Jump to content

Search the Community

Showing results for tags 'praetorians'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Barrier / Kresh Melek / The Shieldbearer Power Level: 10/12 (150/194PP) Trade-Offs: -5 Defense, +5 Toughness Unspent Power Points: 44 In Brief: Shieldbearer wielding the ancient shield of an ancient civilization. Residence: CoVic station, wherever she goes Base of Operations: CoVic station Identity: Public Birthplace: The planet Lyanka Occupation: Praetorian, Shieldbearer Affiliations: Praetorians, Ancient Delaztri Empire, Lyankans Family: None Alive Description: Age: 213 (And 2000 in stasis) Apparent Age: around 40 for a human Gender: Female Ethnicity: non-human Height: 8‘8‘‘ Weight: 9488 lbs Eyes: Dark Green Hair: Black, cut short Appearance: Kresh is about 8 ft. tall, with light grey skin. All of her limbs are longer than those of a human would be, and by nature she only has 4 fingers, all but the thumb arranged in a triangle, on each hand. Other than that, she looks rather humanoid she is somewhat muscular, most of her muscle based in her legs and feet. She wears white Armor protecting her torso and legs, as well as a full helmet, also held in white. On her arms she wears bracers, covering up her entire lower arms, both with mechanisms to hold the shield of Elmega without causing too much encumbrance. She can also put it onto her back, her Armor also being able to hold it. Power Descriptions: The shield of Elmega is a grey kite shield with green accents. It is about 7 ft. tall, and weights around 200 pounds. It was masterfully crafted long in Lyanka’s past, from the most masterful materials to be found, and infused with the warrior spirits of Lyanka. Its powers come from both the technology it is crafted with and the spirits in it, manifesting as a green glow. History: The Planet of Lyanka was the only planet in orbit of a supergiant star. It existed in the habitable zone, and itself was an above average size planet, causing it to have very high gravity. The people of Lyanka were a race of warriors, but also a peaceful one. While they held the art of combat in highest regard, they also believed that an aggressive war was a lost cause. This caused the shield, usable in combat but a defensive weapon at its core, to become the symbol of Lyankan culture. The most promising recruits to the military were admissioned to the academy of Gayaza. Amongst them, Kresh Melek. The young recruit had proven incredibly proficient in the defensive arts, and quickly became one of the highest scoring soldiers in the academy’s history. When the Delaztri Empire, a close ally of Lyanka, called for help, Lyanka replied. And amongst the forces sent was Kresh Melek, having only recently finished training at the academy with highest grades. She led a contingent of Lyankan forces, and garnered attention of the Praetorians, whose ranks she quickly joined. Over the next 40 years, Kresh fought when needed, but spent most of the time in quiet meditation, almost lifeless to non-Lyankan around her. Then, the communion attacked. Equipped with the shield of Elmega, a powerful artefact forged long in Lyanka’s past and infused with the spirits of warriors from Lyanka’s past, she set out among the biggest force of Lyankan soldiers to ever set foot off the planet. Combat was long and harsh, and the Lyankan soldiers proved their abilities. Many fell, many more were badly injured. Kresh fought alongside the praetorians, saving many a life. In the end, when the fighting was over, Kresh was barely holding onto her life, but the war was won. Many had fallen beside her, she did what she could but it had not been enough. And then, while still unconscious in the medbay, unable to defend herself or anyone else, she and her fellow praetorians were captured by the curators. When Kresh woke up again, 2000 years had passed. Even with the incredibly long lifespan of a Lyankan, this was an eternity. She fought in the incursion, but immediately afterwards she chose to set out, learn what had become of her people, and meditate about what had happened. The only thing she learned was that in the 2000 years that had passed, Lyanka was no more. Its star had, as predicted, gone supernova. Devastated, she started to search for any information on whether or not any Lyankans had escaped and resettled, but so far, has not learned of any information. After a period of meditation and consideration, Kresh decided to seek her fellow praetorians, they could most likely use her help. They also were the only thing she knew that remained, and she would not lose this last thing too. Personality & Motivation: Lyankan warrior culture was based around defending those around you and considering your every action. It considers going onto the offense as a mistake, too prone to sudden changes and surprises. Meditation also played a major role. While the other Lyankan warriors might have perished, Kresh still upholds these values to their fullest. She still seeks to find out whatever she can about what remains of Lyankan culture, and protect everything that reminds her of the past. Her fellow praetorians are the only thing she knows of that still remains, so she will protect them with everything she has. Powers & Tactics: Most of Kresh’s powers are focused around the shield of Elmega, an ancient shield from Lyanka’s past, forged from the highest quality materials and infused with various powers. She focuses on defending those around her with various powers, and herself is incredibly resilient thanks to her Lyankan physique. If necessary, she also packs quite a mean punch, once again enhanced by her physique. Complications: My home is no more: Kresh’s home was destroyed in the time she was in suspended animation, and she still feels guilty about not being able to help her people. She does not know whether or not any of them survived, and will throw away everything to chase any information, small as it may be. The values of a shieldbearer: Kresh still follows the code of the Lyankan warriors, not voluntarily going onto the offense unless absolutely necessary. She will also protect those around her from any danger, no matter how unimportant they may be, and even if it puts her into more danger than necessary. Amongst other things, she also sees taking unprepared actions as problematic, something to be avoided whenever possible. No past, no belongings: Kresh owns nothing but her shield, her clothing, and whatever she receives from people. The Legends: History may have forgotten Lyanka, but it has not forgotten the praetorians. Whether or not they are remembered as heroes or as villains, however, changes in many places. A true warrior physique: Due to her being Lyankan, Kresh is over 8 ft. tall. Many people might be wary of her, or even consider her a monster due to this. Especially nowadays where nobody remembers the Lyankans. A long time: Lyankan culture, due to both its planet high gravity, and its member’s long lifespan, ran much slower than that of many other races. While Kresh has adapted to some degree, her perception of what a long time is still is a lot different from that of other people, and she still acts less quickly than most people. Abilities: 0 + 0 + 16 + 2 + 6 + 4 = 28PP Strength: 10/30 (+10) Dexterity: 10 (+0) Constitution: 26/30 (+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 4 = 12PP Initiative: +0 Attack: +4 Melee, +3 Ranged, +10 Unarmed (4 Base, -1 due to Growth) Grapple: +20 Defense: +5 (+2 Base, +4, -1), +1 Flat-Footed Knockback: -12 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/+13 (+10 Con, +2Imp, +3Imp) Fortitude: +10 (+10 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +4/+3 (+3 Wis, +1(Mind Shield)) Skills: 40R = 10PP Concentration 6 (+9) Diplomacy 1 (+3) Drive 1 (+1) Gather Information 1 (+3) Intimidate 6 (+10) Knowledge 4 (Life Sciences) (+5) Knowledge 1 (Galactic Lore) (+2) Knowledge 2 (Tactics) (+3) Language (Lyankan [Native], Galstandart) Medicine 6 (+9) Notice 4 (+7) Sense Motive 4 (+7) Survival 3 (+6) Feats: 17PP Attack Specialization 3 (Unarmed) Attack Focus: Melee Dodge Focus 4 Environmental Adaption 2 (High Gravity, 0 Gravity) Fearless Interpose Improved Grab Improved Grapple Weapon Break Startle Ultimate Effort: Toughness Powers: 53 + 10 + 10 + 13 = 86PP Device 13 ( The Shield of Elmega, Hard to lose, 65EP, Restricted: Lyankans only ) (spirits/technology) 65/65EP 53 PP Super Movement (Space Travel 1) 2EP (Technology, spirits) Array 4 ( 8PP, Feat: Alternate Power 1) 9 EP (Spirits) BP: Teleport 4 (Extra: Accurate ,Flaw: Limited: Can only target area next to allies) 8PP AP: Flight 4 Array 17 ( 34 PP, Feat: Alt. Powers: 2 ) 36 EP BP: Healing 11 ( Extra: Total, Feat: Regrowth) 34/34 (spirits) AP: Create Object 12 (Impervious 10; feat: Selective; Flaw (Only create defensive barriers); linked Mind Shield 4 (extras: affects others; area; power loss: only inside protective barrier) 34/34 (spirits) AP: Immunity 30 (All piercing damage(10), All Fire Damage(5), All Radiation Damage(5), All Electricity Damage(5), All Cold Damage(5) ) (Extra : Affects Others ; Feat: Progression 4 (Subjects); Flaw: Limited (Half Effect) ) 34/34 (spirits) Mind Shield 1 1PP (spirits) Protection 2 (Extra: Impervious) 4 PP (technology) Impervious 10 (Extra: Affects only others, Feat: Progression 3 (Subjects) 13PP (spirits) Immunity 9 ( Life Support, Feat: Innate) (genetic) 10PP Growth 4 ( Flaw: Permanent, Feat: Innate) (genetic) 10PP (+8 Strength, +4 Con) Density 6 (Flaw: Permanent, Feat: Innate) (genetic) 13PP (+12 Strength, 3 Impervious Protection, Immovable 2, Super Strength 2) Drawbacks: (-3) + (-0) = -3PP Vulnerability: Magic (Minor) -3PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Tou Totals: Abilities (28) + Combat (12) + Saving Throws (0) + Skills (10) + Feats (17) + Powers (86) - Drawbacks (3) = 150/194 Power Points
  2. Kestevan 79 The Spinal Core, Coalition Victory Station Lor time mark 1482.4 [April 2, 2016 (Terran Calender)] The Voidrunners' work rarely brought them near CoVic Station, as their bounties typically favored the border regions, away from whatever government, organization or individual that was looking for them. But their latest bounty had required them to make the delivery to CoVic Station, so now they had the rare chance to take in the thriving galactic hub that had arisen in the aftermath of the Incursion. Currently, they were making their way into the Spinal Core. The Spinal Core was a section of CoVic Station that had developed as the central market place, filled with business and shops. Its named derived from the fact that it was built along the inside of a hundred-meter-wide shaft that descended deep into the lower levels of the station from the section where most of the embassies and other governmental facilities had been established. With the somewhat hasty construction that had taken place in making parts of CoVic Station habitable, the engineers had not bothered trying to alter the shaft, but had simply set up the artificial gravity generators so that the entire surface of the Spinal Core was covered with two or three story buildings and numerous stalls. Assuming one could find a straight path that went all the way around the interior of the Core, it would have been possible to have starting walking and ending up right back where one had started. While there had been an initial attempt to set out orderly and symmetrical buildings and shops, expansion and additions had quickly sprung up that created twisting and curving avenues. Added to this were numerous small stalls and vendors selling their wares on a mat laid on the ground, making the Spinal Core something of a crowded, fast paced environment where all manner of goods could be found, if one looked hard enough. The Voidrunners had been taking in the sights of the Spinal Core, and taking advantage of the wide array of goods, when the news that a Stellar Khanate warship had emerged from the nearby wormhole and approached the station. As sense of nervousness had come over many in the Core, although they still went about their business as best they could. It lessened somewhat when the news began to spread that apparently the Khanate ship was delivering a diplomatic envoy that was to meet with Ambassador Th'emme and envoys from other intergalactic governments that had embassies aboard the station.
