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  1. 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
  2. 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€
  3. 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?"
  4. 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
  5. Kestevan 79 Magnetar 23,000 LY from Terra November 2014 (Terran Calendar) Why are we here? It was a hard question not to ask as the Praetorians' starship approached the world Moon-Moth had designated as the next target of the Communion. Kestevan 79, and its companion magnetar were a long-dead supernova remnant - the nebula, the neutron star inside, and its magentar companion both had been classified as navigational hazards by the Delaztri and generally avoided by their fleets, something that as far as they could tell had remained the same for Lor and Grue both. After all, what could possibly live in the wash of gases and X-Rays produced by nebula and burning magnetar alike? But there was, as far as the Curator had been able to tell, life on the sole world orbiting Beta Kestevan - life that was by all accounts a target for the Communion. For his part, Solar Sentinel found conditions equally grim as he headed out into the remote space near the Kestevan system, a system so remote and so irradiated that it had remained largely unclaimed in all the space wars he had ever heard of. There was no debris in the system, no asteroids or other planets - just the invisible at this distance neutron star that was Beta Kestevan (for all that it howled like a dead god on the radio) and the single white orb beneath the brilliantly burning shape of the Kestevan nova that floated over the system like the ghost of a dead star. Kestevan I - the only life-bearing world for light-years. Kestevan I; the next target of the Communion. A small collection of older, disreputable-looking starships were in orbit as Sentinel and Praetorians took up their positions in the vast depths of space; the wash of radiation in the system making whatever signals they might be sending to each other impossible to read. The planet was cold and desolate even from space, frozen nearly from pole to pole. Down below, on the icy surface of Kestevan I, a small handful of city lights twinkled at the equator, the planet's only source of free water. They had no idea what was coming.
  6. 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
  7. Continuing from >here. Amara Val-Ren had followed after Vince as the hologram led her from the room in which she had been awoken and into the vast chamber beyond, where seemingly endless rows upon rows of cryogenic tubes were stored in the cold air of the room. The cold no longer was bothering the Naram, as she moved over towards the nearest row of tubes, around which lights had just activated and the faint forms of her friends and comrades could be seen behind the frost on the tubes. She carefully counted the tubes as Vince moved over to a nearby control panel and began the awaking process for the other Praetorians. Just about two dozen tubes, the number of survivors she remembered from after their final battle with the Communion. And yet now they were being awoken to face the Communion once again. Amara stepped back from the tubes as she waited for the others to begin to wake. "We will want to see all information you and the Curator have regarding the Communion's advances. As well as that on any power groups that are there to oppose it."
  8. The planet Za'ak Over two thousand years agob Several hundred members of a gathered Za'akis tribe were all stunned in silence, collectively unsure whether to truly believe their eyes. Their king, their very living god, who had existed for countless generations, had been defeated in single combat by one of the strange off worlders that had come to Za'ak from the sky. Even as some of the gathered Za'akis began whispering to one another, Darr Val-Ren walked over towards the prone form of the Za'akis' god-king. Standing over six feet tall with a powerfully built physique, the dark orange skinned Naram was dressed in a black uniform with red with golden yellow trim diamond patters on the shoulders and upper torso. A long red cape floated slightly in the breeze behind him, a few tears evident from the battle that had just taken place, but otherwise the Praetorian of the Delaztri Empire showed little sign of the conflict. Standing to one side of the gathering was the