Praxis Vek (Human, Invincible Guardsmen)

General Investigation, Resolution & Liberation Services of Merctown
GM: Underguard
AGM: Aegis of No Return

Moderators: Game Masters, AGMs

Post Reply
User avatar
Praxis Vek
Posts: 9
Joined: Thu Oct 20, 2022 4:37 am

Praxis Vek (Human, Invincible Guardsmen)

Post by Praxis Vek »

Player Name: Chris C.
G-Mail: csc2551@gmail.com
Discord: Chris C#9679
Link to Ledger

Character Name: Praxis Vek
Alias: To Be Determined
Race: Human
O.C.C.: Invincible Guardsman
Alignment: Unprincipled
XP Level: 3
XP Points: 4,501
Next Level @ XP:
Sentiments/Non-Humans: He is a former citizen of the Kreegor empire and has grown weary of their pettiness and cruelty. He has lived amongst aliens and learned that being alien is no different than being human. They are all a-holes.
Sentiments/Coalition: He has no idea who they are.
Disposition: A stoic warrior, calm in every situation. He is a professional in his approach to his work. He is otherwise laid back and peaceful.
Insanity:
Prizes his secrecy above all else
;
Despite the name, the character often seems outwardly calm and composed, but is extremely intense and focused on revenge/striking out at the person or cause of his quiet, burning rage. May seriously hurt or kill someone without realizing it. Penalties: Cannot pull a punch, will not dodge, does an extra ID6 damage in all physical attacks and does triple damage on a Natural 20; has extreme difficulty controlling himself/stopping himself from going too far (may need somebody to pull him off his opponent). This even applies to minor provocations where the character gets caught in a brawl or becomes the target of insults. is cut off in traffic (road rage), etc., let alone the heat of actual combat. Friends and associates should be prepared to intercede and pull the character off his victims. Note: This is not a berserker rage and the character can be reasoned with. calmed down and will not attack friends without considerable provocation.


ATTRIBUTES
I.Q.: 11
M.E.: 14
M.A.: 11
P.S.: 39 (SN, 47 Transformed)
P.P.: 26
P.E.: 34 (SN)
P.B.: 8
Speed: Base - 24 (16 mph), Transformed - 12 (8mph)

PHYSICAL DATA
I.S.P.: 38 (Recovers 2 I.S.P. per hour of sleep)
M.D.C.: Base - 71 (Armor - 191), Transformed - 421 (Armor - 541)
Age: 30
Sex: Male
Height: Base - 6', Transformed - 6'6"
Weight: Base - 250 lbs. Transformed - 850 lbs.
Description:
Human Form - Large muscular man with burned/scarred, body and face, flat top military style haircut black hair and blue eyes.
Transformed - He is made of Grey Opalescent Rock. His structure is that of a large muscular human male. He is devoid of hair, being made of stone. His Scars and Burns carry over to deformities in his rock form..

Natural Abilities
Perception: 21% see rules here
Invoke Trust/Intimidate: 15%(M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: Base - 250 lbs, Transformed - 850 lbs. see rules here
Max. Carrying Weight: Base - 11,700, Transformed - 14,100 lbs
Max. Lifting Weight: Base - 19,500 lbs, Transformed - 23,500 lbs
Max. Jumping Ability: Base - 59' Horizontal / 29' Vertical, Transformed - 71' Horizontal / 35' Verticalsee rules here

Special Abilities
Transform to Stone Form
Regeneration 2D6 M.D.C. per minute (Transformed: 1d4x10 M.D.C. per minute)
Enhanced Physical Endurance
Can survive twice as long as normal (takes half damage) when exposed to the void.
Impervious to Disease

Psionics
Major Psionic
Range: Self | Duration: 20 minutes per level of experience | Length of Trance: 1d4 melees for preparatory meditation | I.S.P.: 2 | A mind over matter discipline which enables the character to suffer absolutely no ill effects or discomfort from exposure to even extreme sub-zero freezing conditions.

Range: Self | Duration: 3 minutes per level of experience | Length of Trance: 2d4 melees for preparatory meditation | I.S.P.: 4 | Another mind over matter discipline enabling the psychic to endure intense heat, fire, boiling water, hot coals, and so on, without suffering pain, damage, injury or scarring. Magic fires inflict half daniage.

