Kar "Cesar" Fallax (Thropo, Invincible Guardsmen)

Gunplay! Swordplay! Wordplay!
GM: Dark Lord
AGM: Dime Store Magic

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Kar Fallax
Posts: 37
Joined: Mon May 18, 2020 7:02 am

Kar "Cesar" Fallax (Thropo, Invincible Guardsmen)

Post by Kar Fallax »

Player Name: Jim
G-Mail: jwmohan78@gmail.com
Link to Ledger: Ledger

Character Name: Kar Fallax
Alias: Cesar
Race: Thropo (AU, pg 71)
O.C.C.: Invincible Guardsman (DB3, pg 32)
Alignment: Unprincipled
XP Level: 3
XP Points: 7,251 (Updated 2020-10-01 DSM)
Next Level @ XP: 10,001
XP Table
I: 0,000-2,300
2: 2,301-4,500
3: 4,501-10,000
4: 10,001-20,000
5: 20,001-30,000
6: 30,001-42,000
7: 42,001-65,000
8: 65,001-85,000
9: 85,001-110,000
10: 110,001-160,000
11: 160,001-210,000
12: 210,001-285,000
13: 285,001-370,000
14: 370,001-450,000
15: 450,001-575,000
Insanity: None

I.Q.: 16
M.E.: 7
M.A.: 10
P.S.: 25 (supernatural)
P.P.: 12
P.E.: 17 (Supernatural)
P.B.: 9
Speed: 21

M.D.C.: 26
Age: 30 years
Sex: Male
Height: 6' 6"
Weight: 200 lbs
Description: A primate of dark fur with a single white tuff on the center of his chest. Lean and muscular

Racial Abilities
Immune to the effects and damage of radiation.

Natural Abilities
Perception: 24% (+3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 200 lbs
Max. Carrying Weight: 1250 lbs
Max. Lifting Weight: 2500 lbs
Max. Jumping Ability: 37.5 ft Length, 18 ft height

Special Abilities
Heals 2d6 M.D.C per minute
Can see all spectrums of light (See Control Void)
Resistant to heat and fire (half damage, magic full) (See Control Void)
Resistant to laser attacks (half damage) (See Control Void)
Impervious to Radiation, cold and pressure (See Control Void)

Super Powers
Extraordinary Speed
Book Reference: Skraypers pg 139
  • Speed 260 mph (+20 mph per level) (-10% while wearing medium or heavy armor)
  • +1 on initiative, (1,3,4,5,7,9,11,13 &15)
  • +4 S.D.C damage for every 20mph of speed (Best from standing still is 40 mph)
  • M.D. Power Punch, 1d4 M.D. (super speed power punch, counts as two melee attacks)
  • Provides Automatic Dodge
Control Void
Book Reference: PU3 pg 54
  • Special Resistance
  • Star Blast: Damage: 1d6x10 in space (5d6 elsewhere), Range: 1200 ft (+100 ft), Bonus: +1 to strike on aimed shot. (Range half when not in outer space)
  • Bolt of Cold: Damage: 5d6 (+1d6 per level), Range: 500ft, Bonus: +2 to strike on aimed shot.
  • Radiation Heat Blast: Damage: 3d6 or 6d6 from two hands or eyes, Range: 140 ft (+20 ft), Bonus: +3 to strike on aimed shot & +1 to strike Wild, (victim has 30% chance of having radiation sickness
  • Meteor Shower: Damage: 5d6 per (1 meteor per level), Range: 6000ft, Bonus: see notes about redirecting meteor
  • Protection from space: Negate all harmful conditions of space around himself or a 15ft diameter bubble around others. Duration: As long as he consciously wills it
  • Flawless Sense of Direction in Space: +10% to navigation skills
  • Gravity Well and Gateway Activation: The character can use gravity wells, black holes and interstellar Gateways to jump from one location to another.[/b]
O.C.C. Skills
Radio: Basic 72% (+5%)
Pilot: Robots and Power Armor 77% (+3%)
Pilot: Spacecraft Advanced 64% (+4%)
Robot (and Power Armor) Combat: Basic
Sensory Equipment 57% (+5%)
Weapon Systems 67% (+5%)
Movement in Zero Gravity 77% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Military Weapons
HTH Assassin