  3. Kembel Outer length of the Perseus Arm, former Khanate Space Lor time mark 1482.4 [April 2, 2016 (Terran Calendar)] Kembel was a lush, mostly tropical world that rotated around a blue giant star. With more than half its surface covered with relatively shallow seas, the continents that extended out from the planet's equator were covered with thick jungles. Despite the seemingly inhospitable terrain, Kembel had been colonized centuries ago, and quickly developed into a rather thriving world with dozens of species from around the sector within its small cities. Its location along the outer edge of what had once been part of the Stellar Khanate meant that it had been fortunate enough to be bypassed during the Communion's initial advance. The tide of refugees from many other Khanate worlds had only swelled the planet's population, a situation that had not changed much since the Communion’s defeat. With the chaos that had gripped the Khanate in the aftermath of the Incursion, Kembel had been one of the worlds that had taken the opportunity to establish its independence from the Khanate. It was here that a small group of Praetorians made their way through the crowded streets of one of Kembel's major cities. Cavalier and Moon-Moth did not have to worry too much about being jostled by the crowds, as Seresk's massive presence just behind them tended to cause the crowd make a bit more space for them to pass. The old buildings of this part of the city were covered with trees, vines and other planets that had grown up along the walls over the centuries, making the city itself seem like just another part of the jungle that lay around it. The three had been sent here to meet up with Traveller, who, since the incident involving the two Terrans that had been caught up with the Spectrum Knights and pursued by the Lor military, had officially been disavowed by the Praetorians, and had headed off into the border regions of Khanate space. Of course, this had been a planned by Paradigm and Traveller, to provide Traveller the appearance of being an independent, as she made her way out into Khanate space to see what sorts of information she might be able to gather about the state of things.
  4. GM Kestevan 79 Coalition Victory Station Lor time mark 1482.4 [April 2, 2016 (Terran Calender)] The slightly over a year that had passed since the Battle of Kestevan 79 and the defeat of the Communion had seen the former Communion mothership converted into a thriving center of galactic trade and politics. Multiple city sized sections of the former Communion mothership had been converted into living areas, markets and commercial districts, ship yards, industrial facilities, and all the other amenities one would expect of advance spacefaring societies. The station had become a truly cosmopolitan collection of the various galactic civilizations that had made up the Coalition that had defeated the Communion. Within the station there could be found representatives from all the races that made of the former Coalition members, and beyond. While it was not uncommon for tensions to exist between those that had long been enemies, those feeling were somewhat offset by the promise that the station represented, when those former enemies had come together to face a common foe and ensure the survival of all. But today, the normal routine of the vast space station had been disrupted, at least for the organizations aboard with sensor equipment that scanned the area around the station and monitored the traffic at the nearby wormhole which connected the remote system to other parts of the known galaxy. Just a short while ago, a Stellar Khanate cruiser had emerged from the wormhole, quickly causing the many smaller transports that were flying to or from the wormhole to scatter from its path. The Khanate cruiser approached CoVic Station at a steady pace, not making any overtly hostile movements. As best as the many sensors scanning it could tell, the cruiser had not charged any of its many weapons. Then, a transmission was sent from the Khanate cruiser to CoVic Station, focused on the channels used by the various governmental embassies, the station peacekeepers and administrators, and the Praetorians. "Greetings, I am Ambassador Draan Raal of the Stellar Khanate." Stated a stern and confident Zultasian noble in GalStandard. "I am here on behalf of the great Kinan Khan and request an audience with the ambassadors of the Lor Republic, Grue Unity and other governments that made up the Coalition Council which have official embassies aboard Coalition Victory Station."
  5. High Earth Orbit The Lighthouse March 8, 2016 Amara Val-Ren slowed her velocity considerably as she drew close to the blue and green planet that was the third from this system's star. The young Naram, known to many throughout the galaxy as Paradigm of the Praetorians, had been to this system before, but this was the closest she had been to Terra, the world so famous (or infamous depending on who you asked) among a number of the major spacefaring civilizations of this era. Soon she was going to have an even closer look at the planet, but first certain protocols had to be followed. Amara's right arm was wrapped around her teammate, Moon-Moth, as she flew them both through the void of space. The pair had arrived in the system a short time ago, by way of the wormhole that now connected it to other parts of the galaxy. They had made a brief stop at the small space station the Freedom League maintained to monitor the wormhole, to arrange for their arrival at the group's main headquarters in orbit around Terra. It was this large station that the two Praetorians were now drawing near. The reason for their visit to Terra was to interview two natives of the world regarding the time they had spent among the Spectrum Knights in that group's original headquarters. The interview had been arranged with the assistance of the Star Knights, which had a representative both in the Praetorians and the Freedom League. The Freedom League would be overseeing the interview at a facility they maintained on the surface of Terra. Amara fully understood the need for having the Freedom League as an intermediary in this, given the misunderstandings that had taken place when the two Terrans had been discovered among the Spectrum Knights when a joint Praetorian/Star Knight task force had managed to assault the Spectrum Knight headquarters, a task force Amara had led. Slowing even further as they neared the Lighthouse, Amara guided herself and Moon-Moth over toward the airlock they had been instructed to use.
  6. Vanor System Outer edge of the Perseus Arm Lor time mark 1471.5 [March 8, 2016 (Terran Calendar)] The Praetorian spacecraft Kavaca hung at the outer edge of the Vanor system, a small silver drop in a vast field of black dotted with the lights of millions of stars. The Praetorians aboard had been following a faint energy signature, the only possible clue they had to locating a group of Spectrum Knights that had been terrorizing the local sector. In the months since the Praetorians and Star Knights had driven the Spectrum Knights from their base of operations and captured some of the group's key leaders, the remaining Spectrum Knights had been scattered across the galaxy. Although they were individually dangerous, being scattered did mean their rampages were generally brought to a quick end. Of course, this did little to slow the appearance of new Spectrum Knights, as new ones continued to pop up seemingly at random. Then, a little over one Terran week ago, a small group of Spectrum Knights had begun striking at targets within the sector. In response to request for Praetorian assistance, Paradigm had sent Elite, along with Magnetar, Mater Vyrdna, Corona, and a new member to the team, the Terran Queenie, to the sector. "The energy signature associated with Spectrum Knight armor leads into the system Elite." Magnetar commented from his seat on the bridge of the Kavaca where he was manning the ship's sensors. The only other "original" Praetorian aboard besides Elite (Mater Vyrdna did not count, as two thousand years ago, she had been a member of the Delaztri Navy, and not a Praetorian), Magnetar spoke in GalStandard, the only one aboard who could not understand being Queenie. The Vanor star was a red supergiant, so massive that if it sat at the center of the Sol system, it would swallow everything out to about Mars' orbit. A thick asteroid belt was visible clustered around the Vanor star, extending out millions of miles within the system.
  7. Kestevan 79 Coalition Victory Station Lor time mark 1421.1 [February 3, 2016 (Terran Calendar)] Amara Val-Ren stood in the center of the command center looking at the massive holographic display that floated in the air above the table around which she was gathered along with Elite and Traveller. The hologram was a detailed map of the Lor Republic and the surrounding parsecs, many of which contained systems and worlds which had accepted assistance from the Praetorians. Intermixed with the representations of the multitude of systems and stellar anomalies were markers providing information on incidents warranting the Praetorians' attention. There were far too many of those markers in Amara's opinion. Although a group of Praetorians (including Amara, Traveller and Cavalier) and Star Knights had managed to follow a group of Spectrum Knights back to their base of operations, capturing a number of their leaders, the Spectrum Knights that had escaped were continuing to spread the chaos and destruction across the galaxy. In addition, new Spectrum Knights continued to appear nearly every standard Lor week. Although most of those chosen as hosts were unstable individuals and not able to fully utilize the potential of their armor, the damage they still caused before being stopped was great. While the combined efforts of the Lor Star Navy, the Praetorians, the Star Knights, and various freelance bounty hunters had drastically reduced the pirate activity that had spiked following the Incursion, there were still shipping lanes along the edge of the Republic that were regularly targeted by pirates. This was particularly true along the unclaimed expanse that lay between the Republic and the remains of the Stellar Khanate, where there were ample locations for pirate ships to dock without too many questions being asked. The Stellar Khanate presented another set of challenges. A number of systems that had broken away from the Khanate had begun to form formal ties with the Republic, and in many cases looking to the Praetorians for aide. And there was much for them to be concerned about. A handful of Star Khan's senior officials that had survived the Incursion had declared themselves rulers of a section of the Khanate and begun trying to expand their areas of influence. The rogue Boran known at Sovereign had led a group of former pirates he had brought under his command during the Incursion and taken control over an area of the former Khanate. While a group of Praetorians had halted his attempts to expand into a number of free systems along the unclaimed expanse, it was doubtful Sovereign had lost his desire to continue expanding his domain. Star Khan himself was still at large somewhere, although what his condition might be was questionable. When he had been rescued from a Lor prison transport, the former conqueror had been in a coma, his body ravaged by the failure of the many implants the Communion had installed in place of so much of his organic parts. There were reports of loyal Khanate forces gathering in large numbers in the central systems of what remained of the Khanate, but accurate information was hard to come by. Another increasing concern for Amara was the Praetorians' relations with the Lor Star Navy. While the Republic civilian government and many in the Lor military (particularly those that worked directly with the Praetorians during the Incursion) were still supportive of the Praetorians, the Star Navy hierarchy and number of star ship commanders were beginning to act more distant. There had even been some disputes over the Praetorians' authority to operate in certain Republic systems. "It would seem we are little closer to helping establish any lasting peace than we were when the Incursion ended." Amara commented to the other two women with her. Among the surviving original Praetorians, the Naram relied heavily on the guidance and assistance of Elite and Traveller as the team had taken on its new role. "Did my brother and the other Imperators have to deal with this many problems and I just never realized it?"
  8. Sol System About .25 AU past Mars Monday November 16, 2015 (Terran Calendar) The great vastness of space stretched out before Maybelle McQueen as she slowed down from having accelerated as fast as the Ring of Aura would take her. Behind her the sun hung at the center of the solar system, but was a fraction of the size it appeared from Earth, and felt much cooler, although the ring protected her from the freezing cold of the void. Out here, so far from the sun, the countless stars that made up the Milky Way seemed almost to twinkle everywhere Maybelle looked. Perhaps someday the ring would be able to take her to some of the closer ones, but for the present, she was learning what she could about its ability to carry her through space…..
  9. Galor System Outer length of the Perseus Arm November 2, 2015 (Terran Calender) The Praetorian spacecraft Kavaca dropped out of lightspeed near the third planet in the Galor system. A large planet slightly bigger than Terra, Galor III sat along a much closer orbit around its bright yellow sun. As a result, the planet was brown and tan in color, covered in desert and rocky mountains. But despite that hostile environment, the sentient reptilian species that was native to Galor III had evolved to develop at least minimal space travel, eventually making contact with scouts from the Lor Republic and established trade relations. The system had managed to avoid the onslaught of the Communion during the Incursion, but only just barely, as Communion forces had been moving toward the system when they had finally been stopped. But while that conflict had been avoided, Galor now found itself faced with a new threat, one that had cast a shadow over several neighboring systems as well. During the Incursion long standing differences had been set aside as the various powers of the galaxy worked together against the common thread of the Communion. During that struggle, numerous pirate groups had voluntarily joined with the Coalition, providing additional space power to the fleets. Among the pirate leaders to join the battle against the Communion was a renegade Broan prince called Dovox, who stylized himself as "Sovereign." Bringing together a number of pirate groups under his command during the Incursion, Sovereign had taken advantage of the chaos that existed when the Communion was defeated, using his forces to take control of a parsec along the outer edge of the Stellar Khanate and establishing himself as the rule of his own empire. After spending some time consolidating his position, Sovereign had begun to show signs of his intention to seek to expand his new domain, sending out forces to nearby systems to scout out potential targets for conquest. The Praetorians aboard the Kavaca had been sent to the sector to investigate and see what could be done to dissuade the would-be-conqueror. On the Kavaca's bridge, Seresk, a larger reptilian Praetorian, was at the sensors station and looked up from the displays before him. "Sri Steward, sensors are detecting a freighter sized vessel in orbit around Galor III. Its configuration is similar to vessels know to be employed by the pirate groups controlled by Dovox. It appears to be exchanging fire with several orbital defense satellites."
