The Fusilier.
Is the gunmen of the team, trained in the use of pistols, shotguns and rifles, and the use of carbon ammunition.
Bullets are less effective against Aliens in their natural form, passing through their mist forms far too quickly to be effective. Guns using carbon based ammunition use rounds that are deliberately slow, the slower the better. This means they have a shorter range than conventional rounds, plus the carbon is no where near as effective against normal hard materials. The most effective guns against Aliens are shotguns and the specially made ‘powderguns’, which fire a vapourised cloud of carbon but they are very short ranged.
There is still a danger from natural enemies (other humans or animals), plus when the aliens are in ‘possession’ of a Host conventional bullets can be used to hinder the physical Host, inflicting damage on the Host body itself.
When a conflict occurs between you and anything else, that involves guns and who goes first, the GM will always decide in your favour.
Select a 1 to 3 word description to fit each of the following categories.
Select your character's name, generally you only have a single name, you have no family, only the City.
You begin with 0 in all traits. You have 2 points you may allocate, but only 1 per trait. You may deduct -1 from a trait and add it to another, but not so as to make +2.
You begin with:
You may allocate 1 point to your History to one other Team member.
Complete the three starting questions with your Team mates.
You begin with all the Basic Moves and Peripheral Moves and can select 2 of the following.
You are in tune with the battlefield, you can see what others cannot because you normally remain detached, distant. You gain +1 to Hardway and Take Cover moves.
You can ignore one level of range penalty when using a rifle using an Inflict Violence Move.
You gain +1 Hold on a successful Suppression Move.
You get +1 to Help or Hinder Moves when helping a team mate with whom you have comms. They must be within range of your weapons.
You are especially good at hitting Alien Eyes, add +1 to the Go For the Eyes move.
You try to pull off a circus stunt, shooting a gun out of an opponent's hand, hitting a coin tossed in the air etc. This can be used to impress (Convince) or intimidate (Threaten) others. It may also be used to actually cause some interesting effect. The GM should lower their realism levels a degree for this act.
10+ It works exactly as planned, you generate +2 Forward for Convince or Threaten if taken immediately. You may generate some other amazing effect that was agreed to before the Move was taken and everyone is convinced you did it deliberately. You may select another player character and they cmay elect to take +1 History to you (as long as they saw it).
7-9 It works, but there are mixed feelings about it, you generate only +1 Forward for the next Convince or Threaten Move if taken immediately. You may generate some other amazing effect that was agreed to before the Move was taken, but most people think it was just a lucky shot.
6- GM option.
+1 Harm with Inflict Violence Move using a single shot (no Burst or Auto).
You are able to use the Inflict Violence Move whilst in the Close Block, if you choose.
You are trained in security measures, gain +1 Forward to the Security Move, and and +1 Hold if successful.
You may attempt to prepare yourself for the following autofire event.
10+ You place yourself in an excellent position, feet spread, weight forward, your next autofire attack gains +1 Forward, and you may remove one extra ally from the area of effect.
7-9 You place yourself in a good position, feet spread, weight forward, your next autofire attack gains +1 Forward, OR you may remove one extra ally from the area of effect.
6- GM option
When the alien is trying to escape you may use your carbon ammo and weapon to herd it where you want it to go, delaying its escape.
10+ You gain 2 Hold to delay the Alien during the escape phase.
7-9 You gain 2 Hold to delay the Alien during the escape phase but gain an option.
6- GM option.
You gain +1 Forward for Suppression Fire when supporting an Ally.
You gain +1 Forward hen using Recon or Light Drones.