rest of the small group of representatives from the Empire. Most of the group was made up of four Delaztri dignitaries and military officers, green skinned humanoids with two sets of eyes, one right above the other, and a series of ridges that began at their foreheads and went up to the top of their heads. The last member of this group was at thing humanoid female with pale, almost white skin and soft features. She had long purple hair, and similarly colored eyes which had watched the battle intently. Darr extended a hand to assist the prone figure in returning to his feet, even as the Praetorian spoke in a language that neither the figure nor any of the gathered Za'akis could understand. But even as he spoke, the figure, and those gathered, 'heard' in their minds a translation of his words, courtesy of the purple haired female. <You fought honorably, but now you must fulfill the promises you made in our agreement.>
  9. Player Name: ca_lazerdwarf Character Name: Dragonid Power Level: 10/11 (157/164PP) Trade-Offs: -2 Attack / +2 Damage Unspent Power Points: 7 Progress To Bronze Status: 14/30  In Brief: An alien warrior from a race of fire-breathing dragonlike creatures.  Alternate Identity: Slivar Drash Identity: Public Birthplace: Dragos Occupation: Former Praetorian of the Delaztri Empire Affiliations: Praetorians Family:Disowned Catchphrase: Fires of the Fathers!  Description: Age: 32 Gender: Male Ethnicity: Red Dragonid (Warrior caste) Height: 6' 2" Weight: 280 pounds Eyes: Black Hair: None   A large reptilian looking humanoid with scaly red hide and green horns, wears a gold-colored harness and belt and often wears a jetpack designed to resemble small wings.  Power Descriptions: The Dragonids are naturally stronger and more resilient than humans and their scaly skin provides them with extra protection. They are a warrior race, taking pride in both their hand to hand combat skills and their fire breath.  Dragonid can breath fire as well as any of his race, either in a short blossom of fire cast out at a single target or a thin burning past multiple opponents. Unique to Slivar Drash is the ability to mentally control fire once he creates it. He can bend it to his will so well that it forms solid objects that burn without heat. He can also will fires (natural or otherwise) to extinguish.  Dragonid also carries a jetpack styled to resemble dragon wings. These provide fast transport in the atmosphere, and can even take him to space and around the solar system. In space, the jetpack can extend a life support field around him to allow him to breath and survive in the vacuum.  History: Silvar Drash was born to the warrior caste of a primitive pre-spaceflight warrior race, but his lack of wings condemned him to the worker class. Even his mutant pyrokinetic abilities did not prevent the warriors from shunning him. He labored for many years in the mines before he got fed up with his mistreatment and decided to reclaim the honor that he felt was his birthright. He found other workers who were unhappy with their plight and convinced them to rise up against their masters in revolution. Though Silvar himself had great talent as a warrior, most of his allies did not and the revolution was brutally crushed. Silvar was captured and sentenced execution. While he waited his fate, representatives of the Delzatri empire visited the planet. The planet's leaders were awed by the technologically advanced visitors and decided to impress them by inviting them to mass executions. Silvar used this opportunity to fight his way to escape his executioners, and the Delzatri found him, offered him freedom and a way off the planet. Silvar gratefully accepted.  After leaving the planet, Silvar quickly proved his worth as a warrior and was trained to join the Praetorians. He took the name Dragonid after the Delzatri word for his people. When the Praetorians finally fell, the Dragonid was captured by the Collector and kept in stasis for thousands of years until awaking recently.  Personality & Motivation: Dragonid is the product of a warrior culture, and he values and respects martial prowess. He feels he has now earned his status as a warrior and must use that status to defend those who are weaker than him. Defending the weak makes him feel strong, and reminds him of the unfair treatment he grew up with.  He enjoys the challenge of a good fight and often overestimates his own abilities.  