  10. Space rippled uncannily, and suddenly the Praetorian shuttle was hanging there. Aya K’zan smiled to herself as the ship reverted to realspace, her hands hovering over the Deltrazi controls. She had studied hard to learn how to pilot the Praetorian vessels, and while they didn’t trust her with the homeship she was able to fly the shuttles around. It was a small thing, but it meant a lot to her. Her hands dropped and the sublight engines warmed up, moving the shuttle. She hadn’t quite mastered the technique of coming out of warp at speed, and given the circumstances she felt the need to keep the vessel moving. “We’re at the location of the distress signal,” she said, speaking to the other two women in the shuttle. “Are you picking it up?”
  11. I am putting together a thread for Corona and a few other Praetorians. This is going to involve shady spaceship dealers, space battles, assimilation, and the Communion. Any takers?
  12. Kestevan 79 Coalition Victory Station October 1, 2015 (Terran Calendar) Less than a year ago, most major space faring races gave little thought to Kestevan 79, a system generally avoided due to its nebula, neutron star and magentar companion causing problems with navigation systems. But that had all changed with the conclusion of the Communion Incursion and the defeat of the Communion mothership in the system by Coalition forces. Now, Kestevan 79 was an important location within the neutral zone between the major space powers, with the derelict Communion mothership being renamed Coalition Victory Station and millions of sentients from hundreds of species from across the galaxy living aboard the repurposed vessel. As a true neutral ground, the station provided an opportunity for the various space powers that had formed the Coalition against the Communion to try to form a lasting peace between them as they sought to rebuild in the aftermath of the Incursion. Large sections of the station had been rebuilt by the various Coalition members to provide housing, business, spaceports and other facilities for those relocated there. But even with these city sized settlements in place, vast sections of the former Communion vessel stood empty and unexplored, often without life support systems in place. It was in one of the larger inhabited sectors of the station that the Praetorians had chosen to establish their new headquarters as they began to carry out their new role as galactic protectors. The outsider status of the ancient protectors of a long gone empire provided the Praetorians something of a unique position between the governments that had formed the Coalition, even as the group formed close bonds with the Lor Republic and Star Knights. Over the past few months, Aya K'zan had become familiar with parts of the station, having joined the Praetorians as the official Lor representative and liaison for the organization. Of course, given the current state of the galaxy, she and the other Praetorians were often away on some mission or another. Her current assignment had her down in a lower level of the section that held the Praetorian's headquarters, to a sector inhabited primarily by independent Grue. During the chaos of the Incursion, large numbers of Grue drones had been separate from the Unity hivemind of the Metamind, gaining independent sentience and leaving the Unity join Coalition forces fighting the Communion. Given the callous disregard the Metamind had shown for drones and even Unity worlds during the Incursion, the vast majority of the independent Grue had chosen not to be reincorporated into the hivemind. But the shift from being independent of the Unity was not easy for many, and given the distrust many races felt for Grue, the majority of independent Grue had become roaming vagabonds, unable to find any place to make a new home and life. One contingent of the independent Grue, referring to themselves as the Grue Individuality, had established a delegation on CoVic Station, and a number of other independent Grue eventually followed. While the communities of independent Grue were normally left to themselves, a recent string of murders in this sector had prompted the Grue Individuality to request the assistance of the Praetorians in investigating the matter. Stretched out before Aya was a larger cavernous space that descended downward hundreds of feet deeper into the station. A maze of structures and passages snaked along the sides of the space down as far as the Lor officer could see through the misty haze filled the humid air. Hundreds of red skinned humanoid figures could be seen moving about, mixed with the forms of other species, though whether the later were truly members of those species or independent Grue that had taken that form was impossible to tell for certain. "How do you suggest we proceed Officer K'zan?" Asked the hulking figure that stood beside the Lor in accented GalStandard. Seresk, an enormous reptilian humanoid over eight feet tall, was one of the original Praetorians that had been sent to assist Aya in the investigation.
  13. Gizmo

    Incursion

    Incursion Incursion: Prologue Praetorians: Awakening Incursion: Three If By Space Incursion: Holding the Fort Incursion: Phase One Incursion: Blood in the Water A Lor refugee cruiser has become separated from the evacuated fleet! Can our heroes defend it from Communion fighters long enough to make it to safety? Featuring: Paradigm, Kharag, Deep Freeze and Seika Incursion: Meaning in Destruction The world-killer has set course for another world. The clock is ticking as our heroes try to discover why and escape with their lives! Featuring: Dragonid, Moon-Moth, The Traveller and Solar Sentinel Incursion: The Conquered Flesh The Stellar Khanate has been silent since the Communion first arrived in known space. Cavalier recruits blockade runners to find out the terrifying reason! Featuring: Cavalier, Eclipse and Rock Incursion: Opportunists and Opposition The remaining Star Knights are spread thin and pirate attacks have surged! But are interstellar brigands the worst our heroes have to fear? Featuring: Corona, Mechanized, Memorial and Galvanic Incursion: Backwater They came for a bounty but our heroes much deal with a corrupt sheriff, overcrowded refugees and rising tensions if they plan to make it back to civilized space! Featuring: Bliss, Roulette and Ruby Voxx Incursion: Phase Two The silent night of December 25th is broken by the arrival of a threat from the stars! The worst has come to pass and the Communion has come for Earth! With attacks on every corner of the globe the heroes of Freedom City must leave the familiar rooftops of their home city behind to defend their planet from utter destruction! Incursion: Stop-Thrust The members of the Freedom League organizing the defense of Earth from aboard the Lighthouse find that something is trying to turn their own weapons against them! Featuring: Comrade Frost, Fleur de Joie, Gabriel, Gaian Knight and Velocity Incursion: Drop the Needle The Communion's arrival has awakened something buried deep beneath Seattle's Space Needle and it might take three Erin Whites to save the day! Featuring: Cannonade, Cobalt Templar, Edge, Midnight II and Wander Incursion: That's Amore Dragonfly and Miss Americana have a plan for a defensive weapon using the Farsider's moonstone as a focus. The Communion has a plan to blow the moon into itty bitty pieces! Featuring: Dragonfly, Geckoman, Harrier, Jack of all Blades, Miss Americana and Willow Incursion: Uploaded to the Cloud As news of the invasion spreads and threats reveal themselves, a charismatic cult leader in Rio de Janeiro is on the rise! Dark magic or cosmic charlatans?! Featuring: Equinox, Ghost Girl, Nick Cimitiere, Nightingale, Phantasmo and Wraith Incursion: Spirit of the Blitz Communion needleship drones focus on the UNISON HQ in Geneva, which houses may of Earth's space flight capable combat craft! The Vanguard and their allies stand in the way! Featuring: Coiled Lightning, Foreshadow II, Myrmidon, Synapse, Ulysses and Young Britannia Incursion: God Squad Typhon plans to usher in the apocalypse by turning nanotech drones near the Naqada necropolis into cyborg versions of mythical monsters! Who ya gonna call? Featuring: Arrowhawk, Meatheral, Miras, Set and Sun Walker Incursion: Mind Over Matter The Communion's broadcast is laying siege to the psychically receptive minds of Earth! Our heroes use the Arecibo Observatory to meet the threat head-on on the astral plane! Featuring: Blue Fox, Hologram, Miss Grue and Nano Angel Incursion: Matter Over Mind While the psychic heroes fight the broadcast, their bodies are vulnerable! A second team must defend them against waves of Communion drones! Featuring: Fast-Forward, Grimalkin, Net Fly, Queenie, Silver Magus and Triakosia Incursion: Science Team Go! A computronium bomb hits the Empty Quarter of Saudi Arabia, converting everything it touches! Our heroes race to stop a grey goo scenario! Featuring: Asad, Citizen, Hronos, Maxima and Terrifica Praetorians: Ghost in the Machine Incursion: Phase Three While Earth has lay under siege the rest of the galaxy has burned with war. The Communion continues to sweep over world after world, converting most into horrific server tombs to fuels it insatiable hunger to expand its intellect and destroying others outright to create wormholes for some more diabolical purpose. It does not do so unopposed, however, as the Galactic Coalition fights back at every turn! Lor mentats soldier on shoulder to shoulder with Grue Arcane while Khanate pirates take up arms alongside newly awakened Praetorians in a battle for their very survival! They are outnumbered and overpowered but they have a plan. Legends are about to be born and one way or another the galaxy will never be the same. Incursion: Black Sheep For months Star Knight Kyle Steward has been a one man armored thorn in the Communion's paw. An ally arrives to help and catch him up on what he's missed in the meantime. Incursion: Red Five The Communion's machinations on Earth have been thwarted but the world-killer still looms near Pluto's orbit! Can our heroes destroy the superweapon before their home joins Lor-Van? Featuring: Argonaut, Cavalier, Geckoman, Hronos and Sun Walker Incursion: Merciless At the Coalition's secret base a final, desperate stratagem is being planned. It becomes much more desperate when the communed Star-Khan arrives to quash the resistance once and for all! Featuring: Galvanic, Paradigm and Rock Incursion: Troopers Behind enemy lines on a cyberformed server world our heroes must lead grudging allies from the Lor, Grue and more in an assault on a key communication relay before time runs out! Featuring: Corona, Eclipse, Roulette and Wander Incursion: Blockade Runners To get vital intelligence regarding the location of the Communion mothership back to the Coalition our heroes will have to fight their way off world and through an enemy blockade! Featuring: Bliss, Dragonid, Ghost Girl, Kharag and Wraith Incursion: Interstellar 66 With another world targeted for destruction to form another wormhole a risky deal must be struck. Are our heroes sure they're aligning themselves with the lesser of two evils? Featuring: Dragonfly, Deep Freeze, Ruby Voxx and The Traveller Incursion: Only Hope There's just one chance to infiltrate the Communion mothership and disable it from the inside, with the fate of the galaxy hanging in the balance! Featuring: Citizen, Mater Vyrdna, Moon Moth, Seika and Temperance Incursion: Aftershocks
  14. Criminal Carter Bay, Florida, Terra One week before the Battle of Kesteven 79; Lor Timemark 1329.7 "Whaddya mean what do I want you to do with 'em?! They came to my son's house!" Anna knew she was screaming, and she knew she sounded like an old woman when she screamed, but for once in her life she didn't care. She'd tried for weeks to reach Basil after the fighting in Freedom City during the Communion incursion; and only now, pacing back and forth so fast she was burning through yet another bedroom rug, had she finally gotten ahold of her old friend. "They tried to kill my grandson! They tried to put their filthy stinking hands on my little baby granddaughter! I want them dead! I want their whole goddamned organization dead and buried in a goddamned hole in the ground!" Basil let her rant, like a good friend should, knowing what Clock Queen was like in a righteous temper. When she was finished, Basil broke in gently. "I'll do whatever is in my power to help you, my dear Anna." His voice was warm and soothing, the perfect veteran musician's calm, even tones. "I am not soley responsible for composing their fate, but I think I can persuade even their backers to dance to my tune for a while. But the question remains, Anna, what will you do for me in return?" His tone was serious, but almost apologetic, the same way he might have asked for repayment on money she'd borrowed from him back in the day - which now that she thought about it had happened more than once. "Certain things have never been tolerated in our organization - but of course we're talking about a third party. If I'm to move against them, I need to be sure that you can move with me the next time I need a favor." Anna put her head against the wall, palm flat against the bright green wallpaper of her retirement bungalow, and thought about her old friend's words, even as not for the first time recently she felt a great wave of unaccustomed fatigue. "Listen, Basil, I...I promised my boy I wouldn't get back in the League, and I meant it. It's important to him - and you know nothing's more important to me than family." She opened her eyes and caught sight of herself in the mirror across the hall. Jeez - look at me! Eighty years old, and she looked like a healthy woman in her fifties - a woman who was going to spend a long, long life right here in this bungalow if she chased Basil away right now. He'd better be right about the white noise blocking the line here. "But a deal's a deal. If you need a favor, a real favor...gimmie a call. I'm yours."
