Millicent Mayeux (Quick-Flex Alien Operator)

Jezebel's joynt: General Investigation, Resolution & Liberation Services of Merctown
GM: Underguard
AGM: The Bos
#4 POST RATE

Moderators: Game Masters, Group Leaders

Millicent Mayeux (Quick-Flex Alien Operator)

Postby Millicent Mayeux » Wed Jul 15, 2020 7:17 pm

Player Name: Philip B
G-Mail: pbirk85@gmail.com
Link to Ledger: Ledger

Anything this color has been purchased or modified by EP

Character Name: Millicent Mayeux
Alias:
Race: Quick Flex Alien (WB 30, 168)
O.C.C.: Psi-Operator
Alignment: Scrupulous
XP Level: 3
XP Points: 3,801
Next Level @ XP: 7,301
Sentiments/Non-Humans: We are just like them; everyone different.
Sentiments/Coalition: Those guys suck. Some get along with me until they realize I’m not human.
Disposition: twitchy and inquisitive, always fiddling with some tool or project, or drinking.
Insanity: Addiction (alcoholism)

ATTRIBUTES
I.Q.: 24
M.E.: 11
M.A.: 11
P.S.: 10
P.P.: 20
P.E.: 10
P.B.: 7
Speed: 47

PHYSICAL DATA
P.P.E.: 5/5
I.S.P: 31/31
H.P.: 17/17
S.D.C.: 30/30
Age: 24
Sex: Female
Height: 4’11”
Weight: 87 lbs
Description: Millicent is a short, energetic woman. She keeps her auburn hair short and manageable. On first glance, Millicent's wider, slanted eyes might be passed off as eastern heritage, but her nose blatantly betrays her non-human lineage.

Her eyes are a warm green, hiding a few flecks of brown and gold. Her nose, nonexistent by human standards, is a pair of small symmetrical slits just above her upper lip. Her mouth is slightly wider than expected for the rest of her facial proportions, which is readily apparent when she smiles. Her ears, while not pointed, hint slightly to an sylvan appearance.

Beyond her face, Millicent appears to be a rather short (just below 5') and limber human. Her increased metabolism means she is usually snacking and never puts on wheight. Most of the work clothes she wears tends to be a size or two too big for her due to her small and lithe figure, but she has adapted.

She practically lives in her work clothes, generally changing out of them only to wash them or if social necessity dictates.

Racial Abilities
Ambidextrous
Double-Jointed, can pop joints
Leap 8’ high or lengthwise, +4’ if running start

Natural Abilities
Perception: 56%(+3%)
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 15%
Max. Encumbrance: 29 lbs
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: Leap 8’ high or lengthwise, +4’ if running start Racial

Special Abilities
1. Jury-Rig Repairs
The Operator can slap together solid temporary repairs in half the time that last twice as long. See Jury-Rig skill for details.

2. Find Parts and Components
+20% to Find Contraband related to vehicular M.D. weapons, M.D.C. materials, power supplies, communications systems, electronics, generators, fuel, mechanical parts and components. This bonus is added to his normal Find Contraband skill whenever such items are involved. Gets these items at a discount -
30% off as a professional courtesy from most other Operators and the Black Market, 50% discount from junkyards and salvage companies, and a 65% discount if he trades at least 1 2 hours of his time to work at a garage, machine shop, or factory for free. Every 1 2 hours he puts in, he can get up to 1 00,000 credits worth of parts or materials at the discount (that's 35,000 credits, his cost).

