed. Follow the flamethrower rules on p.102 of the d20 Modern Core Rulebook regarding all else, except increase the backpack’s hit points by +1, and the damage dealt if the backpack were to rupture and explode by +2. Ignore the paragraph on backpack stats if the cartridge is used, but also reduce the incinerator’s magazine size to 10 int. Refilling the backpack or replacing the cartridge has a purchase DC of 12. This weapon is available only when Progress Level 7 equipment is available.