O.C.C. Related Skills (+2 @ level 6,9 and +1 @ level 12)
Boxing level 1
--Sense of Balance 61% (+3%)
--Work Parallel Bars & Rings 71% (+3%)
--Back Flip 78% (+2%)
--Basic Climb Ability 42% (+2%)
--Basic Prowl Ability 30%
--Climb Rope/Rappel 68% (+2%)
Language: Native Tongue (Trade 5) 98% (+1%)
Cryptography 42% (+5%)
Demolitions 86% (+3%)
Field Armorer & Munitions Expert 72% (+5%)
--Basic Mechanics 47% (+5%)
Navigation: Orbital 82% (+5%)
Navigation: Space 72% (+5%)
Advanced Electronic Warfare 52% (+5%)
Demolitions Disposal 71% (+3%)level 1

Secondary Skills(+2 @ level 6,9, 12 and 15)
First Aid 62% (+5%)
Language: Other (Trade 4) 72% (+3%)
Research 57% (+5%)
Xenology 47% (+5%)
Lore: Magic Level 1
--General Knowledge: 32% (+5%)
--Recog. Magic Circles, Runes, etc: 22% (+5%)
--Recognize Enchantment 16% (+4%)

Lore: Psychics & Psionics 32% (+5%) Level 1
Athletics (General)
W.P. Sword

Combat Data
HTH Type: Assassin
Number of Attacks: 7
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +6
Dodge Bonus: +9
Auto-Dodge Bonus: +2
HTH Damage Bonus:
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm:
Other: Full strength Punch: 2d6 M.D., Power Punch: 4d6 (two melee actions)

Robot Combat Data: Basic
Number of Attacks: 8
Initiative Bonus:
Melee Strike Bonus: +1
Ranged Strike Bonus:
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus:
Bonus to Roll w/Punch:+1
Bonus to Pull a Punch:
Bonus to Disarm:

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. Energy Pistol: +2 to Strike Bonus
W.P. Energy Rifle: +1 to Strike Bonus
W.P. Heavy Military Weapons: +2 to Strike Bonus
W.P. Sword: +2 to strike, +1 to parry

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+):
Psionics (varies):
Horror Factor (varies): +6
Last edited by Kar Fallax on Wed Jun 10, 2020 8:06 am, edited 34 times in total.
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Kar Fallax
Posts: 37
Joined: Mon May 18, 2020 7:02 am

Re: Kar "Cesar" Fallax *WIP*

Post by Kar Fallax »

Allocate your items into the categories listed in green!


Carried/In Hand
V-81 Volcano Mark I Plasma Discharger

Worn on Person
NE-BA-26 Special Body Armor
Utility Belt
Secure Universal Card

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: Survival Knife
• Attachment: Hand Communicator
• Attachment: Phase Sword
• Attachment: Argosy G-44 Disruptor Pistol

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: Mess Kit
• Space: Dress uniform
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle

Secure Universal Card: 5000 credits
Non-Secure Black Card: 0 credits

Gear Stats

NE-BA-26 Special Body Armor - Thermo-Kinetic Armor
M.D.C. by Location:
  • Helmet: 38 / 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
  • All standard NE environmental armor features (p.35-36, DB8)
  • Modular Features & Upgrades Packages
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
  • Built-In N-F20A Force Field
    • M.D.C.: 75
    • Voice Activated
  • Basic Weapons Package
    • Retractable Energy Blade (Right Forearm)
      • Damage: 3D6 M.D.
    • Garrote Strangle Cord (Left Wrist)
      • Damage: 4D6 (+P.S. Damage Bonus)
    • Plasma Flame Thrower
      • Range: 200' (20' AoE)
      • Damage: 5D6 M.D.
      • Payload: 15 Shots per E-Clip
    • Utility Laser Finger
      • Range: 1,000'
      • Damage: 2D6 M.D.
      • Payload: 20 shots. (Standard E-Clip)
  • Climbing Package A
    • Special Gloves with short curved claws on the fingertips and grip tape on the fingers and palms.
    • Grappling Hook Launcher (Hand Held)
    • Range: 500'
    • Damage: 2D6
    • Payload: 6 Grappling Hooks
    • Notes: 200' lightweight line w/ 600 lbs test weight

Book Reference: p.37-39, DB8

V-81 Volcano Mark I Plasma Discharger
  • Range: 4,000' (concentrated) or 2,000' (wide)
  • Damage:
    • Concentrated: 1D6x10 M.D. per blast
    • Wide: 4D6 M.D. or 2D6x10 M.D. across a single 30' surface
  • Rate of Fire: single shots only
  • Payload: 8 shots per E-clip, 16 per LE-clip, 24 per canister
  • Weight: 60 lbs.
  • Features: None
  • Modifiers: P.S. 24+ required to use
  • Book Reference: p.60, DB3

