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: 7,501 (UG 08FEB23)
Next Level @ XP: 10,001
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: ;
ATTRIBUTES
I.Q.: 11
M.E.: 14
M.A.: 11
P.S.: 39 SN (47 SN Transformed) (40 RS in Power Armor)
P.P.: 26
P.E.: 34 SN
P.B.: 8
Speed: Base - 24 (16mph), Transformed - 12 (8mph), Power Armor - 65 (44mph) / Fly Speed 400 (300mph)
PHYSICAL DATA
I.S.P.: 38 (Recovers 2 I.S.P. per hour of sleep)
M.D.C.: Base - 71, Transformed - 421, Power Armor - Head 130 | Main Body 400 | Legs 150 Each | Arms 100 Each
Age: 30
Sex: Male
Height: Base - 6', Transformed - 6'6", Power Armor - 10'
Weight: Base - 250 lbs., Transformed - 850 lbs., Power Armor 2,250 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, Power Armor - 4,000 lbs
Max. Lifting Weight: Base - 19,500 lbs, Transformed - 23,500 lbs, Power Armor - 4,000 lbs
Max. Jumping Ability: Base - 59' Horizontal / 29' Vertical, Transformed - 71' Horizontal / 35' Vertical, Power Armor Unassisted - 15' Horizontal and Vertical, Power Armor with Thrusters 200' Horizontal/100' Vertical.
see 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
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
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///
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:
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +8
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: Base - +24, Transformed - +32, Power Armor +25(HTH: Supernatural and Robotic 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)
Power Armor:
1D4 M.D. on Restrained Punch
2D6 M.D. on a Full Strength Punch
4D6 M.D. on a Power Punch (counts as two melee attacks)
3D8 M.D. on Kicks
5D8 M.D. on Leap Kicks (counts as two melee attacks)
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
Power Armor Laser Targeting +1 Strike on long range weapons.
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
Praxis Vek (Human, Invincible Guardsmen)
Moderators: Game Masters, AGMs
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
Praxis Vek (Human, Invincible Guardsmen)
Last edited by Praxis Vek on Tue Oct 25, 2022 7:30 am, edited 47 times in total.
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
Re: Praxis Vek (Human, Invincible Guardsmen) - WIP
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
NE-07JP Jet Pack
Forearm Vibro-Tri-Blades
MK-PA12 Mecha Knight
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)

Features:
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: Imperial Guardsman Armor (120 M.D.C.)
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
Credits: 7,000
Stored in Vehicle
N/A
Gear Stats
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
NE-07JP Jet Pack
Forearm Vibro-Tri-Blades
MK-PA12 Mecha Knight
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)

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: Imperial Guardsman Armor (120 M.D.C.)
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
Credits: 7,000
Stored in Vehicle
N/A
Gear Stats
Last edited by Praxis Vek on Tue Nov 01, 2022 9:41 pm, edited 16 times in total.
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
Re: Praxis Vek (Human, Invincible Guardsmen) - WIP
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.
Last edited by Praxis Vek on Fri Oct 21, 2022 5:44 am, edited 4 times in total.
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
Re: Praxis Vek (Human, Invincible Guardsmen)
Concept
Short Term Goals:
Mid Term Goals:
Long Term Goals:
- 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.
- 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.
- 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.
- 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.
- 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.
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):
- Is the character verbose or stoic? Stoic
- Is the character funny or dour? Coarse, but has his moments of sincerity and laughter.
- Is the character a follower or a leader? He is traditionally a lone wolf but is closer to a grunt.
- How does the character react when under pressure? He is cool as a cucumber until the rage kicks in.
- Does the character volunteer for tasks? Sure if he can do them.
- Is the character friendly? To the character's team, to strangers? Depends on if they are friendly,
- 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.
- Is the character curious and/or adventurous? He is closer to adventurous.
- Is the character prejudiced about anything? Yes he hates Kreegor Royals or anyone with their sense of entitlement.
- How does the character react to aliens? He is fine with Aliens.
- 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.
- What is the character's passion? Juicer Football.