Powers & Tactics: Dragonid prefers to hang back in battle, breathing fire at his enemies from afar, while he lets his allies engage the enemy up close. He can use his hard fire constructs to create choke points, or to provide additional cover to allies under fire. He's not afraid to get in brawling range when necessary, though, and often prefers to fight weaker opponents this way.  Complications: Not just a scary face: Dragonid is a fearsome looking creature and often creates fear and revulsion where he would like to invoke trust.   Abilities: 6 + 4 + 8 + 0 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2)   Combat: 16 + 12 = 28PP Initiative: +2 Attack: +8 Melee, +8 Ranged Grapple: +11 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5   Saving Throws: 7 + 8 + 6 = 21PP Toughness: +10/+8 (+4 Con, +4 Protection, +2 Defensive Roll) Fortitude: +11(+4 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +7 (+1 Wis, +6)   Skills: 28R = 7PP Intimidate 12 (+14) Language 2 : Dragonic (Native), Galstandard, Delaztri Notice 8 (+9) Sense Motive 2 (+3) Survival 4 (+5)  Feats: 7PP Defensive Roll 1 Dodge Focus 4 Equipment 1 (5 ep to Praetorians vehicles/HQ) Precise Shot 1  Powers: 25 + 28 + 16 + 4 = 70pp  Fire Breath ( 24pp Array Feats Alternate Power 1 ) [25pp] Base Power Damage 12 (Fire Breath; Extras: Range (ranged)) {24/24} Alternate Power Damage 10 (Sizzling Line; Extras: Area (line, 5x500 ft), Feats: Progression: Increase Area  2(areax5)) {22/24}  Pyrokinesis ( 26pp Array Feats Alternate Power 2 ) [25pp] Base Power Create Object 7 (Hard Fire; Extras: Moveable, Feats: Selective, Tether) {23/23} Alternate Power Damage 5 (Flame Objects; Extras: Area(General, Shapeable), Duration (Sustained +2), Feats: Progressive 2 (Increase to 25 5' cubes) {22/23} Alternate Power Nullify 10 ( Extinguish, Any power of type Fire Extras: Duration(Concentration)) {20/23} Device 4 ( Rocket Pack, Technology; 20pp Container; Flaws: Hard to Lose ) [16pp] Flight 6 (500mph) [12pp] Immunity 6 (Atmosphere Bubble; Environmental Conditions (All), Suffocation(vacuum) ) [6pp] Super-Movement 1 (Space Travel 1) [2pp]   Protection 4 (Scaly Hide)  DC Block    ATTACK      RANGE     SAVE             EFFECT Unarmed     Touch     DC18 Toughness (Staged)   Damage (Physical) Fire Breath   Ranged    DC27 Toughness (Staged)   Damage (Fire) Sizzling Line  Area(line)  DC25 Toughness (Staged)   Damage (Fire) Extinguish    Ranged    DC20 Will          Nullify (Fire) Flame Objects         DC20 Toughness (Staged)   Damage (Fire) Totals: Abilities (24) + Combat (28) + Saving Throws (21) + Skills (7) + Feats (7) + Powers (70) - Drawbacks (0) = 157/164 Power Points
  10. Elite Power Level: 10 (150/156 PP) Trade-Offs: Variable Offensive, +0 Defense/+0 Toughness Unspent Power Points: 6 In-Brief: Delaztri noble and officer, who has now outlived her society. Alternate Identity: Lady Tatiana Gaius Libera Identity: Public Birthplace: Muras Occupation: Praetorian Affiliations: Ancient Delaztri Empire Family: None Living Description: Age: 37 Gender: Female Ethnicity: Murian Height: 5'7" Weight: 160 lbs Eyes: Gray Hair: Blonde Tatiana is a powerfully built, human-looking women with weathered features and a commanding presence. Her wavy blonde hair is usually worn down, and on the job, she is most often seen in the uniform of an officer of the ancient Praetorian Empire. She bears a jagged scar along her eye, and her left arm has been replaced by a sleek, mechanical replacement, the most glaring costs of her military life. In addition, she keeps the Sword of the Elite at her back, A compact weapon which erupts into a golden sword of light, and at her shoulders, the Wings of Muras, an armor of sorts, which projects a shimmering energy field to protect its wearer. History: The Sword of the Elite. A mighty relic of the ancient Delaztri Empire, forged by a mad genius of a swordsmith. Entrusted to a series of the empire's mightiest leaders, the weapon was enough to allow one warrior to single-handedly take on a legion. It turned great generals into unstoppable conquerors. And they liked it. The Elites- successors to the sword- earned great glory for their conquests, but also great infamy for their slow descent into brutality and bloodlust. An acceptable cost, by Delaztri standards. Until Elite Ragnus Carn Ferox, after tearing his way through a Vishnari garrison, and continued fighting until he realized his opponents were armed with small arms, sticks, and their bare