Thought (Minotaur Invincible Guardsman) LEVEL UP EP Inactive

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Thought (Minotaur Invincible Guardsman) LEVEL UP EP Inactive

Postby Thought » Sun Jul 23, 2017 12:16 pm

Player Name: Ben
G-Mail: ghosts@spectralwolf.com
Inspiration/Voice Actor: Grimlock - This is how I sort of imagine his having been turned into an Invincible Guardsman went.
Alias: Experiment #43232, Invincible Guardsman Serial #3428932498342-A238923JF
Race: Space Minotaur
O.C.C.: Invincible Guardsman
Alignment: Aberrant with good leanings.
XP Level: 3
XP Points: 13,685 (Updated 6/1/2018 RT)
Next Level @ XP: 10,000
Sentiments/Non-Minotaurs: Mistrusting of very small people. (4' or less) They run between his hooves and get stepped on and make that noise he hates. Anyone with the courage to fight is to be respected though, even the little underfootlings.
Disposition: Aimable. Always in a good mood. Black sense of humor. Dumb as a brick.

ATTRIBUTES - Green Text Indicates Non Metal/Flesh Form
I.Q.: 9 (In terms of linear intelligence and capacity for knowledge. Likely scores lower in most other aspects. TLDR: Stupid except in the skills he knows. Idiot Savant of sorts.)
M.E.: 12
M.A.: 11
P.S.: 58 (33)
P.P.: 18
P.E.: 25
P.B.: 18
Speed: 12 (24)

PHYSICAL DATA
P.P.E.: 18
I.S.P.: N/A
M.D.C.: 627 (127)

Character Name: Thought
Age: 24
Sex: Male
Height: 9' 6" (8' 8')
Weight: 1400 lbs (800 Lbs)
Description as metal: Unusually tall and unusually muscled. Wild mane of black hair. Skin is slate grey with a metallic luster.
Description as flesh: Pretty much the standard run of the mill Holstien-Friesen looking Space Minotaur. Kind of a dull look in his eyes.
Racial Abilities
Nightvision 100 Feet
Superior Sense of Smell
Fire & Cold Resistant (Half damage)
Fatigues at 1/2 rate of humans.

Natural Abilities
Perception Bonus: +1
Max. Encumbrance: 1400 lbs (800 lbs)
Max. Carrying Weight: 2,900 lbs (1650 lbs)
Max. Lifting Weight: 5,800 lbs, hold for 23 minutes. (3300 lbs)
Max. Jumping Ability: 87 feet long, 43 feet high. (43.5 long,7.25 Feet High)
Modifiers (Low MA): -10% to Barter, Find Contraband, Intellligece, Performance, Public Speaking, Seduction, Sing, -20% on Interrogation. +5% on Gambling, Prowl, Undercover Ops, Surveillance.
Charm/Impress: 40%

Special Abilities
Regenerates 1d4X10 MD per minute.

O.C.C. Skills
Language: Trade Four - 91%+1%
Radio: Basic - 70%+5%
EVA - 75%+5%
Pilot: Contragravity Pack - 64%+4%
Robot Combat: Basic
Read Sensory Equipment - 65%+5%
Weapon Systems - 65%+5%
Movement: Zero Gravity - 108%+4%
WP: Energy Pistol
WP: Energy Rifle
WP: Heavy
Hand to Hand: Assassin
WP: Paired Weapons

O.C.C. Related Skills
WP: Heavy MD Weapons
Acrobatics
--Sense of Balance - 59%+3%
--Work Bars/Rings - 69%+3%
--Back Flip - 76%+2%
--Climb Rope - 66%+2%
Cooking - 45%+5%
Leatherworking - 55%+5%
Trap/Mine Detection - 50%+5%
Skin & Prepare Animal Hides - 45%+5%
Dowsing: 35%+5%
Boxing - L1
Wrestling - L1