3. Recognize Machine Quality: 74%
An exclusive skill that enables the Operator to tell if an item is new or used, defective, rebuilt, low or high quality, a fair price, and whether it's exactly what he needs or not. Skill applies to all most vehicles, machines, parts, tools, and electronics.
Base Skill: 58% +3% per level of experience

4. Repair and Soup-up Machines & Vehicles
Repairs for Cheap: Can completely repair most parts, machines and vehicles at a cost of 25% of its original list price (plus his time if he' s charging for it; typically another 30% to 50%). Requires the right parts and time to make the repair.
Replace M.D.C. on the main body and key sections at a cost of 1 200 credits per every one M.D.C. point restored. Cannot exceed the original M.D.C. amount.
Add [+5%] M.D.C. to brand new vehicles and body armor. The percentage increase depends on the Operator's level of skill and experience; +5% at levels 2, 4, 6, 8, 1 0, 1 2, and 14.
Maximize Performance: Can tweak a vehicle or most any machine to perform better. Can increase Spd 20%, range (of weapons, radio signals, sensors, etc.) by 1 0%, reduce weight by 1 0%, and add one extra weapon or feature per each body area of a vehicle or standing fortification (front/nose, mid-section, rear section, top/roof, bottom/undercarriage, and wing).


Psionics
Major Psionic
Telemechanics (Super, 10)
Telemechanic Mental Operation (Super, 12)

Racial Skills
Combat Driving
Escape Artist: 69%(+5%)
W.P. Paired Weapons
W.P. Quick Draw
W.P. Targeting
Language: American: 76%(+3%)
Language: Euro: 66%(+3%)

O.C.C. Skills
Language: Native Tongue: Canadian French: 100%(+1%)
Language: Spanish: 76%(+3%)
Basic Math: 75% (+5%)
Computer Operation: 60%(+5%)
Computer Repair: 50%(+5%)
Electrical Engineer: 65%(+5%)
Find Contraband: 49%(+4%)
Jury-Rig: 55: (+5%)
Mechanical Engineer: 55%(+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes: 92%(+3%)
Pilot: Robot (and Power Armor) Combat: Basic: 87%(+3%)
Pilot: Robot (and Power Armor) Combat: Elite Heavy Ground Robot
Radio: Basic: 70%(+5%)
Sensory equipment: 59%(+5%)
Weapons Engineer: 50%(+5%)
W.P. Blunt
W.P. Energy Pistol

O.C.C. Related Skills
Robot Mechanics: 40%(+5%)
Field Armorer & Munitions Expert: 60%(+5%)
Basic Mechanics: 50%(+5%)
Vehicle Armorer: 40%(+5%; 1st)
Aircraft Mechanics: 35%(+5%; 1st)

Secondary Skills
Automotive Mechanics: 31%(+3%)
Pilot: Hovercraft (ground): 60%(+5%)
Barter: 38%(+4%)
Lore:D-Bee: 35%(+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +5
Strike Bonus: +5
Parry Bonus: +7
Dodge Bonus:+5
Auto-Dodge Bonus: +5
HTH Damage Bonus:
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: +1 to strike with any gun/bow even if no WP

Robot Combat Data: (Basic)
Number of Attacks: +6
Initiative Bonus: +5
Melee Strike Bonus: +6
Ranged Strike Bonus: +3
Parry Bonus: +8
Dodge Bonus: +6
Auto-Dodge Bonus: +5
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: +1 to strike with any gun/bow even if no WP

ELITE Robot Combat Data: Heavy Ground Robots
  • Number of Attacks: +7
  • Initiative Bonus: +6
  • Melee Strike Bonus: +6
  • Ranged Strike Bonus: +7
  • Parry Bonus: +10
  • Dodge Bonus: +6 (+2 in motion)
  • Auto-Dodge Bonus: +5
  • HTH Damage Bonus:
  • Bonus to Roll w/Punch: +8
  • Bonus to Pull a Punch: +7
  • Bonus to Disarm: +3
  • Punch Damage: As per Robot (or Augmented) P.S.
  • Power Punch: Double damage, but counts as two melee attacks.
  • Tear or pry with hands: 1D4 M.D.
  • Kick Damage: As per Robot (or Augmented) P.S.
  • Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
  • Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-80% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
  • Stomp: 1D6 M.D. effective only against objects smaller than one third the robot's total height.
  • Other: +1 to strike with any gun/bow even if no WP



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

W.P. name--List totaled bonuses from W.P. only

WP Paired Weapons
1. Strike and Parry Simultaneously
2. Twin, simultaneous strikes against the same target
3. Strike two different targets (or strike one and parry another incoming attack)
4. Parry two different attackers, one with each hand.