hands in defense of their children and elderly. The true battle won, he left. Left the world, and for a time, left the empire. On official pretext, of course. There were many worlds an races marked for conquest, but Elite Ragnus chose one in particular. Muras. A peaceful planet, whose culture valued communication, arts, and learning, and according to Delaztri intelligence, their military upheld a rigid form of martial pacifism. Functional and defensive, and a respectable code of honor. Upon reaching the planet, he made himself known to the planet's leadership. A terrifying announcement, but the locals met it with admirable stoicism and resolve. He challenged the Murian high commander, General Valora Lumina, to a duel, with conventional arms. The pair fought to a draw, and Ragnus deemed Muras adequate. So, he negotiated peaceful integration of the Murian people into the Delaztri Empire, one of the cornerstones of the agreement was declaring General Valora his successor as the Elite, and declaring the Murian people as the keepers of the sword, as their society could be trusted to wield it without letting its power consume them. And so, life went on for generations, with the Elite serving as stalwart defender of the Empire. This is the world to which Lady Tatiana Gaius was born, heir apparent to one of the great military houses of Muras. Groomed from birth for leadership, for command, and for war. Upon graduating the Murian military academy, she was stationed to her first command, and began climbing up the ranks through honorable service, all the way up to becoming a general, as was her birthright. In their expansion, the Delaztri came into conflict with the Qi'tar, who formed one of the few alliances capable of giving the empire a true challenge. In the war, they seized Cena V, a major Murian agricultural outpost, and a strong potential staging ground for an assault on Muras itself. At the time, there were four Murian generals, including their Elite, She Whose Name Was Purged From History, the leader among the four. Despite all protests, the Elite received orders to deploy Murian forces in defense of more 'vital' targets. This was deemed unacceptable. So, she did the unthinkable to the piously honest Murian people. She falsified orders for the other three generals to liberate Cena V, while she and her strike group held the line personally. It was a bloody conflict. The Elite's defense held, and Cena V was wrested from Qi'tar control, but of the three generals sent to liberate the world, she was the only one to survive. In the aftermath, the Elite was forced to retire for her deception, outcast from her world, and simply for being involved, Tatiana received equal parts praise and contempt. She received the title Tatiana Gaius Libera, yet lost her commission. However, the queen, respecting her honor and strength as a warrior declared her successor as the new Elite, and nominated her for membership in the Praetorian guard, once she had trained the next generation of generals, continue her service in defense of the Empire, even if politics necessitated an end to her military career. Powers & Tactics: Tatiana herself is not a powered individual. Though highly trained and capable both mentally and physically, she is not, in fact, superhuman. However, she is armed with superior alien technology. The lesser of the two, the Wings of Muras, is a protective shield, both from attacks and environment, which can also enable flight and serve as a power supply. The greater is the Sword of the Elite. While disabled, it looks like a particularly clunky short sword in a bulky sheath. Active, it is a sword of light, varying in quality from a tightly focused golden blade to a raging pillar of energy to a fine cord, or even changing in substance to fire or electricity or a kinetic field. [br] Complications: As Good as Your Word: Among Murians, you are as good as your word. The higher your station, the higher the expectations of honesty from you. Honesty is deeply ingrained in the culture, and as a highborn, Tatiana strives to be infallibly honest, as a matter of basic self-respect and honor. She understands the concepts of deception, tries not to judge other races for it, and knows how to spot a lie more often than not, but she does not, herself, lie. Rules of Engagement: As the Elite, Tatiana holds herself to some unreasonable standards of what does and does not constitute honorable combat. She will