  15. The ooc for this thread, for when we need it.
  16. Kestevan 79 GM A pair of Lor officers made their way into the new headquarters of the ancient alien group known as the Praetorians. The space was still very much under construction and being refurbished, with a number of Lor technicians assisting in the process. But these two Lor officers were not there to oversee assisting the Praetorians in establishing their new facility. Instead they were there on behalf of the Republic to request the assistance of the Praetorians. With the Communion stopped, some semblance of normalcy had returned to this sector of the universe, and that had allowed the Republic to return its attentions to several matters that had been unattended when stopping the Communion had been of utmost importance. But even now the Republic did not have sufficient resources to deal with all the problems at hand. As the pair moved down the corridor, a larger hulking reptilian humanoid moved over toward them. The figure towered just over eight feet tall, covered in green and brown scales, with a long tail that ended in a spiked ball. "Greetings officers," the reptilian humanoid stated in accented GalStandard, "I am Seresk, may I be of assistance?" "Greetings Praetorian Seresk, I am Commander E'tten of the Lor Star Navy, and this is Aya K'zan from the Allied Liaison/Intelligence Extra-National Service." The male Lor stated in response. "We are here to speak with Praetorian Val-Ren about a matter in which the Republic wishes to request the assistance of the Praetorians." The large reptilian alien gave a small nod. "Please, follow me." It replied before turning and leading the pair off down the corridor. A short while later, the trio arrived at the central command center of the headquarters, a larger circular dome shaped room with a number of other exits. Like most of the rest of the facility, it was still undergoing significant renovations and work, a number of Praetorians and technicians working on installing various systems along the room's walls. In the center of the room was a larger holographic system capable of displaying and tracking information for multiple units and locations. Gathered around the holo display were four individuals, currently in conversation about the progress of renovations for the facility. One was a humanoid female, slightly over average height for a Lor or Terran, with long black and purple hair and dark orange skin. She was dressed in a full length white bodysuit, with black diamond shapes surrounded by golden yellow trim on the shoulders, upper chest and back. Her black boots and gloves also has the golden yellow trim, and a long black cape trailed behind her. It was not hard to match her appearance to the reports about Paradigm that had circulated among the Coalition forces during the Communion incursion. Two of the other three were also female, one, dressed in a red jumpsuit, appeared to be Terran, with long black hair and a deep tan complexion. The other woman, who also resembled a Terran, had long dark blonde hair and was dressed in a blue and white military style uniform. The crisp and perfect uniform, as well as the woman's stern, commanding presence, left little doubt that she had at least once been in the military. She had a jagged scar along one eye, and her left arm was a sleek, mechanical replacement. The fourth figure was dressed in familiar armor of a Star Knight, his armor bright green in its coloring. The Star Knight's helmet was currently not deployed, reveling a Terran who was easily recognizable as Star Knight Kyle Steward, also known as Cavalier. "Excuse me Imperatrix," Seresk stated as he lead the two Lor forward into the room and towards the four gathered in the center, "may I introduce Commander E'tten of the Lor Star Navy, and Aya K'zan from the Allied Liaison/Intelligence Extra-National Service, here on behalf of the Lor Republic."
  17. The Praetorians Over two thousand years ago, the Delaztri Empire was one of the major space powers in the Milky Way Galaxy. The most powerful protectors of the Empire were the Praetorians, a group made up from powerful individuals from many of the races and planets that were part of the Empire, and beyond. At times numbering over a hundred members, for centuries the Praetorians protected the Empire from threats both internal and external in nature. When the Communion attacked the Delaztri Empire, the Praetorians lead the Empire’s military forces against the threat. After a series of epic battles, the Communion was turned back, but at great cost. After the final battle, barely two dozen Praetorians survived, with all of the organizations senior leaders among the dead. As the Praetorians and Delaztri Naval forces made their way back to the heart of the Empire after the victory, they were intercepted by one of the Curator's museum ships. The Curator had monitored the Praetorians’ conflict against the Communion and decided to add the surviving Praetorians to its collection of specimens, intending to keep them on hand should the Communion return. Weakened by their battle with the Communion, the surviving Praetorians were captured by the Curator’s drones. Taken to the Curator's ringworld, the Praetorians were placed in suspended animation by the Preserve AI, several of the spacecraft the organization used being placed in storage as well. Following the destruction of Lor-Van by the Communion, the Curator and Vince revived the Praetorians. Although the Delaztri Empire had long ceased to exist, the revived Praetorians did not hesitate in acting to defend the galaxy from the Communion threat. The Praetorians soon joined the Coalition that had formed against the Communion incursion, helping bolster the Coalition's military forces and carrying out other key missions against the Communion. Following the defeat of the Communion, the Praetorians rededicated themselves to offering aid and protection to those in need throughout the galaxy, building on the connections they made as part of the Coalition, particularly in their association with the Lor and Star Knights. Members Original Members (those who were held in suspended animation by the Curator) Paradigm The Traveller Elite (player retired character, now NPC'd as mission control) Dragonid (player inactive) Kharag (player inactive; left group shortly after Incursion to look for his people) Moon Moth Huhunu (player inactive) Mater Vyrdna (player inactive) Barrier (left after Incursion for a time and returned) Spectra New Members (those who joined/associated with the team post-Incursion) Corona (player inactive) Cavalier Queenie Hyperslice Galvanic Appearances Tales of the Praetorians (threads during the heyday of the Delaztri Empire): Once There was the Scourge of Za’ak Matters of Honor Tales of the Praetorians: We Are Legion Revenge is a dish best served hot Present Day (Incursion): Incursion: Prologue Praetorians: Awakening Incursion: Blood in the Water Incursion: Meaning in Destruction Ghost in the Machine Incursion: Interstellar 66 Incursion: Blockade Runners Incursion: Merciless Incursion: Only Hope Incursion: Aftershocks Present Day (Post-Incursion): Edge of the Black Praetorians: The Deadly Dozen Envious Eyes Caveat Emptor Uncertain Liberty Praetorians: Sovereign Right The Red Planet The Shore of a Cosmic Ocean Nothing Lasts Forever Our Space is Vast Try Everything A Multitude of Problems Praetorians: Zealots Revanche: At the Point of a Sword Revanche: Under the Sword Revanche: Engines of Destruction Praetorians: The Eden Program Praetorians: Tide of Progress Praetorians: Interlude Far From Home Praetorians: Shards of Time Praetorians: Return to the Fold
  18. Za'akis The Za'akis (literaly 'People of the Earth', in the sense of earth as ground, not the planet) are a species of warm-blooded bipeds. They are similar in some aspects to earth mammal taxon of Prototheria, making them egg-layers. Za'akis are native to the world of Za'ak, which was named after it's people. Previous to the Za'akis expansion into space the planet had no officially recognized name, often bearing a simple designation of digits. Za'akis evolved and thrived on a planet notorious for it's deadly environment. When integrated into the Delaztri Empire, they were uplifted and served as shock troops and enforcers. While records during this era are sketchy, it is assumed that only less than twenty percent of their population served outside of military and law-enforcement branches. Following the collapse of the Delaztri and the occupation of their homeworld by the Andromedans, the Za'akis scattered across the galaxy and some of them can be found amongst the Stellar Khanate. Biology Za'akis biology, on the surface, appears very similar to that of many alien species. They have two eyes, two arms and two legs. Some Lor theorized they might be the result of hybridation between Ancient Lor and another species inhabiting Za'ak but to this day there are no proof of this theory, despite it's popularity amongst many scholars. Despite the common image of them as feral and brutish warriors, Za'akis are not particularly massive, with an average height very similar to Lor and humans. While muscular, they aren't particularly so. Their low body fat and hardened body make them appear particularly muscular but overall the muscle mass is nothing out of the ordinary. In fact, as a whole, unlike many of Za'ak species they have not evolved for strength and size but rather for speed and endurance. It i assumed their ancestors were pack-based hunters and scavengers who relied on their smaller size and greater manual dexterity to survive. Facially they resemble most humanoids species and are varied in their appearance. However, their bodies are completely hairless. Instead of cutting and styling their hair, Za'akis decorate their head crests, which are bony ridges on their brow and skull, which descend down their neck and their spine. Smaller ridges exist on their feet, hands and forearms. A few Za'akis display more unusual configurations in their ridges, such as ridges extending into short horn-like structures or having ridges and spines on their brow or chin. Ears are entirely internal and only appear as slits on the side of their heads, surrounded by spiky outgrowths. Their eyes vary in color, usually in shades of red, yellow, orange and yellowish-green green with the vary rare green. They are capable of seeing the infrared spectrum and track preys based on their heat signature. Skin pigmentation is varied, from green to blue of any shade. Za'akis skin is naturally hard and callous. While soft at birth, it harden during their growth and they become fully armored around the same time they reach sexual maturity around the age of fifteen earth years. Their skin serve the double function of protecting them from harm and regulating their body temperature. Fluids and glands under their skin and in their torso are exceedingly efficient at both regulating their temperature as well as functioning as something akin to antibodies. As a result, Za'akis are nearly immune to most known disease and poisons from birth. Growth and Reproduction Za'akis reproduce by laying eggs in clutches of three to six. At birth, newborn Za'akis have soft, pale rubbery skin. The skin change and darken to it's natural color as the child age. As the child enter it's first growth spurt, their skin harden and their ridges appear. Back on their homeworld, those who failed to develop their armored hide were usually killed by beasts. After their uplifting, these later bloomers usually survived but often end up mocked by their peers. By the time a Za'akis has reached sexual maturity, it's skin has finished hardening. In term of growth and lifespan, Za'akis age at roughly the same rate as humans and can live to around a hundred years, althought truly exceptional specimens go as far as a hundred fifty. Before they were uplifted by the Delaztri, their maximum lifespan was generally shorter. The extreme conditions on their planet, however, meant that very few individuals ever lived long. Ancient History It is a known and established fact that Za'akis civilization was already old when Kharag began his unification. Traces of said civilizations, having gathered in primitive cities go back to the 8th millenium before christ (when using Earth's calendar that is) at a minimum and possibly earlier. They had already discovered bronze and invented writing by then, if not earlier. Due to it's harsh environment, it is difficult to study Za'ak's past with any certainty. Modern History Following the fall of Za'ak to the Andromedans, the Za'akis people have been scattered. Countless died during the fall of their homeworld, but the size of the Za'akis diaspora and their quick breeding rate ensured the survival