WP Quick Draw: +2 initiative
WP Targeting: +2
WP Blunt: +2
WP Energy Pistol: +2

Saving Throw Bonuses
Coma/Death:
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies):
Fatigue & Disease: +2
Last edited by Millicent Mayeux on Tue Jul 21, 2020 6:29 pm, edited 22 times in total.
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Millicent Mayeux
 
Posts: 11
Joined: Wed Jul 15, 2020 7:04 pm

Millicent Mayeux Equipment

Postby Millicent Mayeux » Wed Jul 15, 2020 7:18 pm

Equipment

NG-MRU886 Grease Monkey (solid oxide with full cell)

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Traveling Clothes
overalls
Ultra-300 Armored Huntsman’s Choice Jumpsuit (WB 34, 41); W/ Head cam. A digital camera mounted on the top left side of the helmet. (Can store up to 120 hours of video.) & Helmet light similar to a miner’s lamp. (The light is mounted on the top right of the helmet.
goggles (usually around neck)


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
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.

• Attachment: portable disc recorder
• Attachment: Soddering Iron
• Attachment: Pocket Notebook + Heavy duty black marker + pen
• Attachment: 2x knives
• Attachment: magnifying glass
• Attachment: binoculars
• Attachment: TX-23 Laser Assault Pistol
• Attachment: NE-8SL Slim Line ‘Barrage’ Auto-Pistol
• Attachment: Large flashlight
• Attachment: 200' super lightweight rope
• Attachment: fully charged e-clip
• Attachment: full mag for NE-8SL

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.
• Attachment: Portable Compact disc recorder/player+ headphones
• Attachment: Secure Universal Card: 9000 credits
• Attachment: Duct tape
• Attachment: 2x electrical tape
• Attachment: Portable language translator

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.
• Space: Dress Clothes
• Space: Video Disk Player
• Space: Pocket Notebook
• Space: Sketch Pad
• Space: Doctors gloves
• Space: Portable toolkit w/ electric screwdriver and interchngable heads
• Space: fully charged e-clip
• Space: full mag for NE-8SL
• Space:
• Space:

Satchel
• Space: Laser torch
• Space: Large toolkit
• Space: Wrenches
• Space: Bedroll
• Space: 12 x flares