not attack an opponent unawares (though planting an explosive charge on them to detonate should they attack is fair game), she will not decline a duel, and will generally conduct herself at the highest standards of honor in combat even if it puts her at a disadvantage or her opponent does not extend the same courtesy. A Sword To Protect: The Sword of the Elite was once a tool of indiscriminate slaughter, its raw power corroding the honor and basic humanity of its wielders. High-ranking Murian officials were educated in the standards required if they were ever called upon to take up the blade. The most sacred among them is that the sword exists to protect, not destroy, and it exists in service to others, not to self. She will never draw the sword except to defend another, not even to defend herself. If her motivations would be impure, if drawing the sword would mean drawing it in anger or revenge, then she won't draw the sword. Incoming: It is generally frowned upon to go about daily life carrying an ancient super weapon, and wearing the equivalent of power armor on your back. As such, she spends more time without her equipment than with. While she can call them by remote, it can take some time for them to arrive. How she holds out until then is another matter. Stupid Batteries: The Wings of Muras are a tremendously powerful source of energy, but without it, she only has so much to work with. Her sword can only operate so long on internal power, and even her arm can run dry without a power source. Mechanical Arm: Tatiana's left arm is not flesh and blood. Instead, it's very obviously robotic, making disguises rather difficult, but also having its own drawbacks, such as requiring power, not being able to recover naturally, and being susceptible to EMPs and the like. Abilities: 8 + 8 + 8 + 14 + 10 + 10 = 58PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +4 (+4 Dex) Attack: +8 Melee, +4 Ranged (+4 Base, +4 Attack Focus: Melee) Grapple: +12 (+18 with Sword of the Justicar) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 (-3 flat-footed) Saving Throws: 3 + 1 + 3 = 7PP Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +8 (+5 Wis, +3) Skills: 92R=23PP Acrobatics 1 (+5) Computers 3 (+10) Diplomacy 5 (+10) Escape Artist 1 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Investigate 1 (+8) Knowledge: Tactics 13 (+20) Knowledge: Galactic Lore 3 (+10) Language 2: Delaztri (Native), Galstandard, English Notice 15 (+20) Pilot 6 (+10) Ride 1 (+5) Search 1 (+8) Sense Motive 15 (+20) Craft: Artistic 3 (+10) Perform: Stringed 5 (+10) Perform: Dance 5 (+10) Knowledge: History 1 (+8) Knowledge: Art 1 (+8) Feats: 15PP Attack Focus: Melee 4 Defensive Roll 2 Dodge Focus 6 Eidetic Memory Master Plan 2 Powers: 16 + 15 = 31PP Device 4 (Wings of Muras; 20PP Container, Flaws: Hard-to-lose) [16 PP] Feature 3 (Communicator, Power Supply, Remote Control) [3PP] (Standard Equipment, Tech) Flight 3 (50 MPH/500 fpm) [6PP] (Hover, Tech) Immunity 9 (Life Support) [9PP] (Environment Field, Tech) Protection 2 [2PP] (Energy Shield, Tech) Device 5 (Sword of the Elite; 25PP Container, Flaws: Easy-to-lose) [15 PP] Sword of the Elite (Tech, Laser; 20PP Array Feats: Alternate Power 5) [25PP] Base Power: Damage 10 (Extra: Area [100' Cone]) {20/20PP} (Sword of the Conqueror, Laser, Tech) Alternate Power: Damage 2 (Extra: Autofire [6], Penetrating [6]; Feats: Accurate 3, Homing 2, Mighty) {20/20PP} (Sword of the Legion, Laser, Tech) Alternate Power: Damage 6 (Feats: Accurate, Extended Reach 5, Knockback 5, Mighty, Subtle, Triggered: Target Attacks) {20/20PP} (Sword of the Diplomat, Tech, Kinetic) Alternate Power: Damage 6 (Feats: Accurate, Improved Range, Mighty; Linked: Elongation 4 [Extra: Projection; Flaw: Limited: Sword], Super-Strength 2 [Flaw: Limited: Sword]) {15/20PP} (Sword of the Justicar, Tech, Laser) Alternate Power: Damage 8 (Feats: Affects Insubstantial 2, Improved Critical 2, Mighty, Variable Descriptor 2) {15/20PP} (Sword of the Master, Tech, Variable) Alternate Power: Drain Strength 12 (Feats: Slow Fade 4 (1 hour)) {16/20PP} (Sword of the Merciful, Tech, Electric) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +8 Touch DC19 Toughness (Staged) Damage (Physical) Sword of the Conqueror 100' Cone DC20 Reflex/DC25 Toughness (Staged) Damage (Laser) Sword of the Legion +14 Touch DC21 Toughness (Staged) Damage (Laser) Sword of the Diplomat +10 Touch DC25 Toughness (Staged) Damage (Kinetic) Sword of the Justicar +10 Touch DC25 Toughness (Staged) Damage (Laser) Sword of the Master +8 Touch DC27 Toughness (Staged) Damage (Variable) Sword of the Merciful +8 Touch DC22 Fortitude (Staged) Drain Strength (Electric) Totals: Abilities (58) + Combat (16) + Saving Throws (7) + Skills (23) + Feats (15) + Powers (31) - Drawbacks (0) = 150/156 Power Points