Secondary Skills
WP: Shield
WP: Sword
Preserve Food - 45%+5%
Track & Trap Animals - 35%/45%+5% (Tracking/Trapping)
Wilderness Survival - 45%+5%
Identify Plants & Fruit - 40%+5%
Athletics: General - L1
Sewing - 60%+5% L1

Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +2
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +8
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
HTH Damage Bonus as metal: +38 SDC
HTH Damage Bonus as flesh: +14 SDC
HTH Damage as metal: 1d6 MD restrained punch, 1d6X10 full strength, 2d6X10 power punch, charge/headbutt counts as power punch and is 2 attacks /w a 60% chance of knocking target down. Target loses 2 melee attacks & initiative.
HTH Damage as flesh: 5d6 SDC restrained punch, 3d6 full strength, 6d6 power punch, charge/headbutt counts as power punch and is 2 attacks /w a 60% chance of knocking target down. Target loses 2 melee attacks & initiative.

Robot Combat Basic: (All numbers in addition to basic bonuses)
Number of Attacks: +1
Melee Strike Bonus: +1
Parry Bonus: +1
Dodge Bonus: +1
Bonus to Roll w/Punch: +1


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP Energy Pistol - 2
WP Energy Rifle - +1
WP Heavy Military Weapons - +2
WP Heavy MD Weapons - +1
WP Shield - Parry: +2
WP Sword - Strike: +2, Parry: +1

Saving Throw Bonuses
Coma/Death: +20%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Horror Factor: +3
Last edited by Thought on Sat Nov 18, 2017 10:02 am, edited 41 times in total.
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


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Thought
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Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.

Re: Thought - Phase World - Invincible Guardsman - WIP

Postby Thought » Sun Jul 23, 2017 12:17 pm

Equipment

Secondary Weapon
Kisentite sword- 3ft long, 5 lbs, 2d6+3 MD, effectively indestructible.
Image

Armor/Protection - 1
Kisentite shield- 40 lbs, 60 MDC (only suffers damage from energy blasts and other Kisentite/magic weapons), +2 to parry (-6 to parry projectiles/energy blasts).
Image
Carried/In Hand
Sword & Shield

Worn on Person
Combat Harness & Webbing
MDC Sunglasses
Gloves
Torn remains of TGE Dress Uniform
Communicator

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Lots and lots of rations.

How to list Credits/Valuables:
Non-Secure Black Card: 11,000 credits

Gear Stats
Last edited by Thought on Tue Jul 25, 2017 10:50 pm, edited 5 times in total.
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


User avatar
Thought
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Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.

Re: Thought - Phase World - Invincible Guardsman - WIP

Postby Thought » Sun Jul 23, 2017 12:17 pm

Briefing: Specialist Thought

Assigned/Code Name: Thought
Serial Number:#3428932498342-A238923JF
Rank:Specialist
Training: Hand to hand combat, heavy weapons, survival, gunnery.
Birth Name: Unknown
Birth Planet: Unknown
Origin: Recovered as infant during seizure of <REDACTED> Exploratory Vessel <'REDACTED>', Seized <REDACTED> for armed violation of TGE space.
Early Education: Emperor's Truth school for xeno-origin children.
Post-Childhood Education: Dungraad Military Academy

Service Record:
Commendation for Bravery: <Redacted>
Commendation for Extreme Bravery: <Redacted>
Distinguished Service Ribbon /w Five Points
Black Star /w Four Diamonds
Participation Ribbon: Siege of <Redacted>
Participation Ribbon: <Redacted> Campaign
Participation Ribbon: Defense of <Redacted>

Last known Assignment:
Invincible Guardsman 'Thought' assigned to Center for visibility and morale purposes. Ordered to partake in side/civilian/mercenary operations to increase visibility of TGE. Raise morale and draw recruits through public service.
Note by: <Redacted>, Date: Redacted. << Unauthorized Entry >> - 'Thought' is probably too stupid at this point to continue to perform front line duties. After questionable decisions during <Redacted> campaign, has been reassigned to 'public service'. With any luck, 'Thought' will terminate himself in a heroic manner and bring glory and recruitment to the TGE. Subject is a considerable drain on leadership's morale, let some civvies deal with him for awhile. Has been issued emergency recall orders, password hayloft if needed to return to TGE. Long live the Emperor!

