"Aww, hell. It's about time!"
Abilities: 40 pp
STR 5/3, STA 3, AGL 4, DEX 5, FGT 5, INT 0, AWE 1, PRE -1
Equipment: 59 ep traits
- Confederate Marine Corps Powered Combat Suit: 34 Ep
- Armor Plating: Protection 8, Impervious 7: 15 ep
Life Support Systems: Immunity 10 (Life Support): 10 ep
Power Servos: Enhanced Strength 2: 4 ep
Radio: As commlink, tied into the network of that particular Terran faction - otherwise, effective range is 1 mile: 1 ep
Mission Recorder: Feature 2, records audio and visual of every mission for later review, in case of death. 2 ep
Flash Helmet: +5 equipment bonus against visual Dazzle attacks involving bright light. 1 ep
Flashlight: beam of light 30 ft long and 15 feet across at the end, negates darkness penalties. Built into armor. 1 ep
- C-14 Impaler Gauss Rifle: 20 pp traits, Restricted 1: 22 ep
- Restricted: Requires a strength of at least 5 to absorb the recoil: -5 penalty to Ranged Combat otherwise.
Ranged Damage 6, Multiattack +1, Penetrating 2: 20 pp
AE: Grenades: Ranged Area (Burst) Damage 6, Penetrating 2
- Stimpack: Reduce Multiattack interval by 1 (+1 extra); Speed 2; Flaw: Fades, Quirk: Inflicts a -1 on Toughness: 3 ep
Advantages: 29 pp
All Out Attack, Challenge: Aid, Challenge: Aim, Close Attack 2, Equipment 12, Fearless, Improved Aim, Improved Critical: Impaler Gauss Rifle, Luck, Power Attack, Ranged Attack 5, Startle, Teamwork,
Skills: 27 pp
Athletics 4 (+9/7), Deception 6 (+5), Expertise: Criminal 6 (+6), Expertise: Streetwise 4 (+4), Expertise: Tactics 6 (+6), Intimidation 12 (+11), Perception 6 (+6), Stealth 4 (+8), Vehicles 6 (+11)
Init +4, Unarmed +7 (Damage 5), Impaler: Ranged +10 (Damage 6)
Defense: 13 pp
Dodge 5, Parry 5, Fort 14, Tou 11/3, Will 2.
Abilities 40 + Powers 0 + Advantages 29 + Skills 27 + Defenses 13 = 109
Tradeoffs: Toughness +3/Defenses -3, Ranged Damage -2, Accuracy +2
- Relationships: Friendship (Jim Raynor); Ally (Artanis, Matt Horner), Loyalty (Möbius Foundation, Raynor's Raiders, Mysterious Benefactor)
Enemies: Kerrigan, Arcturus Mengsk
Motivation: Loyalty, Greed, Pure Pigheadedness. . . it's hard to say really
Ulterior Motives: "And then we'll put a bullet in her head, right partner?"
Womanizer: "That Nova. . . You ever think about hittin' that, Jimmy?"
Addictions: Tychus drinks, but he's NEVER seen without a cigar.
Always Be Prepared: Tychus never seems to take off his powered armor . . . ever.
Notes: Tychus Findlay is, in some ways, a bit of an enigma; but for the most part, he's an enigma wrapped in a pretty obvious and brutish exterior, so it's an easy enigma to overlook. He's very mercenary, but on the other hand was willing to go to prison to protect his partner, Jim Raynor. He's one of the characters who has the most obvious history with our protagonist, Jim (they were war buddies back in the "Heaven's Devils", to put it briefly.)
The amusing part about that, of course, is that the relationship between the characters was never established in the games themselves (only assumed in the sequel), and in fact originates from either additional content or just plain background. If I understand correctly, however, Tychus and Jim go way, way back; before the first game. By the time of the Brood War, Tychus would already have been serving a lengthy prison sentence in solitary cryogenics for the things he and Jim did back in the day. At the start of StarCraft 2, Tychus has had little to no direct experience with the Zerg.
Tychus is an endless source of amusement throughout the game (I'm thinking of one cinematic sequence in particular after one of the 'moral quandary' plot branches), and an excellent go-to in a fight. He's also an excellent pilot, and is Raynor's top choice when the time comes to steal the Dominion prototype mecha, the Odin. He does lack a lot of Raynor's flexibility, and doesn't have anything like his leadership or people skills. . . but he generally compensates for that with brute force.