  11. Player Name Thievish Character Name: Paradigm Power Level: 15 (244/250PP) [254] Trade-Offs: -3 Def/+3 Toughness; -3 Atk/+3 Damage (+3 Atk/-3 Damage for Heat Vision) Unspent Power Points: 6 In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation. Alternate Identity: Amara Val-Ren Identity: Public Birthplace: Naram Prime Occupation: Former Praetorian of the Delaztri Empire; Current Imperatrix of the Praetorians Affiliations: Praetorians Family: Daar Val-Ren (brother - deceased) Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Apparent Age: 20 Gender: Female Height: 5’ 8” Weight: 3,000 lbs Eyes: Yellow Hair: Dark Purple/Black Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength. Paradigm's costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit. Power Descriptions: Paradigm's already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body's density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. History: Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them. Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well. When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps. Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment. It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him. The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation for millennia. When the Communion recently returned, overrunning parts of the Stellar Khanate and destroying Lor-Van, the Curator reviewed Amara and the other surviving Praetorians. Although initially shocked by how much time had passed and the fact the empire they had sworn to protect was no more, the Praetorians realized that the galaxy still needed protecting from the Communion. By the decision of her fellow Praetorians, Amara was made the new Imperatrix to lead them, taking the role her brother had once held along with a small group of others. Making contact with the Lor, the Grue and other galactic powers that were trying to resist the Communion, the Praetorians helped in organizing the Coalition and fighting against the Communion. As the leader of the Praetorians, Amara was not only involved in the fighting, but also attended meetings of the Coalition leaders, helping to provide a neutral viewpoint that was not clouded by allegiance or bias to any of the existing factions in space. Once the Communion had been defeated, Amara continued to lead the majority of her fellow Praetorians in serving as defenders for those Coalition governments that wished to accept their aid. The Praetorians came to work in concert with the Star Knights, who were working to rebuild their numbers following the Incursion, and added one of the interstellar protectors to their ranks as a representative from the group. Several other Coalition governments sent representatives to be members of the Praetorians, including the Lor. Personality & Motivation: A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety. Although Amara was just as shocked to learn that the Delzatri Empire had ceased to be, she quickly shouldered the responsibility of leading her fellow Praetorians against the returned thread of the Communion. Along with most of her fellow Praetorians, Amara has found new purpose in offering assistance and protection to those parts of the galaxy that request it. Having been thrown into working with leaders from the Coalition, the young Naram learned to hone her diplomatic skills, along with some guidance from Elite. Amara has settled into her role as the leader of the Praetorians, although part of her wishes she could share the burden as her bother had with several others two thousand years ago. While decisions may ultimately rest with her, she does not hesitate to seek counsel and advice from her teammates and even puts matters to a vote by the team when appropriate. Powers & Tactics: Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. Complications: Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers. Abilities: 2 + 4 + 12 + 4 + 6 + 10 = 38PP Strength: 12/36/46 (+1/+13/+18) Dexterity: 14 (+2) Constitution: 22/34 (+6/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 