Range: Self | Duration: 2 minutes (8 melees) | I.S.P.: 4 | The character can negate the full effects of poisons and toxic chemicals which he has ingested (eaten or drank) or introduced into the bloodstream, as long as he has advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated. Bonuses: Identify poisons: 30% +4% per level of experience; +2 to save vs poisons and drugs whenever this power is in place.

Range: Self | Duration: 10 minutes per level of experience | I.S.P.: 4 (per each duration period) | This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs all psychic and mental attacks.

Range: Self | Duration: One hour + 20 minutes per level of experience | I.S.P.: 4 | A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power wears off.

Range: Self | Duration: One melee attack/action; in this case, a leap | I.S.P.: 8 | This telekinetic application boosts the person's leaping ability, propelling the psychic an additional two feet when leaping upwards, and three feet when leaping across or lengthwise, per level of experience. This power can be used in conjunction with a Leap Kick attack (damage: 6D6+6 plus P.S. bonuses), but the character will take 2d6 S.D.C points of damage himself from the hard impact. A die roll with impact may be needed to land safely after one of these leaps.

Range: Self or Touch | Duration: 2 melees per level of experience | I.S.P.: 6 | Rather than moving objects solely with the power of the mind, this use of telekinesis increases the character's ability to lift and carry heavy weights. The psychic creates a telekinetic field around the object and lifts both physically and mentally (via telekinesis). This enables the psychic to lift and carry weights 20% heavier than his P.S. normally allows. This use of telekinetics is limited exclusively to lifting and carrying heavy weights and cannot be used to hurl boulders and heavy
objects as weapons, nor can it be used to augment the damage inflicted by a punch, kick or other physical attacks.

Range: By touch or one foot per level of experience | Duration: Instant | I.S.P.: 4 | Saving Throw: None | The psychic can effectively create a telekinetic force that pushes away an attacker or anything within range (a door, chair, cart, statue, etc.). The pushing force has the rough equivalent of a P.S. 16 + 1 per level of the psychic. The Telekinetic Push is roughly equal to a body block and does 1d4 S.D.C or Hit Point damage, will knock most ordinary humans back two yards/meters and has a 01-60% chance of knocking the person off his feet (if so, that character loses initiative and one melee action). Characters weighing more than 200 pounds or who possess Robotic P.S. or Supernatural P.S. are only shoved a foot or two and there is only a 01-12% chance of being knocked off their feet. Inanimate objects weighing under 50 pounds are "pushed" or slid across the ground twice as far, roughly four yards.


O.C.C. Skills
HTH: Assassin
Movement in Zero Gravity 125% (+5%)
Pilot: Jet Packs 60% (+4%)
Pilot: Robots and Power Armor 72% (+3%)
Radio: Basic 65% (+5%)
Robot (and Power Armor) Combat: Basic
Sensory Equipment 50% (+5%)
Weapon Systems 60% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons

O.C.C. Related Skills
Level 3 +2, Level 6 +2, Level 9 +1

Boxing
Depressurization Training (1st level)
Forced March
Gymnastics
--Sense of Balance 56% (+3%)
--Work Parallel Bars & Rings 66% (+3%)
--Back Flip 74% (+2%)
--Basic Climb Ability 40%
--Climb Rope/Rappel 64% (+2%)
Kickboxing
Physical Labor
Language: Trade 4 90% (+1%)
Wrestling
Zero Gravity Combat (Advanced) (1st level)

Secondary Skills///
+2 new secondary skills at levels 3, 6, 9, 12, 15

Athletics (General)
Body Building & Weight Lifting (1st level)
First Aid 45% (+5%)
Running
Pilot: Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Prowl 30% (1st Level, +5%)
W.P. Sword (1st level)
Mathematics: Basic 55% (+5%)

Combat Data
HTH Type:

Level 1: Starts with three attacks/actions per melee round. +2 to strike. W.P. Paired Weapons.
Level 2: +1 on initiative and +2 additional attacks/actions per melee round.
Level 3: Karate Punch (2d4 damage), +3 to pull punch, and +2 to roll with impact/punch/fall.
Level 4: Karate Kick (2d6 damage), +4 to damage on all physical attacks, and +1 on initiative.
LevelS: +1 additional attack/action per melee round and +1 to strike with a thrown weapon.
Level 6: +3 to parry/dodge, +2 to entangle and backhand strike (martial arts 1d6.
Level 7: Knockout/stun on an unmodified roll of 17-20 and leap kick (3d8 damage, but counts as two melee attacks).
Level 8: +1 additional attack/action per melee round, + I to strike with guns, and + 1 on initiative.
Level 9: +1 on initiative and can perform back flip.
Level 10: Critical Strike on an unmodified roll of 19 or 20.
Level 11: +2 to strike in hand to hand, +1 to strike with a thrown weapon and with guns, and can perform backflip attack.
Level 12: +2 to pull punch and death blow on a roll of a Natural 19 or 20.
Level 13: +1 additional attack/action per melee round.
Level 14: +2 to damage and can perform Holds.
Level 15: +2 to strike in hand to hand and + 1 to strike with guns.

Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +8
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: Base - +24, Transformed - +32 (HTH: Supernatural Strength MD Damage Attacks - see "Other" below.)
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Other:
Base:
6D6 S.D.C. on a restrained punch
5D6 M.D. on a full strength punch
1D6x10 M.D. on a power punch (counts as two melee attacks)

Transformed:
1D6x10 S.D.C. on a restrained punch
6D6 M.D. on a full strength punch
2D4x10 M.D. on a power punch (counts as two melee attacks)

Number of Attacks: 7
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus: No change
Bonus to Roll w/Punch: No change
Bonus to Pull a Punch: No change
Bonus to Disarm: +2


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. Sword: +1 to Strike
W.P. Energy Pistol: +2 Strike
W.P. Energy Rifle: +1 Strike
W.P. Heavy M.D. Weapons: +2 Strike
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: +34%
Magic (varies): +8
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +0
Psionics (12+): +0
Horror Factor (varies): +0
Last edited by Praxis Vek on Tue Oct 25, 2022 7:30 am, edited 47 times in total.
User avatar
Praxis Vek
Posts: 9
Joined: Thu Oct 20, 2022 4:37 am

Re: Praxis Vek (Human, Invincible Guardsmen) - WIP

Post by Praxis Vek »

Equipment

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.
NE-07JP Jet Pack

Carried/In Hand
EPR-8 Energy Pulse Rifle

Worn on Person
Imperial Guardsman Armor (120 M.D.C.)
NE-07JP Jet Pack
Forearm Vibro-Tri-Blades

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: EP-5 Energy Pulse Pistol
• Attachment: hand communicator
• Attachment:

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: NE-10G Grenade (High Explosive)
• Attachment: NE-10G Grenade (High Explosive)
• Attachment: NE-10G Grenades (Fragmentation)
• Attachment: NE-10G Grenades (Fragmentation)
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: Hexa Clip
• Attachment: Hexa Clip

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: Mess Kit
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Credits: 7,000

Stored in Vehicle
N/A


Gear Stats

KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
  • Range: 5,000'
  • Damage:
    • vs M.D. Organic Target: 1D12x10 M.D. + target cannot bio-regenerate (same rules as for DU rounds)
    • vs M.D. Inorganic Target: 1D12x10 M.D. + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE)
    • vs S.D.C. Organic Target: 1D8x10 + 1d8 direct to H.P. + target is bleeding from that wound
    • vs S.D.C. Inorganic Target: 1D12x10 + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE); automatically defeats all armor ratings
  • Rate of Fire: Single shots only; each shot requires 2 APM
  • Penetration Value: 10 (goes through up to 12" of heavy steel plate)
  • Payload: 12 APDS rounds per helical magazine
  • Weight: 20 lbs.
  • Features: Laser targeting
  • Modifiers: +1 to strike at 500'+, two-handed weapon
  • Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
  • APDS (Armor-Piercing Discarding Sabot) rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Imperial Guardsman: Armor
[insert image here: 300 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
M.D.C. by Location:
  • Helmet: 120 MDC
  • Arms: 120 MDC
  • Legs: 120 MDC
  • Main Body:120 MDC

Weight: 28 lbs.
Modifiers: None
Features: This armor is modified to avoid confusion that he is still a member of the Guardsman

Book Reference: pg. 34, DB3


NE-07JP Jet Pack
Image
M.D.C.: 40
Crew: One
Power System: 1 NE-EB Battery
Maximum Speed: 360 mph
Maximum Altitude: 2,000'
Maximum Range: 8,000 miles or 48 hours before required recharge
Features: compartment for spare NE-EB battery; cannot be used underwater
Dimensions: 3' long, 35 lbs.
Book Reference: p.43, DB8


Forearm Vibro-Tri-Blades
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.67, WB10