Assessment:
Subject displays extreme physical strength and durability. Intellect has suffered during transformation but at first deemed acceptable due to physical attributes. Limited intellect includes illiteracy, inability to do mathematics beyond basic addition and subtraction, simple speech patterns and other issues. Subject does not recall any details of previous life before transformation. File available at <redacted>. Detailed examination of bio-engineered flesh indicates impregnation at the atomic level with unknown alloy. Hardness scale beyond standard diamond. Subject is easily led, coerced and manipulated. After incident at <redacted> would have been terminated if not for exemplary service record and acquisition of 'folk hero' status among some populations due to events at <redacted>. Recommend assignment to <redacted> or <redacted>. Subject originally assigned name of <redacted> but changed at request after name given by fellow guardsmen at <redacted> campaign.

Security Notes:
Subject appears loyal to Emperor and TGE. However, subject has displayed many instances of objective reasoning that may be contrary to TGE interests. Loyalty is unquestioned but this must have an eye kept on it. For example, event at <redacted> saw subject leave combat versus <redacted> to render aid to civilians at <redacted>. At <redacted>, subject rescued <redacted> beneath rubble, subject was involved in <redacted> at <redacted>. Appears to place too high of value on life versus objectives. Nonetheless, this may be useful. Recommend taking advantage of subject's deeds, history and 'fame' by assigning to a role very visible to the public. Subject will continue to act 'heroically' until inevitable death and divert spotlight from other TGE activities and programs.

Current Status:
MIA during battle for center.
Last edited by Thought on Sun Jul 23, 2017 3:47 pm, edited 6 times in total.
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


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Thought
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Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.

Re: Thought - Phase World - Invincible Guardsman - WIP

Postby Thought » Sun Jul 23, 2017 12:20 pm

Scratch/Thought Sheet

Psionicness? - 1d100 - 1d100:
95


Space Minotaur Invincible Guardsman.
IQ: 3d6:
3, 6, 2
+1 -
ME: 4d6:
4, 2, 1, 5

MA: 3d6:
3, 3, 3

PS: 5d6:
6, 3, 3, 1, 4
+6
PP: 5d6:
1, 3, 6, 6, 2

PE: 6d6:
6, 6, 3, 3, 3, 5

PB: 4d6:
5, 6, 3, 1

SPD: 5d6:
6, 5, 5, 2, 4
http://eu.savagerifts.com/posting.php?mode=edit&f=245&p=1343096&sid=e38580a2f0cfa3531798f3c22b3f01e7

IQ: 6
ME: 11
MA: 6
PS: 22
PP: 17
PE: 23
PB: 14
SPD: 20

Invincible Guardsmans:
Metal Form: +10 PS
Enhanced Strength: 2d4+10 PS - 2d4:
4, 1
+10 - 15

IQ: 6
ME: 11
MA: 6
PS: 47
PP: 17
PE: 23
PB: 14
SPD: 20

Bonuses from Skills:
Boxing: +1 APM, +2 PS, +3d6 to SDC
Acrobatics: +1 PS, +1 PP, +1 PE, +1d6 to SDC
General Athletics: +1 PS, +1d6 to SPD, +1d8 to SDC
Wrestling: +2 to PS, +1 to PE, +4d6 to sdc
SDC: 4d6 - 4d6:
1, 2, 4, 3
1d8 - 4d6:
1, 3, 3, 3
- 3D6 - 4d6:
6, 3, 2, 2

SPD: 1d6 -1d6:
4

Notes: spd reduced by half due to metalness
Space Minotaur MDC: 2d6X10+PE - 2d6*10 = 60:
4, 2