14 = 30PP Initiative: +10 Attack: +8; +12 Melee; +18 Heat Vision Grapple: +30/+35/+46 Defense: +7 base, +12 with Dodge Focus (+3 flat-footed) Knockback: -20 Saving Throws: 7 + 8 + 11 = 26 PP Toughness: +18 (+15 Impervious) Fortitude: +13/+19 (+6/+12 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +14 (+3 Wis, +11) Skills: 60R = 15PP Diplomacy 14 (+19) Kn: Galactic Lore 10 (+12) Language 4 (Delaztri (native); Lor, Grue, Galstandard, English) Medicine 3 (+6) Notice 10 (+13) Pilot 1 (+3) Sense Motive 18 (+21) Feats: 19PP Attack Focus: Melee 4 Dodge Focus 5 Environmental Adaption 3 (Zero G, Low G, High G) Equipment 39 (free from Veteran Awards, for Praetorian spaceships and HQ) Grappling Finesse Improved Initiative 2 Interpose Luck 2 Move-by-Action Powers: 2 +39 + 11 + 8 + 5 + 6 + 9 + 1 + 38 + 3 = 122 PP Flight 1 (10 MPH) [2PP] Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Super Strength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP] Enhanced Constitution 12 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [11 PP] Impervious Toughness 9 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [8 PP] Super Strength 1 (5 ranks total, up to 21; Effective Str: 61 to 141; Heavy Load: 60 tons to 3.84M tons; Feat: Shockwave; Counter Punch; Super Breath) [5 PP] Super Movement (Space Travel) 3 [6PP] Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP] Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP] Paragon Array 16 (32 pp Feats: Dynamic; 3 Dynamic Alt Powers; Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [38 pp] BP: Enhanced Str 10 (Feats: Takedown Attack; Improved Crit 2 [18-20]) {0 to 13 pp} DAP: Super Strength 16 {0 to 32 pp} DAP: Flight 12 {0 to 24 pp} DAP: Blast (Heat Vision) 12 (Feats:Accurate 5; Improved Range 2 (600’ range increment); Progression: Range (3,000’ max range)) {0 to 32 pp} Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP] Drawbacks: Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-6 PP] Totals: Abilities (38) + Combat (30) + Saving Throws (26) + Skills (15) + Feats (19) + Powers (122) - Drawbacks (6) = 244/250 Power Points Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.
  12. The Traveller Power Level: 11 [15] (200/250PP) Trade-Offs: None Unspent Power Points: 50 In Brief: A warrior-scholar who has spent millennia wandering the galaxy helping people. Residence: A citizen of the Universe Base of Operations: Space Catchphrase: "In all mine time wandering the Universe.." Alternate Identity: Sitara Shashikala Identity: Public Birthplace: Indus Valley, Earth Occupation: Soldier, Scholar and Explorer Affiliations: Praetorians Family: Long dead Description: Age: 5,000 Apparent Age: 30 Gender: Female Ethnicity: South Asian. Height: 5'8" Weight: 119 lbs. Eyes: Brown Hair: Black Though her biology has been massively altered by her masters on the outside she appears much as she did when she left Earth all those Millennia ago. She tend to go for simple comfortable clothing normally the jump suit she wears inside her armour. The armour itself if a thing of beauty appearing to be ceramic of some kind. It's a sparkling white with fine intricate engraving on its surface in Aztec or even Celtic style abstract forms, only the faceplate is unformatted just appearing as a black surface, which Sitara can cause to become opaque as needed. Underneath the armoured plates there seems to be a number of fine interlocking cog-like meshes that seems to move and shift as the armour moves about. The power pike that she carries is similarly designed with the intricate patterning on it's surface. The weapon is designed to be split into two parts but the join is so fine that it's almost impossible to tell. Power Descriptions: Sitara has had her biochemistry radically altered to such an extent that she's not technically human any more. Thanks to these alteration she is effectively immortal and can fight off any infections in the environment. Her biorhythmic field has also been altered, which synchs up with the armour and pike's own power systems, meaning that only she can use the equipment. History: Over four thousand years ago there existed a peaceful race of aliens, the mArttik Avata, who gave their time to peaceful pursuits to expand there knowledge of the universe. Unfortunately in their travels they came across another race, the Amitra, as advanced as themselves but with an interest in only violence and conquest. Unable to even consider committing