Large Sack

Stored in Vehicle

Gear Stats

NG-MRU886 Grease Monkey
Image
M.D.C. by Location:
  • *Head: 70
  • Upper Arms (2): 50 each
  • Right Forearm Housing: 60
  • * Jumper Cables: 2
  • * Air Drill: 2
  • * Air Grinder: 4
  • * Air Impact Drill: 5
  • * Air Hammer: 4
  • * Vibro-Cutters: 2
  • * UEL Cables: 6 each
  • Left Forearm Diagnostic Computer: 30
  • * Chest Lights with M.D.C. Shutters: 35 each
  • Air Tank (1, lower back): 15
  • Legs (2): 90 each
  • * Leg Drums/Tanks (3, left, upper leg): 16 each
  • Main Body: 185
* Requires a called shot at -4 to strike
Statistical Data:
Running: 40 mph max (20% fatigue)
Leaping: 10' up & across (+30% w/running start), 20' up & across (+30% w/running start) w/thruster assist; hover to 28'; drop to 60' w/o damage
Underwater: swim at 10 mph (15 mph w/thruster assist), walk on bottom at 4 mph, 1,500' max depth
Class: Strategic Armored Combat Suit and Mechanical Repair Support
Crew: One
Dimensions: 6-8' high, 3-3.5' wide, 2.5-3.5' long, 356 lbs.
Physical Strength: Robotic P.S. 28
Cargo: None
Power System: choose from options below & note here
Weapon Systems
Multi-Tool (Right Arm)
  • Air Drill: 1 M.D. per strike, or 2D6 M.D. per melee
  • Air Gauge
  • Air Grinder: 1 M.D. per strike, or 3D6 M.D. per melee
  • Air Impact Drill
  • Air Hammer: 1D4 M.D. or 4D6 M.D. per melee
  • Air Hose
  • Jumper Cables: 12' reach, 2D6 if used as a weapon
  • Vibro-Cutters: 1D4 M.D. slash/stab, or 2D4 M.D. per melee
System Diagnostic Tool (Left Arm)
  • Modifiers: +5% to Computer Hacking, Computer Operations, Computer Programming, Navigation, Radio: Basic, Laser Communications, Sensory Equipment, T.V./Video, and Weapon Systems
  • Fingerjack
  • Hand Camera: up to 20x magnification
  • Hand Lights: 40' range, but best at close range
  • Laser Finger:
    • Range: 10'
    • Damage: 1D4x10 S.D.C., 1D4 M.D., 2D4 M.D.
    • Payload: unlimited
Precision Laser Torch (Shoulder)
  • Range: 100'
  • Damage: 2D6, 1D6x10, 1D4 M.D., 2D4 M.D., 2D6 M.D.
  • Payload: unlimited for nuclear and Solid Oxide, 100 blasts for electric
Hand to Hand Combat: per Robotic P.S. 28
Features of Note:
  • Features Common to All NG Power Armor (p.61, WB34)
  • Grease Monkey Equipment: Sonar (20 miles), Depth Gauge/Warning System (1,300'), Helmet Searchlight (300')
  • Helmet Multi-Optics System: Passive nightvision (1,600'), infrared (1,600'), ultraviolet vision (400'), telescopic (2 miles), macroscopic (x12 magnification)
  • Helmet Light (100')
  • High-Intensity Lights (2 in chest, 10')
Modifiers: cannot use anything requiring two hands
Book Reference: p.100, WB34

OOC Comments
Code: Select all
[b]NG-MRU886 Grease Monkey[/b]
[img]http://explorersunlimited.com/images/upload/2018/12/18/20181218175016-4f0ed0b1.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]*Head: 70
[*]Upper Arms (2): 50 each
[*]Right Forearm Housing: 60
[*]* Jumper Cables: 2
[*]* Air Drill: 2
[*]* Air Grinder: 4
[*]* Air Impact Drill: 5
[*]* Air Hammer: 4
[*]* Vibro-Cutters: 2
[*]* UEL Cables: 6 each
[*]Left Forearm Diagnostic Computer: 30
[*]* Chest Lights with M.D.C. Shutters: 35 each
[*]Air Tank (1, lower back): 15
[*]Legs (2): 90 each
[*]* Leg Drums/Tanks (3, left, upper leg): 16 each
[*]Main Body: 185[/list]
* Requires a called shot at -4 to strike
[u][b]Statistical Data:[/b][/u]
Running: 40 mph max (20% fatigue)
Leaping: 10' up & across (+30% w/running start), 20' up & across (+30% w/running start) w/thruster assist; hover to 28'; drop to 60' w/o damage
Underwater: swim at 10 mph (15 mph w/thruster assist), walk on bottom at 4 mph, 1,500' max depth
Class: Strategic Armored Combat Suit and Mechanical Repair Support
Crew: One
Dimensions: 6-8' high, 3-3.5' wide, 2.5-3.5' long, 356 lbs.
Physical Strength: Robotic P.S. 28
Cargo: None
Power System: Solid Oxide cell
[u][b]Weapon Systems[/u][/b]
[b]Multi-Tool (Right Arm)[/b]
[list][*]Air Drill: 1 M.D. per strike, or 2D6 M.D. per melee
[*]Air Gauge
[*]Air Grinder: 1 M.D. per strike, or 3D6 M.D. per melee
[*]Air Impact Drill
[*]Air Hammer: 1D4 M.D. or 4D6 M.D. per melee
[*]Air Hose
[*]Jumper Cables: 12' reach, 2D6 if used as a weapon
[*]Vibro-Cutters: 1D4 M.D. slash/stab, or 2D4 M.D. per melee[/list]
[b]System Diagnostic Tool (Left Arm)[/b]
[list][*]Modifiers: +5% to Computer Hacking, Computer Operations, Computer Programming, Navigation, Radio: Basic, Laser Communications, Sensory Equipment, T.V./Video, and Weapon Systems
[*]Fingerjack
[*]Hand Camera: up to 20x magnification
[*]Hand Lights: 40' range, but best at close range
[*]Laser Finger:
[list][*]Range: 10'
[*]Damage: 1D4x10 S.D.C., 1D4 M.D., 2D4 M.D.
[*]Payload: unlimited[/list][/list]
[b]Precision Laser Torch (Shoulder)[/b]
[list][*]Range: 100'
[*]Damage: 2D6, 1D6x10, 1D4 M.D., 2D4 M.D., 2D6 M.D.
[*]Payload: unlimited for nuclear and Solid Oxide, 100 blasts for electric[/list]
[b]Hand to Hand Combat[/b]: per Robotic P.S. 28
[b]Features of Note:[/b]
[list][*]Features Common to All NG Power Armor (p.61, WB34)
[*]Grease Monkey Equipment: Sonar (20 miles), Depth Gauge/Warning System (1,300'), Helmet Searchlight (300')
[*]Helmet Multi-Optics System: Passive nightvision (1,600'), infrared (1,600'), ultraviolet vision (400'), telescopic (2 miles), macroscopic (x12 magnification)
[*]Helmet Light (100')
[*]High-Intensity Lights (2 in chest, 10')[/list]
Modifiers: cannot use anything requiring two hands
Book Reference: p.100, WB34[/size]