PPE: 4d6 - 4d6:
6, 5, 6, 1

Money - 2d6X1000 - 2d6:
6, 5
*1000 =

Final Stats:
IQ: 6
ME: 11
MA: 6
PS: 53
PP: 18
PE: 24
PB: 14
SPD: 12

Bonus Gathering:
Stats:
Skills:
Wrestling - Impact: +1
Athletics - Impact: +1, Parry: +1, Dodge: +1
Acrobatics - Impact: +2
Boxing - Impact: +1, Parry: +2, Dodge: +2
HTH - Impact: +2, Init: +1, Strike: +2,Pull Punch: +3
RCC - Init - +1, Strike: +2, Parry: +2, Dodge: +3, Disarm: +2, Pull Punch: +3, Save VS Horror Factor: +3
PE - Save VS Coma/Death: +18%, VS Magic:+5, VS Poison: +5
PP - Strike: +2, Parry: +2, Dodge: +2
PS - +38 SDC Damage

Attacks Per Melee:
HTH: 5
Boxing: 1
Space Minotaur: 2
Total: 8

-------------------
Save vs Insanity: 1d20:
19
-- additional rolls if needed by the GM, 1d20:
16
, 1d20:
9

Insanity Ideas:
Nauseated by tiny (4' tall or less) people very near to him. Doesn't know why, just squicks him and makes him want to puke.
Dislikes the touch of magnets. Always worried they are going to stick to him. Insanity?
Eats as a stress response. Goes through rations like you wouldn't believe.
-------------------

2017-08-02: Noticed an error. Took Acrobatics. Can't. Can only take Gymnastics. Oops.

Acrobatics Provides: +2 roll, +1 PP, +1 PS, +1 PE, and 1d6 SDC.
Gymnastics Provides: +2 Roll, +2 PS, +1 PP, +2 PE, and +2d6 SDC.

Differences: Need to add +1 PS, +1 PE and +1d6 SDC -- 1d6:
3
that becomes MDC and fix the skills.

Adjustments made, MDC added, skills fixed, only bonus change was save vs death went from 18 to 20.

Additional rolls:

Level 2 MDC - 1d6:
3

Level 3 MDC - 1d6:
1

Additional Metal Form MDC: 1d4*10 = 20:
2
- 1d4X10
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


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Thought
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Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.

Re: Thought (Minotaur Invincible Guardsman)

Postby Dark Lord » Mon Aug 07, 2017 4:18 pm

If you're done with the dice roll post you can delete it. Expect an introduction PM with my next update (I am shooting for tomorrow).
Why kill a PC when you can torture them?
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Re: Thought (Minotaur Invincible Guardsman)

Postby Dark Lord » Tue Aug 08, 2017 7:27 am

Dark Lord wrote:If you're done with the dice roll post you can delete it. Expect an introduction PM with my next update (I am shooting for tomorrow).

There are penalties for low MA that need to be applied as well- these are far less draconian than for IQ so they stand as written in R:UE.
Why kill a PC when you can torture them?
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Re: Thought (Minotaur Invincible Guardsman)

Postby Thought » Thu Aug 31, 2017 12:32 pm

Rolls/Stat Increases & All Of That Junk (Post CG):

EP increase for PS purchased.
Note: Has not been added to stats yet.

PS Increase Roll (1d6) - 1d6:
4


Nov 13th/17: Finally added in PS, adjusted lift and carry weights, jump distance, etc

Nov 18th/17:
Added to stats, added in charm/impress.
1d6 to PB, 1d6:
4

1d6 to MA, 1d6:
5

1d6 to ME, 1d6:
1


Feb 16th/18:
2 Minor Super Powers, Greater Categorical Choice.
First Power:
Roll #1: 1d100:
36
- Enhanced Attributes
Roll #2: 1d100:
50
- Locomotion
Roll #3: 1d100:
27
- Heightened Senses

Wow, hard choice. Those are all fantastic. Will go with Enhanced Attributes, and hope I don't roll something completely broken. There's always mutate if I do.