of the species. Za'akis can be found in many places across the galaxy, usually as isolated worlds or a cluster of worlds. These worlds are almost always under the control of a Great House, which is their main political unit. While the Za'akis plays overall little to no role in galactic politics, they remain a constant problem to many races as they have a tendency to default to conquest and pirating to acquire what they need. Some Za'akis are members of the Lor Republic while others live in communities alongside other races, usually working as hired muscles or being used for physical labor. The largest population of non-Housed Za'akis is found in the Stellar Khanate. Culture The conditions on Za'ak have shaped the Za'akis and even to this day, they remain harsh and predatory people. While far from mere savages, Za'akis are often naturally blunt and simple people, prefering the most direct solution to a problem. One core aspect of their culture is self-perfection and glory; since survival was the primary imperative on Za'ak, one's social worth is most often derived from their skill and deed. While it previously mostly meant activities such as hunting and fighting, the multiple social, cultural and economic revolutions the Za'akis underwent mean that it is no longer the case. Even then, amongst Za'akis intellectuals and artists, there is still a very harsh competition. It should be noted that to them there is no shame in losing a contest as it does not erase previous achievements. This is why challenging a superior in battle and winning in single combat didn't automatically granted the winner the title and position; said victory had to be backed up by a sufficient amount of people who recognized the legimacy of the winner. Should the crowd decide to side with the defeated, there was no consequence for the winner. Honor dictated that the winner be given a sufficient prize and be spared. The loser, despite support, could also choose to yield to the winner, in which case the crowd would have no choice but to accept the winner. While it may seem to an outside that such practice defeat the purpose an contradict their 'might make right' philophy, in practice few would even bother challenging their superior unless they knew they would have the support of the majority. These practices are no longer used in Za'akis politics on many worlds, but some do maintain them. When it come to honor, Za'akis could be easily misunderstood as easily-angered death seeker, eager to take the most foolish and otherwise impressive option. However that is not true; while certainly glory-seeking by nature, such attitude is one that will weed out the least intelligent (and lucky) of their kind. Za'akis can and will retreat from situations where they are a distinct disadvantage, it is simply that their more risk-taking than humans by nature and the margin for what is wise and what isn't can come off as much thinner. On a related note, Za'akis are perfectly able to use underhanded tactics, however, with these one must understand the taboo; it is only acceptable to use underhanded and honorless tactics if your opponent is equally without honor, as fighting with a strict code an opponent who has none would be suicide. Pre-spaceflight Za'akis made it tradition to wear what they killed. While such practice still exist today, they are less common. Instead, such tradition is homaged in how the Za'akis dress; while they use the same materials as other space civilizations, their clothes are patterned to mimic leather and scales. Headress, while more subtle, often have stripes or patterns that hint at the shape of a bestial skull. Ancient tribal markings also adorn their clothes, weapons and ships. Contact with species who posses hair has created an interesting phenomena, with Za'akis attempting to mimic hair by using animal fur, which is braided and held to their cranial ridge via piercings, creating braids and locks of various color. Za'akis names are mostly unisex and tend to follow certain patterns, especially along ethnic groups. Typical names include; Ghandak, Mohnak, Nashra, Sorahk, Thursk, Khresh, Gulgha, Horakk, Tarizi, Siviris, Atariz, Vitriz and Matsrivi. The Clans Za'akis have always gathered, in their history, into extended families as a mean of survival. Thus, it is of absolutely of no surprise to anyone that such a social structure has survived even after their exile from their home planet and the collapse of the Delaztri empire. Clan is an apt, but somewhat incorrect description as the Za'akis would point out that the modern form of it evolved from various pre-existing cultures dating back to their pre-spaceflight days. Modern clans, sometime called houses or Great Clans are the main political unit of Za'akis society. A Great Clan is formed of many smaller clans and family united under a same banner. Some clans are tied to specific pre-existing cultures from their pre-spaceflight days while others are more cosmopolitan, having formed after the Za'akis scattered across the stars. The amount of social mobility depends heavily on the clan; some are fairly open-minded, allowing one to choose his path so long as he (or she) is capable of exercing it well, while others are more feudal in nature, with a strict warrior class composed of members of the ruling families, with the families handling the rest of the work. In such clans, the lower class warriors are held as a distinct social class. Oathbound Exile Many Za'akis encountered across the galaxy are exiled from their homeworlds and Za'akis space in general. These individuals have undertaken specific oaths, which excludes them from Za'akis society, making them akin to Knight Errants and Ronin. The reasons for undertaking such an oath are numerous. The most commonly accepted one is, of course, a failure of some kind. The individual is spared from death but exiled from their homes to undergo a certain task or die trying. Sometimes, the punishment is put on an entire family or bloodline, such as having all firstborn son sent to exile upon adulthood. These oaths have often been put in place in order to limit Za'akis population, as life outside of their homeworld has greatly increased their chances of survival and can cause some problem with overpopulation. Some individuals, however, undertake the oath willingly, in hope of achieving greatness and being welcomed back into society. Such returns are very rare but when they do happen these individuals are hailed as amongst the greatest heroes of the race. All Za'akis sent on such exile are invariably warriors. If they aren't (or rather, aren't competent warrior as all Za'akis are expected to know how to defend themselves) it is expected of them to become one during their exile. By tradition, it is forbidden for an exiled Za'akis to mate but many break the rules. When such children are found within Za'akis society, they themselves inherit the oath and must continue their parent's work. Different oaths fulfill different purposes and come with different codes of conduct for the individual. Those who are exiled in such way are tattooed or scarred in specific ways that mark them as outsiders to be shunned by the other Za'akis. A common loophole used is that nothing says marked individuals can't cooperate with others, sometime forming bands that travel the galaxies as heroes or as brutal raiders. The most common oath is called the Oath of Reclamation. It is an oath to go and retake Za'ak from the Andromedans. To this day, no one ever returned. Religion Za'akis have remained spiritual people despite many of them being now agnostic. Ancestral cults are still maintainned even when beliefs in gods and spirits have been somewhat abandonned or simplified. In the modern age, the most common religions are, when organized in wide groups; Polytheism: Polytheism has remain quite strong and popular amongst the Za'akis. It is not uncommon to find populations of Za'akis worshipping gods associated with aspects of the world and society. The gods worshipped by polytheists include those listed below, such as Ravvok and Hanak-Kalak. Perfection Cults: A wide array of cults, sects and beliefs built upon the Za'akis belief of self-perfection. While the ancient God-King Kharag is not directly worshipped or even acknowledge as a god, he is often cited as an example. These Cults believe that he and other heroes, both mythological and historical, achieved a form of transcendance via self-perfection. These cults are nearly all practice some form of martial art. They range from pacifists to hedonists to raging berserkers. Ancestral Cults: More tied to the animistic beliefs of the Ancient Za'akis, these cults worship their ancestors. These cults are fairly varied, ranging from simple observance of yearly rites to more complex beliefs involving the afterlife and how to access it, usually via a certain way of life. Others involve heavy use of genealogy and arranged marriage, making it a certain form of eugenism, which is more and more frowned upon in Za'akis society. Priesthood For most Za'akis religion, anyone can become a priest. The Za'akis term for priest can be translated tospeaker. A priest is someone who speak, both with the divine and material and act very much as a community leader which is not strictly bound to any clan (althought it isn't to say priests are truly neutral, many can be biased). What rituals they perform vary heavily depending on the nature and dogma. Priest can come from any walk of life and can be of any gender. How and why one become a priest can vary immensely; some choose to become priests the same way one choose any craft or work. Other priests are chosen, not by the gods but by their community. While the concept of deeds for Za'akis is often related to martial honor and prowess, one can also cut itself above the crowd with their wisdom. Such individuals earn the deep respect of their communities and are asked to become priests. One is not obligated to agree but it is considered an honor. Becoming a priest is one of the few position in Za'akis society that is absolutely not tied to any challenge as there is generally no hiearchy to it. Anyone who is a priest will always remain one. Any spcific position such as the head and protector of a temple is to be merely passed on, not fought over. The one currently holding it decide when he relinquish it and pass it on to a sucessor. It is generally expected that a sucessor will show an interest in inheriting the position but the current holder is expected to groom the sucessor and teach him everything there is to know about the role. The Divine Speakers When Kharag disappeared, he left vacant the position of earthly representative of the Za'akis gods which were, at the time, already becoming very distant. The Divine Speaker was a position created in the ensuing turmoil and born more out of politics than faith; someone very powerful and with a lot of influence had left a seat completely open. At first many hesitated but no divine sign or decree was issued. Thus the role of the Divine Speaker was created, acting as the spiritual leader of the Za'akis. At least in practice, as Za'akis spirituality had always been fragmented and conflictual. In the wake of modernization, there are now not one but three divine speakers with only one who is openly and adamantly polytheist, as the role tried to evolve toward a spiritual one without any previous religious connotations. Ancient Pantheon The ancient Za'akis pantheon, which is still worshipped today by a sizeable amount of the population, has a large array of gods and is comparable to Earth's pantheons in polytheist religions, such as the Greek, Norse or Egyptian pantheons. A sample of these gods include; Kehnaka - The Celestial Hunter Head deity of the Za'akis pantheon, althought not the eldest. Kehnaka is a fearsome, destructive figure but he is hardly antagonistic to the Za'akis. Amongst the gods, he is the fiercest of them all in battle, a peerless hunter, the strongest and wisest. He embodies the height and greatness the Za'akis strive for. Ravvok - The Keeper After Kehnaka, Ravvok is the most important god of the hunt. Where Kehnaka is the untouchable ideal of the hunter and warrior, Ravvok is the more down to earth god who is prayed to. Simultaneously a god of the wilderness and civilization, he embodies Za'ak's constant and symbiotic conflict between civilization and the savage wilderness. Gharavau - The Destroyer While the Za'akis have countless warrior deities, Gharavau is generally considered the most feared and for good measures. A distant figure from the other Za'akis gods, he is the archetype of the lone warrior and destructor. He is never sated and never content. While feared, he is nonetheless respected for it is said he travels