- Praxis Vek
- Posts: 25
- Joined: Thu Oct 20, 2022 4:37 am
Re: Praxis Vek (Human, Invincible Guardsmen)
Code: Select all
Perception 21%: [roll]d100[/roll]
JIC: [roll]d100[/roll], [roll]d20[/roll]
Status: MDC: Base - 71/71 (Regen 2d6 MDC/min.) | Transformed - 421/421 (Regen 1d4*10 MDC/min.) | Power Armor: Head - 130/130 | Main - 400/400 | Legs - 150/150 | Arms - 100/100 - ISP: 38/38
[inline=Conditions:]Can survive twice as long as normal (takes half damage) when exposed to the void. Impervious to Disease, 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, [/inline]
Initiative: [roll]d20+1[/roll]
Action 1:
Action 2:
Action 3:
Action 4:
Action 5:
Action 6:
Parries: [roll]d20+9[/roll], [roll]d20+9[/roll], [roll]d20+9[/roll], [roll]d20+9[/roll], [roll]d20+9[/roll], [roll]d20+9[/roll]
Attack Actions:
Dodge: [roll]d20+9[/roll]
[b]Melee: [/b]
[i]Human Form:[/i]
Restrained: To Strike - [roll]d20+8[/roll] | Damage - [roll]6d6[/roll] SD
Regular: To Strike - [roll]d20+8[/roll] | Damage - [roll]5d6[/roll] MD
Power: To Strike - [roll]d20+8[/roll] | Damage - [roll]1d6*10[/roll] MD (counts as two melee attacks)
[i]Transformed:[/i]
Restrained: To Strike - [roll]d20+8[/roll] | Damage - [roll]1d6*10[/roll] SD
Regular: To Strike - [roll]d20+8[/roll] | Damage - [roll]6d6[/roll] MD
Power: To Strike - [roll]d20+8[/roll] | Damage - [roll]2d4*10[/roll] MD (counts as two melee attacks)
[i]Power Armor:[/i]
Restrained: To Strike - [roll]d20+8[/roll] | Damage - [roll]1d4[/roll] MD
Regular: To Strike - [roll]d20+8[/roll] | Damage - [roll]2d6[/roll] MD
Power: To Strike - [roll]d20+8[/roll] | Damage - [roll]4d6[/roll] MD (counts as two melee attacks)
Kick: To Strike - [roll]d20+8[/roll] | Damage - [roll]3d8[/roll] MD
Leap Kick: To Strike - [roll]d20+8[/roll] | Damage - [roll]5d8[/roll] MD (counts as two melee attacks)
Forearm Vibro-Tri-Blades: To Strike - [roll]d20+8[/roll] | Damage - [roll]3d6[/roll] MD
Energy Sword: To Strike - [roll]d20+9[/roll] | Damage - [roll]d6*10[/roll] MD
Ranged:
KLS-RG-15X (Organic): To Strike - [roll]d20+2[/roll] +1 500'+ | Damage: [roll]1d12*10[/roll] MD + Target cannot Bio-regenerate and Costs 2 APM | Range - 5,000'
KLS-RG-15X (Organic): To Strike - [roll]d20+2[/roll] +1 at 500'+ | Damage - [roll]1d12*10[/roll] MD + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE) and Costs 2 APM | Range - 5,000'
Particle Beam Rifle: To Strike - [roll]d20+2[/roll] | Damage - [roll]2d4*10[/roll] MD | Range - 4,000'
EPR-8 Single: To Strike - [roll]d20+2[/roll] | Damage - [roll]5d6[/roll] | Range - 1,600'
EPR-8 Burst: To Strike - [roll]d20+2[/roll] | Damage - [roll]1d6*10[/roll] | Range - 1,600'
EP-5: To Strike - [roll]d20+2[/roll] | Damage - [roll]3d6[/roll] | Range - 1,000'
Shoulder Laser: To Strike - [roll]d20+2[/roll] | Damage - [roll]3d6[/roll] | Range - 2,000'
NE-10G Grenades (High Explosive): To Strike - [roll]d20[/roll] | [roll]6d6[/roll] MD 12' AOE | Range - 120'
NE-10G Grenades (Fragmentation): To Strike - [roll]d20[/roll] | [roll]4d6[/roll] MD 30' AOE | Range - 120'