.... and the survey says: 1d100:
80


Note to self: Need to add this to stats.
Extraordinary Speed
The ability to move and run faster than most vehicles without tiring. It also enables the character to sidestep attacks without losing an attack.
Bonuses: Speed 220 mph (353 km), plus 20 miles (32 km) per level of experience
+50 to S.D.C.
1 attack per melee round.
I on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 & 15.
+2 to strike.
+3 to parry.
+2 to pull punch.
+4 to roll with punch or fall.
+6 to dodge by moving, running or diving out of the way.
+2 to automatic dodge; can dodge an attack without using up
a melee action.
+4 to damage for every 20 mph (32 km) of speed. The best a
punch or kick can do from a standing still position is 40 mph
(64 km), adding +8 to damage. See Super Abilities in Combat for
more detail.

Second Power:
Roll #1: 1d100:
19
- Alternative Biology
Roll #2: 1d100:
68
- Matter Expulsion
Roll #3: 1d100:
95
- Physics Manipulation

Hrrrrm. Now that's a tough one. Going to require some research.

Oh god. Alternative Biology it is.

This has the potential to be really bloody weird.

1d100:
57


Super Hibernation and Cocconing? No. Mutating that into Physical Perfection.

2/20/2018

Major Super Power Time! Greater Categorial Choice.
Power Category Rolls:
Roll # 1 - 1d100:
56
- Metamorphisis & Transformation
Roll #2 - 1d100:
10
- Mind Control
Roll #3 - 1d100:
36
- Teleporting Powers

Uh, yeah, #1. Teleporting powers would be totally OP on Thought and Mind Control on him is just odd.

Man, if there was ever a time for me to roll a 51-60 now is it. 91-100 would be pretty cool too. Bet I get neither. ;)

And the dice say... 1d100:
93


OMG YES.

Power: Swarm Selves
The character can cause himself to split apart into a swarm of mini-selves, each with a fraction of the power of the whole. Each Swarm-Self is about the size of a 6 inch (15 cm) children's action figure. These mini-selves share the super being's thoughts, memories, personality, and mental attributes (I.Q., M.A. and M.E.) in a sort of group mind. In fact, when the swarm forms back into one whole person, the experiences of each miniature Swarm-Self will be remembered as if it were the personal experience of the individual super being.

Swarm Attributes: The character's P.P., P.E., and P.B./appearance are unchanged in the miniature versions, but P.S. is reduced to one third of what it is in human size; round up. (For example: If the character has a Superhu-man P.S. of 47 in his normal form, each of his Swarm-Selves will have an Extraordinary P.S. of 16.) As strange as it may seem, when the character "swarms," the mini-selves are all dressed exactly as the original was when he divided into the swarm and the Swarm-Selves will be armed with mini versions of whatever weapons and equip-ment the original was armed with. Each of the mini-selves will be just a half pound (0.225 kg) and their (normal/ordi-nary) Spd attribute remains unchanged.

Attacks per Melee: Each Swarm-Self has two attacks per melee round regardless of what the character my have in human size, but each also has an automatic dodge (roll to dodge as always, but the act of dodging does not use up a melee attack/action).

Other Super Abilities: Reduce all aspects of other super abilities (their range, damage, duration, Spd, etc.) by 75%. That means super speedsters will run (or fly) at a quarter of their usual super-speed.