across the celestial realms, slaying monsters. His strength and prowess are admired but the Za'akis fear he may turn on them at any moment, for he is a fickle god. Hanak-Kalak - Master of Retribution Hanak-Kalak is the god associated with concepts such as justice and retribution. While he has a war-like aspect to him like most Za'akis god, he is not a god of wanton bloodshed and destruction. Hanak-Kalak is considered a patron of judges, executionners and assassins as well anyone whose work involve the enforcement of some form of payback. He is the twin of Kanah-Nahak. Kanah-Nahak - Master of Mercy If Hanak-Kalak is all about enforcing retribution and payback, Kanah-Nahak is the enforcer snd patron of fairness and mercy. Where his twin brother is about the enforcement of strict codes and their consequences, Kanah-Nahak is the one to plead for breaking and reconsidering law and their fairness in a certain situation. This often lead him to be associated with liars and those who wish to subvert the code of law for their own benefit but such association is not present in the original myths. Viidaka - Protector of Homes A goddess associated with home, nursing, protection and murder. The last one might seem out of place to non Za'akis but as the goddess who protects the home of her people, she's also a patron of self-defense, especially in the context of defending one's home from attackers and predators alike who may attempt to feast on sleeping warriors and infants. Viidaka is a vigilant figure who is said to never sleep. She's sometimes considered a possible candidate for Kharag's mother. Duhliv - The Bringer of Fortune A goddess of farming, fishing, nature and good fortune. She's said to be the mistress of all earthly creatures. Suprisingly for what appears to be a warrior culture at a glance (an assesment that is very much true), Duhliv is one of the most beloved deity of the Za'akis pantheon, with a shrine in nearly every village. Her priests were often asked to bless the token of a hunter's first kill and marriage gifts for good fortune. The Glorious Host An abstract group of deities. In Za'akis mythology, not only are objects, animals or places associate a god, events are also assigned a god or, rather, create one as they are comitted. As such, each battle, each hunt and each great deed is given it's god to act as it's personification in the outerworld and to immortalize the event. Those deities of events are said to gather in countless numbers around celestial campfires to tell the story of their birth. Presumably, they have a hiearchy based on the importance and scope of the event. Loroth - The Exiled Tyrant The origin of the Za'akis tradition of replacing someone deem ill-suited to it's job comes from the story of Loroth. When a new generation of gods took over from the old one, Loroth was their leader. When he became the ruler of all heavens and earth, Loroth installed a strict order to all creation. In time, Loroth became annoyed by the other gods and desired a simpler order to the world, where he alone would rule everything in perfect order; his order. Mad with power, Loroth began enslaving all the other gods and enacting countless changes to the world. It is said that for one thousand days and one thousand nights, heavens and earth only knew the fear of Loroth. While eventually defeated, Loroth said he would never die as the legend goes that he had bullied the gods and spirits of death and fate himself and forced them to rewrite fate so that he may never be killed. Legend goes that he was thrown outside of heaven into the darkness beyond. Loroth is the archetype of the unjust and dishonorable ruler. Martial Arts and Psychic Powers Outside of their naturally resilient physiology, most Za'akis practice to some degree some form of martial art. Despite the abundance of ressources to make weapons, both from bestial claws and metal, most Za'akis train their body in order to fight unharmed as a result of their naturally dangerous existence. This stem from the fact that weapons can break or be lost, but one's body will always be there until death. As a result, the average Za'akis at least knows some good basics of some martial art. Some dedicated individuals, however, train themselves to truly extreme limits and learn to harness their own energy, something the people of earth would call Qi or Chi. While the Za'akis do not carry the same cultural baggage, in essence, it is very much the same thing. One confusion that has arisen from this is the idea that Za'akis are rarely psychic. This is not true. While not a predominantly psychic race, psychic abilities do exist in a relatively stable amount of the population. The reason this confusion has arisen is that Za'akis rarely, if ever, learn to channel such gifts as the Lor Mentats. Instead of telepathy and telekinesis, they learn to channel their raw emotions through their body. Because such training is directly tied into their physical training, this mean most Za'akis “mentat” in essence learn to blend bodily energy and psychic energy, which they channel almost exclusively through their body, giving their powers such as bursts of superhuman speed, the ability to perfectly control their bodily function or venting their rage through primal bursts, often via screaming. Za'akis psionics are nothing like the subtle psychic gifts of the other races, it is violent, primal and physical. Za'akis Template (PL 4+) The following template is suitable for helping stat a baseline Za'akis, representing their physical capabilities: Abilities: Str +4, Dex +4, Con +4 Powers: Immunity 2 (Cold, Heat) Immunity 2 (Disease, Poison, Flaw: Half Effect), Protection 2, Super-Senses 2 (Infravision, Tracking) Total: 19
  19. The OOC for >this So, to keep us moving forward, it looks like the PCs are dividing up as follows: Main assault team: Paradigm, Kharag, Draganoid. Stealth team: Traveller, Moon Moth That sound right? (for the moment I am leaving Elite off, as Blue is not able to post regularly, if she can, then Elite can join in wherever Blue wants her to be).
  20. Lor Space Aboard the Praetorian Aquila Class Starship Devotion Mid-December, 2014 (Terran calendar) Amara Val-Ren still felt somewhat ill at ease in the command seat of the Praetorian spacecraft. But in the short time since she and her fellow Praetorians had been revived by the Curator, she had actually spent only a small amount of time aboard either of the Praetorians' surviving starships. She and her brethren had been thrust into another conflict with the Communion, this time seeking to help the various space fairing powers that were being hard pressed by the Communion forces. Lacking the numbers to directly confront the Communion as they had over two thousand years ago, the surviving Praetorians instead did what they could to organize and inspire the forces of those fighting the threat. But for every cruiser they destroyed, or wave of antibodies they decimated, there were always more, the Communion continuing to add to its forces as it cyberformed planet after planet as it moved through sectors of space. But as desperate the situation was, the sheer scope of the threat had left little time for Amara or fellow Praetorians to dwell much on the fact that they were now two thousand years removed from the empire they had once served, and that all that they knew, everyone they once knew, were not long gone, even with how long Naram could live. But occasionally there were quite moments, where such thoughts could come to the front. In the face of those times, Amara could only try to focus on what she had to do to try to see herself and the others safely through this crisis. Of course, much of the time it seemed as if she was merely delaying the inevitable, but she could not let that stop her from what she had to do, for countless beings were counting on them, even if many of those beings did not even know it.
  21. Mater Vyrdna Power Level: 10/11 (150/165PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 15 Theme: Good Fight (Main Theme), Alien Champion (Tension), Keep Moving (Fight), by Trocadero. In Brief: Alien engineer who fused with a spaceship, becoming capable of controlling machines in the process. Alternate Identity: Vyrdnaya Solnys-Kori Milareth Identity: Public Birthplace: Aetol City, Planet Akarnia 05 Occupation: Former Engineer Private Praetorian of the Delaztri Empire Affiliations: Praetorians Family: Solnys Radamathon-Kuros Milareth (né Astart) (Father - Deceased), Somna Aethalom-Kori Milareth (Mother - Deceased), Frethyn Solnys-Kori Milareth (Older Sister - Deceased), Haradam Solnys-Kuros Milareth (Younger Brother - Deceased), Jihiskh Mavon-Kuros Milareth (né Ainour) (Husband - Deceased), Solmav Jihiskh-Kuros Milareth (Son - Deceased, 25), Tormug Jihiskh-Kuros Milareth (Son - Deceased, 15), Triinareti Jihisk-Kori Milareth (Daugther - Deceased, 17). Description: Age: 92 (DoB: Over 2'000 years ago) Apparent Age: 27 Gender: Female Ethnicity: Meso-Akarnian Height: 5'5" Weight: 260 lbs Eyes: Hazel Green (Organic), Red (Mechanic) Hair: Hazel Green Mater Vyrdna's body has been fused with random mechanical parts, with various patches of blue colored flesh serving as proof that she once had been a purely organic lifeform. Especially standing out, half side of her kneck, and the upper-left part of her head, are comprised of machinery, while her fin-like ears and her blue tail betray her heritage as an Akarnian, and a Meso-Akarnian at that. Her medium-lenght hair is coloured Hazel Green, same as her eyes, and it is tied in a knot. She dons a pair of glasses, mostly out of habit. Mater Vyrdna's form, and specifically, the mechanical parts of it, is often subject to change, depending on the situation, such as materialising wings, transforming her limbs into weapons, or even her entire body melding into an external machine. Power Descriptions: Mater Vyrdna can control machines. This includes, but is not limited to, reconfiguring and transforming machines at the merest touch, granting them sentience, and exerting mental control over them. These powers apply even to her own body, allowing her to shapeshift her limbs into rayguns, hammers, laser swords, rocket launchers, drills, etc. She is able to meld with machines, allowing her to transfer her body through them. Finally, she can directly communicate with machines. History: Vyrdnaya Solnys-Kori Milareth was born into a relatively wealthy family in the Akarnia Planet of the now long gone Delaztri Empire. Despite having had all comforts available to her, Vyrdnaya had nevertheless managed to grow into a responsible young woman, and through her studies, she quickly developed an interest in engineering. While she'd frequently have arguments with her parents, who were far too oldfashioned for her liking, she held them both dearly. After graduating from college, she decided to enlist in the Delaztri Empire's military, wishing to join the exalted ranks of the Praetorians. Unfortunately, she couldn't meet the recruitment standards for the Praetorian guard, and instead was enlisted as a regular military personel instead. Service in the military wasn't easy. An unfortunate short-lived affair with a fellow officer left her pregnant, and her parents, who weren't very supportive of her being a lowly military officer, forced her a choice; either marry Jihiskh Mavon-Kuros Ainour (an old university colleague of Vyrdnaya who was making rounds in the field of interconnectivity), or refuse to give her any further support, lest she decided to quit the military. Caught between the proverbial rock and a hard place, Vyrdnaya aqcuiesced to the marriage, after reaching an understanding with Jihiskh, who was also being forced to the marriage by his own parents. The marriage finalized, the two returned to pursuiting their respective careers, and Vyrdanya eventually gave birth to Solmav. Despite all setbacks, Vyrdnaya's engineering talent didn't take long to shine through, and she was being steadily promoted in rank, eventually becoming Lieutenant Commander. Things were also looking up for her, vis-a-vis her marriage, as Vyrdnaya and Jihiskh found themselves warming up to each other, and eventually falling in love. Their newfound relationship led to the births of Triinareti and Tormug, and the five enjoyed the next 15 years, not as strangers who happened to be together out of necessity and convenience, but out of love and understanding. During this time, Vyrdnaya was eventually transferred at the ship that she would serve, remaining there for three years, before the Communion attacked. During the climactic battle, the Warp Engine of the Delaztri ship was severly damaged. Vyrdnaya ordered the other engineering crewmembers to evacuate the engine room, while she stayed behind to ensure