EPR-8 Energy Pulse Rifle
Image
  • Range: 1,600'
  • Damage: 5D6 M.D. or 1D6x10 M.D. per burst
  • Rate of Fire: single shots or 4-shot bursts only
  • Payload: 40 shots per E-clip
  • Weight: 13 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.116, DB2


EP-5 Energy Pulse Pistol
Image
  • Range: 1,000'
  • Damage: 3D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 9 shots per E-clip
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.116, DB2


NE-10G Grenades (High Explosive)
  • Range: 120' thrown
  • Damage: 6D6 M.D. to 12' AoE


NE-10G Grenades (Fragmentation)
  • Range: 120' thrown
  • Damage: 4D6 M.D. to 30' AoE

Last edited by Praxis Vek on Tue Nov 01, 2022 9:41 pm, edited 16 times in total.
User avatar
Praxis Vek
Posts: 9
Joined: Thu Oct 20, 2022 4:37 am

Re: Praxis Vek (Human, Invincible Guardsmen) - WIP

Post by Praxis Vek »

Background Story
  • Post as a reply to your finalized character sheet.
  • Please include the applicable XP chart for your character at the bottom of this post.
  • Address the questions in this video, and your background is likely to be very solid.
  • Where were you born & what follows from that?
  • Who are/were your parents & what follows from that?
  • Are your parents still alive & what follows from that?
  • What were you doing before you started adventuring & what follows from that?
  • Why did you leave & what follows from that?
  • What did you leave behind & what follows from that?
  • What do you want & what follows from that?
  • Optionally, see also 20 questions to flesh out your character.
Born to humble merchants on the Imperial Homeworld. He was a bit of a hellion as a kid, and chose the Imperial Legion over jail. There he became a loyal and formidable soldier proving himself time and time again. When the opportunity arose to volunteer for the Invincible Guardsman program, he was first to volunteer and eventually was chosen. His transformation was traumatic but he came through stronger than ever. He believed he would be among the elite traveling the galaxies facing Cosmo-Knights defending the Empire from those who would see it destroyed. The transformation had changed more than his body. He began seeing the world differently. He did, on occasion, engage with Cosmo-Knights, whom he grew to respect as warriors despite loathing them. But most of the time he was dealing with the entitled Royal Kreeghor and their constant trouble making and disregard of those beneath their station. He watched one of these petulant brats wipe out an entire merchant's family to teach him respect. He was dispatch to capture him and bring him in for disciplinary action. The Kreeghor got a slap on the wrist and Praxis got a ding on his record for being "too rough" with the pissant royal. He began growing jaded in regards to the Empire and its coddling of the weak mewling royals. It became evident there was nothing worth fighting for, worth saving in the TG. One day he was on a mission on the outermost border of the empire. He was tasked with helping a regiment of Legionaries. As he approached his destination he realized he had a chance to leave the empire behind him, so he just kept going. Eventually he made his way to a Consortium planet and laid down roots as a mercenary and started traveling the three galaxies looking for work. Eventually he was contacted by a Naruni looking for muscle and he jumped at the job because the Naruni paid well.
Praxis Human Form.jpg
Praxis.png
Praxis.png (77.25 KiB) Viewed 319 times
Invincible Guardsman Armor Modified.jpg

1 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
Last edited by Praxis Vek on Fri Oct 21, 2022 5:44 am, edited 4 times in total.
User avatar
Praxis Vek
Posts: 9
Joined: Thu Oct 20, 2022 4:37 am

Re: Praxis Vek (Human, Invincible Guardsmen) - WIP

Post by Praxis Vek »

4d6-L: [2, 2, 2, 1]-L = 6
4d6-L: [1, 4, 2, 5]-L = 11
4d6-L: [2, 6, 1, 2]-L = 10
4d6-L: [1, 5, 2, 1]-L = 8
4d6-L: [3, 4, 5, 6]-L = 15
4d6-L: [6, 3, 4, 6]-L = 16 + d6: [6] = 6 + d6: [3] = 3
4d6-L: [5, 5, 4, 6]-L = 16 + d6: [6] = 6 + d6: [5] = 5
4d6-L: [4, 6, 4, 5]-L = 15

MDC ROLL: 2d6: [1, 6] = 7 + 1d6*10: [3]*10 = 30
HP ROLL: 2d6: [6, 3] = 9

Super Power Roll: d100: [44] = 44 - Stone Form
Psionics Roll: d100: [4] = 4 - Major Psionics
I.S.P. - 15+ 6d6: [5, 4, 4, 3, 2, 5] = 23