Elite Power Armor Combat Training Additional Bonuses: None

TX-23 Laser Assault Pistol
Image
  • Range: 800'
  • Damage: 2D6 M.D. or 5D6 M.D. burst
  • Rate of Fire: single shots or 3-shot pulse bursts only
  • Payload: 20 shots per E-Clip or 50 per LE-Clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.96, WB31

OOC Comments
Code: Select all
[b]TX-23 Laser Assault Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2019/03/05/20190305085637-1c5ef49c.png[/img]
[size=85][list][*]Range: 800'
[*]Damage: 2D6 M.D. or 5D6 M.D. burst
[*]Rate of Fire: single shots or 3-shot pulse bursts only
[*]Payload: 20 shots per E-Clip or 50 per LE-Clip
[*]Weight: 5 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.96, WB31[/list][/size]

Cost:20,000 credits; uncommon availability in Eurasia; rare availability in North America

NE-8SL Slim-Line "Barrage" Auto-Pistol
Image
  • Range: 500'
  • Damage: 3D6 M.D. or 6D6 M.D. per burst
  • Rate of Fire: Single shots or 2-round bursts only
  • Payload: 24 round magazine (NE-001PC)
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: W.P. Energy Pistol
  • Book Reference: p.25, DB8

OOC Comments
Code: Select all
[b]NE-8SL Slim-Line "Barrage" Auto-Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092638-e46ff350.png[/img]
[size=85][list][*]Range: 500'
[*]Damage: 3D6 M.D. or 6D6 M.D. per burst
[*]Rate of Fire: Single shots or 2-round bursts only
[*]Payload: 24 round magazine (NE-001PC)
[*]Weight: 3 lbs.
[*]Features: None
[*]Modifiers: W.P. Energy Pistol
[*]Book Reference: p.25, DB8[/list][/size]

Cost: 15,000 credits; uncommon availability in MercTown or in the Three Galaxies; very rare availability anywhere else