that it would remain operational. A sudden explosion caused the warp to go haywire, and Vyrdnaya got caught in the surge of energy that teleported her inside the fusion engine. This was a death sentence... or it should have been one. Instead, Vyrdnaya's body was infused with the ship, deep inside its engines, and her consiousness was left wandering the ship's network, with no way to escape or interract with the outside world. Until one day, the Praetorians, not long after being revived in the present, discovered a strange subroutine that was running in the background of their ship. Personality & Motivation: Back in the days of the Delaztri Empire, Vyrdnaya was a dreamer, an inquisitive mind accompanying an adventurous spirit. Though her wish to join the Praetorians was rejected, on account of her lacking the proper physical conditioning, she was nonetheless a steadfast member of the Delaztri Navy, and her engineering expertise helped her serve well in every vessel she was assigned. She loved her parents, even when they disagreed, and always made sure her children were happy. Her relationship with Jihiskh was a bit more complicated, were at times she wasn't sure if they were lovers or great friends. Nevertheless, the two were always there for each other, through thick and thin. This, sadly, is no more the case. The Delaztri Empire fell two millenias ago, and Vyrdnaya's body spent that time in hybernation, while her consiouness was trapped in a digitalized state, never to see her children grow, never to share a kiss with her husband again. This realization has been slowly seeping in her, and in order to cope, she has started treating the surviving Praetorians as family. The Communion has already costed her one; she is not gonna give up another family, not so long as she has a say on the matter. Powers & Tactics: Depending on the situation and the terrain, Mater Vyrdna has a versatile range of options in order to engage in combat. When faced with machinery and robotic enemies, she will try to override them via her mental connection to them. If that fails, or if she isn't up against machines, she can still control whatever machines are around her, transforming them, bending them to her will, or even absorbing them in order to use them as spare parts. Finally, if neither of those are readily available, she is still capable of transforming herself, creating a vast array of weapons to use at any range, and she is capable for various modes of transportation. Having said that, however, Mater Vyrdna is not without her weaknesses. Electromagnetism can cause her greater pain than the average person, thanks to her nervous system being fused with circuitous machinery. Additionally, prolonged exposure to Terminus Tech can prove fatal, due to causing her a cancerous reaction. Complications: Half Machine: Thanks to Vyrdnaya getting fused with the Delaztri Naval Ship, she is now a techo-organic being. Pain of Loss: Losing your entire family, including your husband and children, is an entirely traumatic experience. As a result, Vyrdnaya is doubly protective of those she cares for. Ghost in the Machine: Vyrdnaya's body can be disorienting for her to control, and there's a certain amount of disconnect she feels from it, despite still retainning organic parts. The Unchosen One: Unlike the other Praetorians, Vyrdnaya was never officially knighted, serving only as staff engineer for the Praetorian spacecraft. Her powers came much later. As such, she is rather uncofident, when it comes to operating outside her engineering specialization. I'm In the Ship; I Am the Ship: Vyrdnaya melding into machines often has the result of her consciousness joinning with whatever she is currently fusing with. She has great affinity and empathy for whatever she joins with. Abilities: (-4) + 4 + 0 + 20 + 4 + 6 = 30PP Strength: 6 (-2) Dexterity: 14 (+2) Constitution: 10/26 (+0/+8) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged, +8 Adaptive Arsenal, +8 Machine Reconfiguration Grapple: +2/+9 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6/-11 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +12 (+0/+8 Con, +4 [Defensive Roll]) Fortitude: +8 (+0/+8 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20)Skill Mastery Concentration 5 (+7) Craft (Electronic) 5 (+15)Skill Mastery Craft (Mechanical) 5 (+15)Skill Mastery Disable Device 5 (+15)Skill Mastery Investigate 5 (+15)Skill Mastery Knowledge (Technology) 10 (+20)Skill Mastery Knowledge (Physical Sciences) 5 (+15) Knowledge (Galactic Lore) 7 (+17)Skill Mastery Languages 3 (Delaztri[native], Lor, Galstandard, English) Notice 5 (+7) Pilot 5 (+7) Search 5 (+15)Skill Mastery Sense Motive 5 (+7) Feats: 15PP Defensive Roll 2 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery 2 (Computers, Craft[Electronic], Craft[Mechanical], Disable Device, Investigate, Knowledge[Technology], Knowledge[Galactic Lore], Search) Powers: 24 + 39 + 4 = 67PP Enhanced Constitution 16 + Immunity 9 (Life Support; Drawbacks: Noticeable) [16 + 8 = 24PP] (Techno-organic Constitution) Technomorphing 15 (30PP Array; Feats: Alternate Powers 6, Dynamic 3) [39PP] Dynamic Base Power: Damage 12 (Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Melee) + Super-Strength 7 (Effective Strength 41, 3.68 tons Heavy Load)[14PP] Dynamic Alternate Power: Damage 12 (120-1200ft; Extras: Range[Ranged], Autofire, Flaws: Action[Full Round], Distracting, Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Ranged) + Damage 10 (50ft radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Medium[Machines], Feats: Indirect 2, Variable Descriptor 2[Any Technological]) [14PP] Dynamic Alternate Power: Flight 4 (100mph/1'000ft per Move Action)[8PP](Adaptive Arsenal:Transportation) + Burrowing 5 (25mph/250ft per Move Action)[5PP] + Swimming 5 (250mph/2'500ft per Move Action)[5PP] + Teleport 4 (Up to 400ft per Move Action/1 mile per Full Action; Extras: Accurate, Flaws: Medium[Machines], Feats: Change Facing, Change Velocity, Easy, Turnabout) [12PP] Alternate Power: Boost 6 (Any Mechanical Traits at Once[3]; Extras: Total Fade, Flaws: Action[Full-Round], Distracting, Others Only, Feats: Accurate 2, Slow Fade 2[12 Minutes]) [10PP] (Machine Augmentation) +Transform 6 (Machine to Machine, up to 2'500 pounds; Extras: Duration[Continuous], Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 2, Precise, Progression[Mass]5) [20PP](Machine Reconfiguration) Alternate Power: Healing 4 (500ft radius; Extras: Affects Objects, Area[burst], Restoration, Resurrection, Selective Attack, Total, Flaws: Distracting, Limited[Machines], Feats: Stabilize, Persistent, Progression[Area] 3, Regrowth) [30PP] (Machine Restoration) Alternate Power: Mind Control 10 (100ft radius; Extras: Area[burst], Conscious, Duration[sustained], Instant Command, Linked[Mind Reading], Flaws: Action[Full Round], Distracting, Limited[Machines], Range 2[Touch], Feats: Mental Link, Progression[Area], Subtle 2) + Mind Reading 10 (100ft radius; Extras: Area[burst], Linked[Mind Control], Flaws: Feedback, Limited[Machines], Range 2[Touch], Feats: Progression[Area], Subtle 2) [14 + 6 = 20PP] (Machine Control) + Datalink 6 (20 miles; Flaws: Action[Move], Feats: Cyberspace, Subtle) [5PP] + Quickness 10 (x2'500; Flaws: One Type[Mental Tasks]) [5PP] Alternate Power: Summon (Minion) 7 (105PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Type [Drones, +1], Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [19PP] (Machine Animation) + Impervious on Toughness 10[10PP] (Digital Forcefield) Comprehend 2 (Computers 2) [4PP] (De-cipher Protocol) Drawbacks: (-4) + (-6) = -10PP Vulnerable (Electromagnetism, Frequency: Very Common, Intensity: Moderate[x1.5]) [-4PP] Weakness (Terminus Tech, Frequency: Uncommon, Intensity: Major[Cumulative -1 on all Abilities], Once every minute[Dead in 26 Minutes]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Adaptive Arsenal: Melee (Damage) Touch DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage R) Ranged DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage A) Area DC25 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Machine Control (Mind Control + Mind Reading) Area 1d20+10 vs Will (Opposed) Mind Control (Machine) Mind Reading (Machine) Machine Augmentation (Boost) Touch DC16 Fortitude (Staged) Boost (Machine) Machine Reconfiguration (Transform) Touch DC16 Fortitude (Staged) Transform (Machine) Totals: Abilities (30) + Combat (16) + Saving Throws (12) + Skills (20) + Feats (15) + Powers (67) - Drawbacks (10) = 150/165 Power Points
  22. San El-H, Djanei VI GM Post In the height of the Delaztri Empire Djanei was the height of learning bringing scientists and academics from throughout the empire and beyond. Now it was a forgotten world on the edge of Lor space, it one great universities lost to the deciduous forest that covered much of the world. Sam El-H was a small frontier town sat on the edge of a mine reclaiming exotic metals from the soil. Most of the miners were still working their claims so the cantina was mostly deserted when a half dozen armoured figures entered the bar. A mass of almost clashing colours and with an elaborate helmets it would be easy to underestimate them as purely ceremonial, except for the deadly blaster stapped to there waist. They began to harass the barkeep, one of the original Delazti settlers, about expected supplies that they had no intention to pay a single credit. There order didn’t say they weren’t meant to interfere, though technically it wasn’t there territory, but Sitara had alway been fuzzy about order in cases like this. “I do believe that he doesn't want to help you with your problems, I suggest you leave now before trouble breaks out.†she was seemed relaxed, though she kept her hand near her power pike just in case. “This doesn’t involve you stranger don’t get involved.†his spoke the local tongue with a heavy accent. “Besides...†he looked around a little over dramatically “I count six of us, who have you got on your side?â€
  23. Player Name: Vahnyu Character Name: Mater Vyrdna Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Theme: Good Fight (Main Theme), Alien Champion (Tension), Keep Moving (Fight), by Trocadero. In Brief: Alien engineer who fused with a spaceship, becoming capable of controlling machines in the process. Alternate Identity: Vyrdnaya Solnys-Kori Milareth Identity: Public Birthplace: Aetol City, Planet Akarnia 05 Occupation: Former Engineer Private Praetorian of the Delaztri Empire Affiliations: Praetorians Family: Solnys Radamathon-Kuros Milareth (né Astart) (Father - Deceased), Somna Aethalom-Kori Milareth (Mother - Deceased), Frethyn Solnys-Kori Milareth (Older Sister - Deceased), Haradam Solnys-Kuros Milareth (Younger Brother - Deceased), Jihiskh Mavon-Kuros Milareth (né Ainour) (Husband - Deceased), Solmav Jihiskh-Kuros Milareth (Son - Deceased, 25), Tormug Jihiskh-Kuros Milareth (Son - Deceased, 15), Triinareti Jihisk-Kori Milareth (Daugther - Deceased, 17). Description: Age: 92 (DoB: Over 2'000 years ago) Apparent Age: 27 Gender: Female Ethnicity: Meso-Akarnian Height: 5'5" Weight: 260 lbs Eyes: Hazel Green (Organic), Red (Mechanic) Hair: Hazel Green Mater Vyrdna's body has been fused with random mechanical parts, with various patches of blue colored flesh serving as proof that she once had been a purely organic lifeform. Especially standing out, half side of her kneck, and the upper-left part of her head, are comprised of machinery, while her fin-like ears and her blue tail betray her heritage as an Akarnian, and a Meso-Akarnian at that. Her medium-lenght hair is coloured Hazel Green, same as her eyes, and it is tied in a knot. She dons a pair of glasses, mostly out of habit. Mater Vyrdna's form, and specifically, the mechanical parts of it, is often subject to change, depending on the situation, such as materialising wings, transforming her limbs into weapons, or even her entire body melding into an external machine. Power Descriptions: Mater Vyrdna can control machines. This includes, but is not limited to, reconfiguring and transforming machines at the merest touch, granting them sentience, and exerting mental control over them. These powers apply even to her own body, allowing her to shapeshift her limbs into rayguns, hammers, laser swords, rocket launchers, drills, etc. She is able to meld with machines, allowing her to transfer her body through them. Finally, she can directly communicate with machines. History: Vyrdnaya Solnys-Kori Milareth was born into a relatively wealthy family in the Akarnia Planet of the now long gone Delaztri Empire. Despite having had all comforts available to her, Vyrdnaya had nevertheless managed to grow into a responsible young woman, and through her studies, she quickly developed an interest in engineering. While