Combat Bonuses: Reduce combat bonuses to zero (un-modified die rolls only) except as noted under Bonuses & Limitations, below. Number of Swarm-Selves: The number of mini-selves is based on the character's Hit Points; divide the number of Hit Points by five (rounded down) to get the number of Swarm-Selves created
Hit Points and S.D.C: Each Swarm-Self will have a to-
tal of five Hit Points and 50 S.D.C! The hero's A.R. (if any) remains unchanged.
The character's normal S.D.C, is not used in his swarm form and damage done to the S.D.C, of the Swarm-Selves does not affect his normal S.D.C, in any way, nor does the loss of normal S.D.C, affect the S.D.C, of the swarm. On the other hand, the loss of Hit Points in human-size reduces the number of Swarm-Selves that are created and the loss of Swarm-Selves reduces the hero's total Hit Points when he transforms back to normal. When only one Swarm-Self is remaining the character is forced to return to his human size and form. The character cannot split up again into his Swarm-Selves, until he has healed back up to a minimum of 10 Hit Points.
Range: Self. One of the major limitations of this power is that the Swarm-Selves operate as a swarm, fighting in uni-son, and must stay within close proximity of one another.
The maximum distance that they may venture apart is only 20 feet (6.1 m). A member of the swarm forcibly taken out-side of this maximum range lapses into a coma state, re-viving only upon being brought back into proximity of the rest of the swarm, and will die within 1D6+10 minutes if not reunited. (The human-sized super being has to re-cover from the loss of Hit Points as if he had been injured, but once he's healed, that self can be created again.)
Duration: Can function as a swarm for up to one hour per level of experience.

Bonuses and Limitations: The small size of the Swarm-Selves make them ideal for spying, reconnaissance, sur-veillance, searches and rescue missions, as well as am-bush and theft. They can also engage in combat, but have limited range, strength and ability, even when fighting in unison as a swarm.

+6 to automatic dodge, +20% to Prowl/hide, Tailing, Detect Ambush, and Camouflage, and +1D6+3 to Hit Points.
Due to their small size and relative toughness, the Swarm-Selves take only half the normal damage from physical attacks, including punches, kicks, stomp attacks, and all blunt attacks. Full damage from blade weapons, guns, energy attacks, explosions, magic, psionics and anything else.
The diminutive selves can only carry up to 20 lbs (9 kg) and can't use full-sized guns and advanced weapons with any measure of accuracy (-4 to strike, parry and disarm even on a Called Shot). Weapons that are miniaturized with them only do 20% of the damage they do at full size.

Bonuses for Physical Perfection:
1d4:
3
MA
1d4+2 = 5:
3
SPD
1d4+5 = 7:
2
PB
+1 to PE
+1 to PP
1d4:
1
to PS
Last edited by Thought on Sat Mar 03, 2018 12:33 am, edited 20 times in total.
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


User avatar
Thought
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Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.

Re: Thought (Minotaur Invincible Guardsman)

Postby Thought » Mon Nov 13, 2017 12:48 am

Gear/Reward Request:

1. A sentient sword of some kind. My preference is the more brutal and nasty looking, the better... but personality wise I'd like to have a genius in it.

The reason for this is, I'd like to add color to my posts by playing up the dialogue between Thought and his weapon.

Some sort of person of brilliance or wit, who is trapped inside the sword and now bound to this idiot being would be amazing.

--

Idea:

1. Thought's greatest want out of life is to be the Undisputed Heavyweight Intergalactic Wrestling Champion of the Galaxy.

There is nothing else that he wants more. Every little minotaur wants to be a cosmo knight, maybe Thought wanted to be one of those, but The UHIGWCotG? That is his equivalent of being chosen by the cosmic forge.

He would take his job of being role model incredibly seriously, think Hulk Hogan in the early 80's.
Disclaimer: Thought is an idiot and may not do things in ways that other people think are optimal or expect.
Warning: Thought is a moron.
Notice: See above & repeat.



Current Characters:
Thought: A steely skinned space minotaur of very little brain. (Galactic Adventurers)
The Mechanic: An artificial life form with deeply philosophical questions. (The Templar)
Shane: A Delphi Juicer on a quest to redeem himself from a dark past. (A.A.P.S.)
Miyitowin: A newly created Godling with no idea of who and what she is. (M.A.R.S.)


User avatar
Thought
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Diamond Level Patron
 
Posts: 46
Joined: Sun Jul 23, 2017 12:15 pm
Location: Moo.


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