Ultra-300 Armored Huntsman’s Choice Jumpsuit or Fatigues
M.D.C. by Location:
  • Helmet: 35 A digital camera mounted on the top left side of the helmet. (Can store up to 120 hours of video.) & Helmet light similar to a miner’s lamp. (The light is mounted on the top right of the helmet)
  • Arms: 10 each
  • Legs: 14 each
  • Main Body: 25
Weight: 7 pounds
Modifiers: good to excellent mobility, -2% movement penalty.
Last edited by Millicent Mayeux on Thu Jul 23, 2020 4:06 pm, edited 9 times in total.
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Posts: 11
Joined: Wed Jul 15, 2020 7:04 pm

Millicent Mayeux Backstory

Postby Millicent Mayeux » Wed Jul 15, 2020 7:20 pm

”You want to know about me? Ok.” Milly takes a large gulp of the beer in front of her before continuing. She was going to get her money’s worth if these people wanted her to talk. ”I was raised in Quebec, but I’m an NGR brat at heart. That’s about as much as you need to know about my childhood. Grew up watching the fights, seeing the robots all shiny like. If you haven’t seen one of the arena bouts, go see one. Nothing like it.” Milly speaks fluent American, but there is an exotic undertone to her words, the french accent coloring all of her words.

Milly finishes her drink and waits for her refill before continuing. ”I’m fast, right? That’s a good thing if you want to be a ‘bot pilot. Especially if all you want to do is fight in the arenas. I was able to get signed on to a crew as a pilot. It was a blast. Best 3 months of my life.” The small woman takes another long drink of her beer.

”The Coalition doesn’t just fuck their shit up.”Milly spits on the floor before calming herself in her beer. Only then will she continue. ”Apparently a network deal was in the works for the arena bouts to be spread into Coalition territories; So, a purge went through the ranks.” Milly smiles and points at herself before motioning to her empty drink with an expectant look on it. ”Lil ol’ me was found ‘unfit due to gladiatorial guidelines' blah blah fuck them.”

Millicent loses herself in the fresh drink put in front of her. When she comes around, a few seconds after it would be proper to respond, she shakes her head. ”No, no, I am fine. Where was I? Oh yeah. No D-bees on the field.” Milly shrugs and continues. ”My team liked me. Even if I couldn’t fight, I was able to stay on as a tech. Learned a lot and enjoyed it. So much so, I decided to stay on as a ‘bot tech even after recruiters for different piloting jobs were flowing in.”

Millicent seems to have gathered herself. She sips her beer and presses forward. ”I worked the pit crew for my fight team for about two years after that. It was only when the Xiticix threat grew closer that the right opportunity to leave the arenas behind presented itself- Yes, I want another beer. No, I haven’t had enough.” Milly grabs the fresh beer angrily before continuing.

”I was connected to an NGR recon and recovery team focused on repair and retrofitting armor in the field so it did not need to be recalled off of the front lines. I saw some combat, not much. What I did get to do was work on some magnificent pieces of tech. I tell you: NGR makes some amazing weapons but their end-user agreement is shit. Make one too many modifications of an ‘un-textbook manner’ to their robots in the field and you may find yourself in my shoes mister. No job, but I could build a robot for you. Or rebuild one; it would be cheaper.”

Millicent Mayeux once again falls silent, losing herself in the pint in front of her. For a small woman, she seems to handle her alcohol remarkably well; standing just under five feet, the D-bee was always self-conscious about her height. She wears a loose-fitting flight suit with the arms tied at the waist. A large wrench hangs from a loop in her tool belt, along with a matching pair of pistols. She is wearing steel-toed MDC work boots that have seen a beating along with a perfectly clean white undershirt and leather jacket.
Last edited by Millicent Mayeux on Thu Jul 16, 2020 10:07 am, edited 2 times in total.
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Joined: Wed Jul 15, 2020 7:04 pm

Re: Millicent Mayeux (Quick-Flex Alien Operator) *APPROVED*

Postby Millicent Mayeux » Thu Jul 23, 2020 4:10 pm

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