she'd frequently have arguments with her parents, who were far too oldfashioned for her liking, she held them both dearly. After graduating from college, she decided to enlist in the Delaztri Empire's military, wishing to join the exalted ranks of the Praetorians. Unfortunately, she couldn't meet the recruitment standards for the Praetorian guard, and instead was enlisted as a regular military personel instead. Service in the military wasn't easy. An unfortunate short-lived affair with a fellow officer left her pregnant, and her parents, who weren't very supportive of her being a lowly military officer, forced her a choice; either marry Jihiskh Mavon-Kuros Ainour (an old university colleague of Vyrdnaya who was making rounds in the field of interconnectivity), or refuse to give her any further support, lest she decided to quit the military. Caught between the proverbial rock and a hard place, Vyrdnaya aqcuiesced to the marriage, after reaching an understanding with Jihiskh, who was also being forced to the marriage by his own parents. The marriage finalized, the two returned to pursuiting their respective careers, and Vyrdanya eventually gave birth to Solmav. Despite all setbacks, Vyrdnaya's engineering talent didn't take long to shine through, and she was being steadily promoted in rank, eventually becoming Lieutenant Commander. Things were also looking up for her, vis-a-vis her marriage, as Vyrdnaya and Jihiskh found themselves warming up to each other, and eventually falling in love. Their newfound relationship led to the births of Triinareti and Tormug, and the five enjoyed the next 15 years, not as strangers who happened to be together out of necessity and convenience, but out of love and understanding. During this time, Vyrdnaya was eventually transferred at the ship that she would serve, remaining there for three years, before the Communion attacked. During the climactic battle, the Warp Engine of the Delaztri ship was severly damaged. Vyrdnaya ordered the other engineering crewmembers to evacuate the engine room, while she stayed behind to ensure that it would remain operational. A sudden explosion caused the warp to go haywire, and Vyrdnaya got caught in the surge of energy that teleported her inside the fusion engine. This was a death sentence... or it should have been one. Instead, Vyrdnaya's body was infused with the ship, deep inside its engines, and her consiousness was left wandering the ship's network, with no way to escape or interract with the outside world. Until one day, the Praetorians, not long after being revived in the present, discovered a strange subroutine that was running in the background of their ship. Personality & Motivation: Back in the days of the Delaztri Empire, Vyrdnaya was a dreamer, an inquisitive mind accompanying an adventurous spirit. Though her wish to join the Praetorians was rejected, on account of her lacking the proper physical conditioning, she was nonetheless a steadfast member of the Delaztri Navy, and her engineering expertise helped her serve well in every vessel she was assigned. She loved her parents, even when they disagreed, and always made sure her children were happy. Her relationship with Jihiskh was a bit more complicated, were at times she wasn't sure if they were lovers or great friends. Nevertheless, the two were always there for each other, through thick and thin. This, sadly, is no more the case. The Delaztri Empire fell two millenias ago, and Vyrdnaya's body spent that time in hybernation, while her consiouness was trapped in a digitalized state, never to see her children grow, never to share a kiss with her husband again. This realization has been slowly seeping in her, and in order to cope, she has started treating the surviving Praetorians as family. The Communion has already costed her one; she is not gonna give up another family, not so long as she has a say on the matter. Powers & Tactics: Depending on the situation and the terrain, Mater Vyrdna has a versatile range of options in order to engage in combat. When faced with machinery and robotic enemies, she will try to override them via her mental connection to them. If that fails, or if she isn't up against machines, she can still control whatever machines are around her, transforming them, bending them to her will, or even absorbing them in order to use them as spare parts. Finally, if neither of those are readily available, she is still capable of transforming herself, creating a vast array of weapons to use at any range, and she is capable for various modes of transportation. Complications: Half Machine: Thanks to Vyrdnaya getting fused with the Delaztri Naval Ship, she is now a techo-organic being. Pain of Loss: Losing your entire family, including your husband and children, is an entirely traumatic experience. As a result, Vyrdnaya is doubly protective of those she cares for. Ghost in the Machine: Vyrdnaya's body can be disorienting for her to control, and there's a certain amount of disconnect she feels from it, despite still retainning organic parts. The Unchosen One: Unlike the other Praetorians, Vyrdnaya was never officially knighted, serving only as staff engineer for the Praetorian spacecraft. Her powers came much later. As such, she is rather uncofident, when it comes to operating outside her engineering specialization. I'm In the Ship; I Am the Ship: Vyrdnaya melding into machines often has the result of her consciousness joinning with whatever she is currently fusing with. She has great affinity and empathy for whatever she joins with. Abilities: (-4) + 4 + 0 + 20 + 4 + 6 = 30PP Strength: 6 (-2) Dexterity: 14 (+2) Constitution: 10/26 (+0/+8) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Melee, +4 Ranged, +8 Adaptive Arsenal, +8 Machine Reconfiguration Grapple: +2/+15 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +12 (+0/+8 Con, +4 [Defensive Roll]) Fortitude: +8 (+0/+8 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20)Skill Mastery Concentration 5 (+7) Craft (Electronic) 5 (+15)Skill Mastery Craft (Mechanical) 5 (+15)Skill Mastery Disable Device 5 (+15)Skill Mastery Investigate 5 (+15)Skill Mastery Knowledge (Technology) 10 (+20)Skill Mastery Knowledge (Physical Sciences) 5 (+15) Knowledge (Galactic Lore) 7 (+17)Skill Mastery Languages 3 (Delaztri[native], Lor, Galstandard, English) Notice 5 (+7) Pilot 5 (+7) Search 5 (+15)Skill Mastery Sense Motive 5 (+7) Feats: 15PP Defensive Roll 2 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery 2 (Computers, Craft[Electronic], Craft[Mechanical], Disable Device, Investigate, Knowledge[Technology], Knowledge[Galactic Lore], Search) Powers: 24 + 39 + 4 = 67PP Enhanced Constitution 16 + Immunity 9 (Life Support; Drawbacks: Noticeable) [16 + 8 = 24PP] (Techno-organic Constitution) Technomorphing 15 (30PP Array; Feats: Alternate Powers 6, Dynamic 3) [39PP] Dynamic Base Power: Damage 12 (Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Melee) + Super-Strength 7 (Effective Strength 43, 4.8 tons Heavy Load)[14PP] Dynamic Alternate Power: Damage 12 (120-1200ft radius; Extras: Range[Ranged], Autofire, Flaws: Action[Full Round], Distracting, Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [14PP] (Adaptive Arsenal: Ranged) + Damage 10 (100ft radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Medium[Machines], Feats: Indirect 3, Progression[Area], Variable Descriptor 2[Any Technological]) [16PP] Dynamic Alternate Power: Flight 4 (100mph/1'000ft per Move Action)[8PP](Adaptive Arsenal:Transportation) + Burrowing 5 (25mph/250ft per Move Action)[5PP] + Swimming 5 (250mph/2'500ft per Move Action)[5PP] + Teleport 4 (Up to 400ft per Move Action/1 mile per Full Action; Extras: Accurate, Flaws: Medium[Machines], Feats: Change Facing, Change Velocity, Easy, Turnabout) [12PP] Alternate Power: Boost 6 (Any Mechanical Traits at Once[3]; Extras: Total Fade, Flaws: Action[Full-Round], Distracting, Others Only, Feats: Accurate 2, Slow Fade 2[12 Minutes]) [10PP] (Machine Augmentation) +Transform 6 (Machine to Machine, up to 2'500 pounds; Extras: Duration[Continuous], Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 2, Precise, Progression[Mass]5) [20PP](Machine Reconfiguration) Alternate Power: Healing 4 (500ft radius; Extras: Affects Objects, Area[burst], Restoration, Resurrection, Selective Attack, Total, Flaws: Distracting, Limited[Machines], Feats: Stabilize, Persistent, Progression[Area] 3, Regrowth) [30PP] (Machine Restoration) Alternate Power: Mind Control 10 (100ft radius; Extras: Area[burst], Conscious, Duration[sustained], Instant Command, Linked[Mind Reading], Flaws: Action[Full Round], Distracting, Limited[Machines], Range 2[Touch], Feats: Mental Link, Progression[Area], Subtle 2) + Mind Reading 10 (100ft radius; Extras: Area[burst], Linked[Mind Control], Flaws: Feedback, Limited[Machines], Range 2[Touch], Feats: Progression[Area], Subtle 2) [14 + 6 = 20PP] (Machine Control) + Datalink 5 (5 miles; Flaws: Action[Move], Feats: Cyberspace, Rapid 2 x100, Selective, Subtle) [5PP] + Quickness 10 (x2'500; Flaws: One Type[Mental Tasks]) [5PP] Alternate Power: Summon (Minion) 7 (105PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Type [Drones, +1], Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [19PP] (Machine Animation) + Impervious on Toughness 10[10PP] (Electro-Magnetic Forcefield) Comprehend 2 (Computers 2) [4PP] (De-cipher Protocol) Drawbacks: (-4) + (-6) = -10PP Vulnerable (Electromagnetism, Frequency: Very Common, Intensity: Moderate[x1.5]) [-4PP] Weakness (Terminus Tech, Frequency: Uncommon, Intensity: Major[Cumulative -1 on all Abilities], Once every minute[Dead in 26 Minutes]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Adaptive Arsenal: Melee (Damage) Touch DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage R) Ranged DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage A) Area DC25 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Machine Control (Mind Control + Mind Reading) Area 1d20+10 vs Will (Opposed) Mind Control (Machine) Mind Reading (Machine) Machine Augmentation (Boost) Touch DC16 Fortitude (Staged) Boost (Machine) Machine Reconfiguration (Transform) Touch DC16 Fortitude (Staged) Transform (Machine) Totals: Abilities (30) + Combat (16) + Saving Throws (12) + Skills (20) + Feats (15) + Powers (67) - Drawbacks (10) = 150/150 Power Points
  24. Outer Edge of the Lor-Van System 17 Hours After Destruction of Lor-Van The previous solar cycle's worth of hours had been among the worst in the lives of either Seikahi’ino or Ana Plonsky. On shore leave from the Xeno, the human woman had chosen to spend it on the shining crown jewel of the Lor Republic with the more worldly Kahi'iru agreeing to tag along as a favour to their mutual acquaintance to make sure she didn't get herself into any trouble. There was no way either of them could have been prepared for the Communion's sudden, merciless attack on Lor-Van. There was no way anyone could have been prepared. They'd been among the lucky ones, making it to a spaceport and squeezing their way onto a mid-sized cruiser just as the bay doors closed and it made for orbit. They'd sat on makeshift benches formed from empty cargo containers while a panicked young man had asked over and over if anyone had seen his sister among the crowd and a frail grandmother had been unable to stop an infants plaintive wailing for even a moment. They'd been in the windowless hold when word had filtered down that the Star Knights had arrived in force, a moment of sudden hope and relief before learning that the armor clad champions had sacrificed themselves to give them and the other fleeing vessels time to break orbit. They'd been there when the air had begun to taste just slightly stale and those familiar with starships had begun muttering that the engines didn't sound quite right. There when a crewman had let slip that they'd fallen behind the rest of the extant fleet and wouldn't be able to jump to FTL until repairs had been effected. There when the panicked young man from before had to be restrained before he could hurt himself or anyone else. There when someone asked aloud what was stopping those terrible silver sliver ships from coming to finish them off. On the ship's bridge, Samran-86 ran a hand through her tightly shorn red hair and reminded herself to keep her breathing calm and steady. The Lor officer had assumed command of the vessel from it grateful owner, a cargo hauler with no experience with emergency situations. The clone mentat known to her fellows as Eject was beginning to think he'd had the right idea. "Any friendly vessels, this is the freighter Either Ore. We are venting plasma and require immediate assistance. Repeat: we require immediate assistance. Is anyone out there listening?"
×
×
  • Create New...