Name: Ray Mcree.
Description: This guy makes you think of a randy rabbit. He has beady blue eyes that are like two pools of water. His silky, straight, brown hair is worn in a style that reminds you of a pile of leaves. He is very tall and has a broad-shouldered build. His skin is tanned. He has thick eyebrows and wide feet. His outfit just screams cowboy. Also, his right arm is replaced with a bionic one that looks like it should very much be out of working order, but through some method unbeknownst to others it's still working at peak performance.
No one quite knows when he rolled into the camp. Some people say that he was with a group of augmented mercs with a distinctive eye emblem before he joined officially.
Strengths include quick reaction times, firm handshakes, and a near encyclopedic knowledge of handguns.
Weaknesses include being quite into the ladies, occasional lapses into the personality of the ghost possessing his hand, and always pointing out noon exactly.
Backstory: A merc from Texas who ran some salvage efforts from the flying castle of Kyle Johnson, one of the Northsdale five, now presumed dead due to lack of a corpse and his ghost residing in the hand that's been grafted onto Ray's arm. Because of the inhabitant sharing his body he's begun to be a bit more womanizing, but otherwise greatly respects women, especially ones who prove to be of use in his line of work. Despite seeming to be the type to have a lot of records on hand, anyone with governmental clearance would find that there's nothing of note on file for him beyond what was already stated.
IRIS Files: Raynor Mcree Seriously, who named this guy? (with commentary from previous Occulous team Leader [REDACTED]) Raynor Mcree was previously a cattle hand at the [REDACTED] Ranch in Texas. An honest to god hick, how lucky am I that he was on my team. From the age of ¦¦ Ray has shown high proficiency in the use of handguns, particularly revolvers. It's noted that his hand-eye coordination and reflexes were beyond that of an average human at this time, which lead to us reaching out to him on his 18th birthday. Actually, that was me, you pencil pushers got to sit around on your asses. Under the IRIS augmentation and training initiative he's become on of our best mundane human agents. And yet I don't get any recognition for having to let him pet me when he broke a record in training. Justice is dead.(Iris Supervisor note: Compensate agent ████ for use of her services in training Ray) Through the years of his service he's shown great aptitude at assignments where he goes in alone or with a single team member. I'm loathe to admit it but he is my favorite partner... Notable missions include a raid on the ████████ group and his last mission, infiltrating the remains of the now fallen Northsdale 5 base and collecting any materials or research that could be of use. And now a pervert is in his hand. Due to the sensitive nature of his new mission, Raynor's information will be removed from all electronic systems until his death or Camp Cinder's candidates have all be brought under our control. Additionally Agent ████ will be infiltrating the camp on her own as well to keep tabs on Raynor. Wait what!
End file.
Stats: Are you good at this, bad at that? Well-rounded? Allocate 30 points. Average for a human is 3 each, but you guys aren't average farmers.
HP: 34
STR - 7 Strength! How swole are you? Used for physical attack damage and other things like lifting, grappling, etc. Also the primary stat for HP.
DEX - 8 Dexterity! Used for stealth, reflexes, aim, etc. Used to determine hit rate.
AGIL - 6 Agility! Speed and acrobatics. Used to determine dodge rate.
INT - 6 Intelligence! Smarts and general knowledge with magic and other things. Sometimes used for magic, but is typically used for crafting and knowledge checks. Also used for ability numbers and mana.
WILL - 3 Willpower! The main stat for magic, which does the impossible using your own willpower. Used for most magic, depending on the nature of it.
Abilities: Clearly there is something supernatural about you; what is it? Enhanced strength or agility? Pyromancy? Be creative. These are similar to spells in a way, and you have spellpoints equal to your INT to spend. One spell point may be put in an ability to be level one, or you could spend two points to have an ability be level 2, or three for level three. Essentially, a point may be used to give an ability a level. If you have 6 INT, you can have 6 lvl-1 abilities, or say 5 lvl-1 abilities and 1 lvl-2 ability. More on this in the stat section. In addition, everyone gets a free passive ability no matter their INT, whether it be a passive AoE effect or a stat boost or a proc'd effect. These abilities can be passive or casted.
Passive: Duelist: The first enemy damaged by Ray in a fight is marked as his partner. Any attacks against them by Ray have doubled damage applied, and any attacks by them against Ray deal 1.5x damage. If the target is killed or otherwise taken out of the fight Ray's next against an enemy marks them.
Trick shot, Level 2: Hit an enemy with a half damage shot with a two turn cool down.
Deadeye, Level 1: 10% chance of a crit with damage equal to 1.4
12:00, Level 2: Can be used once every 6 turns, Ray attacks up to 4 enemies within range with a guaranteed crit. This ignores the negative affects of duelist.
Bullet Time, Level 1: For the purposes of aiming and critting Ray's DEX is increased by 3 for two turns. Three turn cool down.
Inventory:
Revolver: A simple revolver built to be rapidly drawn. 1d8+DEX damage