Argosy G-44 Disruptor Pistol
  • Range: 450'
  • Damage: 2d6+2 M.D. plus 25% damage to 1' AoE
  • Rate of Fire: single shots only
  • Payload: 9 blasts per E-clip
  • Weight: 2 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: P. 107, DB13

Phase Sword
  • Range: close combat
  • Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
  • Weight: 5 lbs.
  • Features: Phase Technology (p.122, DB2)
  • Modifiers: None
  • Book Reference: p.124, DB2
Last edited by Kar Fallax on Mon Sep 21, 2020 8:25 am, edited 2 times in total.
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Kar Fallax
Posts: 37
Joined: Mon May 18, 2020 7:02 am

Re: Kar "Cesar" Fallax *WIP*

Post by Kar Fallax »

Background Story

Standing in line shoulder to shoulder with the other Thropo Kar was nervous.

Kar was the runt of the litter but that had not stopped him from choosing to follow the family legacy. Ever since he could remember, his father and uncles told stories of war and of heroic deeds by them and others. They spoke of Thropo with the iron will to die before surrendering to an enemy. Kar idolized his family and the warriors they told stories about. He dreamed of one day being in his father’s place and telling similar stories to his children. Embracing and reminiscing about the glory of war and ultimate reward of death before dishonor.

Kar, more affectionately known as Cesar to his family had always been the smallest. In his family, in his childhood circles the other Thropo always looked down on him. He did not bare the large imposing stature like the others his age. His mother discouraged his plans to join the military. She did not believe it was the right path for him. His mother was able to see deeply into Cesar’s heart and she knew it was not cold like the others. She knew he felt things, things that would cause pain for him later if he followed the footsteps of his father. Regardless of all her pleading she could not deter him.

As a child Kar would pick fights with larger Thropo. The outcome was near always the same and usually ended with him losing. This never stopped him and eventually his peers just stopped fighting with him. As he grew older it became harder and harder to find opponents that he could coerce into fighting him. They were not afraid of him, they felt bad. AS he grew older the chip on his shoulder grew as well.

His whole life led him here, standing shoulder to shoulder with the other Thropo males. Preparing to start his Basic training he stood tall and proud yet could not shake the nerves. His worry, his fear, that they would not select him, that he would fail and wash out. He hoped that someone, anyone, would see his drive and his desire and be able to overlook his obvious frailty. Then the time came. They called candidates to the middle to fight one by one. A contest of strength and fight prowess, Cesar entered the circle and stalked the other male.

He knew immediately that a direct struggle would end in his loss, he worked his way round and round trying to find an opening. Seeing what he thought would be the perfect moment Kar made his move going in for strike to his opponent’s head. Almost as his fist was about to make contact, he saw the ape move ever so slightly and felt a strike to the back of his head. Everything went dark.
Last edited by Kar Fallax on Tue Jun 02, 2020 7:54 am, edited 2 times in total.
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Kar Fallax
Posts: 37
Joined: Mon May 18, 2020 7:02 am

Re: Kar "Cesar" Fallax *WIP*

Post by Kar Fallax »

Character Creation Dice Rolls and notes

Character Purchase

MA 10 3d6: 2, 6, 4,
PB 9 3d6: 3, 6, 2
PP 11 4d6: 4, 3, 4, 2,
ME 7 4d6: 2, 2, 3, 1,
IQ 16 4d6: 6, 5, 5, 3
4d6 PE 15 5d6: 5, 4, 4, 1, 1,
5d6 Spd 15 6d6: 1, 5, 1, 1, 4, 4
5d6+6 PS 20 6d6: 1, 6, 2, 1, 1, 4
sdc 60 1d4x10+40 1d4 = 2: 2

All important RCC mutation Roll vs 40%
2d6 = 8: 3, 5

3d6 = 9: 4, 1, 4 MDC

1d6 = 6: 6 for spd

2d6 = 5: 4, 1 credits start

Power options
Minor 1d3 = 3: 3
1 Lightning reflexes PU1 pg34
2 Extraordinary Speed Skraypers pg 139
3 Psionic Powers Rifts DB3 pg 33

Major 1d5 = 3: 3
1 Mutiple beings/Selves -skraypers
2 Mimic -skraypers
3 illusions
4 Alter Physical Structure: Energy PU3 pg 35
5 Control Void PU3 pg 54
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