Skill Speed Bonuses: d6+5d4: [5]+[1, 1, 3, 4, 4] = 18
Credits= 2d6*10*10*10: [5, 2]*10*10*10 = 7000
EP Increase ME by 1D6= d6: [1] = 1
d10: [4] = 4 , d4: [4] = 4

User avatar
Praxis Vek
Posts: 9
Joined: Thu Oct 20, 2022 4:37 am

Re: Praxis Vek (Human, Invincible Guardsmen)

Post by Praxis Vek »

Concept
  • What emotion best describes your character? Barely contained rage.
  • What emotion does your character evoke in others?
    Fear
  • What does your character need most? An outlet for his rage.
  • What is your character’s goal in life? To eventually be free of the rage that he has to contain.
  • How does your character believe this goal can be accomplished? Mercenary work gives him the ability to channel it.
Background
  • Where did your character come from? The Imperial Homeworld
  • Where did you grow up? The merchant center.
  • What values does your character hold? Honor and Strength are key to protecting those who can’t protect themselves.
  • How does your character dress? Rarely in plain clothes but has them. He does out of habit carry dress clothes just in case. He is mostly always working so he wears his armor.
  • What are your character’s means? He is able to live comfortably as a Merc.
Details
  • What are your character’s personal tastes? He likes good food, drink, and company of the female persuasion. Although he usually has to pay for it because he is quite hideous.
  • What are your character’s opinions? He has grown to hate authoritarians in manner and in government. He believes you have the right to do what you want as long as it doesn’t infringe on someone else rights, and money makes that negotiable.
  • What is your character’s comfort zone? Combat.
  • Who has had the biggest impact on your character’s life? His father who used to beat and molest him. You didn’t have to say it was a good impact.
  • What are some of your character’s unexpected quirks? He is super awkward around kids. Like he feigns annoyance but it is really just confusion.
Play Details
  • What kind of story does your character belong in? A Story about someone finding their place in the world and trying to overcome the effects of Trauma with violence.
  • What role does your character fill? He is a frontline assault expert.
  • What should the other players know about your character? He is not the best guy to put in charge of taking unruly prisoners if you want them to stay alive.
  • What is your play style? Very character driven, bordering on method.
  • How do you want your character to die? Probably in a sacrifice play.
Wish List This is not so much specific list as a list item types he looks for.
  • Item 1: Power Armor
  • Item 2: A place he can call home and centralize and get a dog.
  • Item 3: A Giant Sword
  • Item 4: A cool hover bike.
Goals
Short Term Goals:
  • Goal 1:
    Suggested Solutions (Goal 1)

    Goal 2:
    Suggested Solutions (Goal 2):

    Goal 3:
    Suggested Solutions (Goal 3):

Mid Term Goals:
  • Goal 1:
    Suggested Steps and Solutions (Goal 1):

    Goal 2:

    Suggested Steps and Solutions (Goal 2):

    Goal 3:

    Suggested Steps and Solutions (Goal 3):

Long Term Goals:
  • Goal 1:

    Suggested Steps and Solutions (Goal 1):

    Goal 2:
    Suggested Steps and Solutions (Goal 2):

    Goal 3:

    Suggested Steps and Solutions (Goal 3):
Disposition
  1. Is the character verbose or stoic? Stoic
  2. Is the character funny or dour? Coarse, but has his moments of sincerity and laughter.
  3. Is the character a follower or a leader? He is traditionally a lone wolf but is closer to a grunt.
  4. How does the character react when under pressure? He is cool as a cucumber until the rage kicks in.
  5. Does the character volunteer for tasks? Sure if he can do them.
  6. Is the character friendly? To the character's team, to strangers? Depends on if they are friendly,
  7. Does the character offer mercy? Yes he gives them a chance to surrender but if they hurt him or an ally they will most likely meet their maker until he learns to control his rage.
  8. Is the character curious and/or adventurous? He is closer to adventurous.
  9. Is the character prejudiced about anything? Yes he hates Kreegor Royals or anyone with their sense of entitlement.
  10. How does the character react to aliens? He is fine with Aliens.
  11. How does the character react when the character is the victim of prejudice? Well that would be acting like a Kreegor Royal. Last one of those that thought he was better than him had to have their jaw shut, lost an eye and now walks with a limp.
  12. What is the character's passion? Juicer Football.
Post Reply

Return to “G.I.R.L.S. of Merctown (3 Openings)”