violence against another creature the mArttik Avata could not bring themselves to fight the Amitra directly, but they knew that if they did not challenge the Amitra they would conquer and enslave, if not destroy, all the other fledgling races that inhabited the galaxy. So they decided that they would form a army from some of the more primitive races who would fight this vital battle for the future of the galaxy for them. One of the planets they choose was Earth. Sitara who lived among the flowering Indus valley civilization had always been curious, travelling many miles from her home city to see what was beyond the next hill. When the strangers from the stars came it was not long before she had travelled to visit these strange creatures from beyond. When they asked for volunteers to journey with them to fight among the stars she didn't hesitate, even though she had never raised even her voice in anger; she would do almost anything to explore the stars above her. They must have seen something in the young woman for she was one of the few chosen to serve these aliens. The mArttik Avata took her, along with many others, to their home planet where they radically altered the volunteers' biochemistry and began to teach them all that they knew. Not only did they train them to fight effectively with all the weapons available to them they also taught them about the sciences and the universe around them. Then they were set loose to fight in one of the most brutal wars of that era which took a massive toll on their forces, but they knew that they needed to fight on or all would be lost. Sitara doesn't know how the war was final ended, gravely injured in a battle she was placed in a healing pod. When she awoke thousands of years had passed and there was no sign of either the mArttik Avata her or the Amitra that they fought. After awaking she wandered the universe helping those in trouble where she could learning what she could about the galaxy she was now in, trying to find out what had happened to those she fought alongside. Eventually she fell into another group that was trying to protect the universe from threats and once again she was placed on suspension, from which she has only recently awoken. Personality & Motivation: Even after the millennia of wandering the universe Sitara's curiosity hasn't been sated, she still has a strong desire to explore and discover new things. There is always the next planet where something new can be found. Seeing the worst that the universe can offer has left Sitara a little jaded and slow to full trust others but she had also seen the best of the universe and has a guarded optimism about how things will pan out. She tend to hide her true feeling behind a confident bluster with a thick veil of humour, she lives her life hard as if all those centuries of travel could come to an end tomorrow. Powers & Tactics: Sitara was trained as a soldier and tend to try and break things down into an military encounter always looking for the best tactical advantage before striking. That said she can in the heat of battle become a little gun-ho. Complications: It was here last time... : Sitara has gained vast knowledge about the people and places of the universe. Unfortunately some of her information can be centuries, if not millennia out of date. We have plenty of time : After millennia of existence, plus a push towards perfection, means that Sitara finds difficult to rush things. Even if she has only seconds to disarm a bomb she will stay until the very last second. Distracted by the shiny: Sitara was taught by the raise that recruited her to find the beauty in the universe around her, sometimes she can get carried away and focus on the beauty, be it a sunrise or an intricate device, to the detriment of more important things going on around her. I am Legend: Those that Sitara fought for, both four thousand and a thousand years ago, have become legends among modern races. In some they are revered as heros, lifted up to god like presence, other however remember them as cruel conquerors or even evil destroying demons. Abilities: 4 + 4 + 6 + 10 + 6 + 2 = 32PP Strength: 14/20 (+2/+5) Dexterity: 14 (+2) Constitution: 16/24 (+3/+7) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +6 Attack: +6 Base, +10 Combat Pike Grapple: +8/+11 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 1 + 8 + 7 = 16PP Toughness: +7/+10 (+3/+7 Con, +3 Protection [impervious 4]) Fortitude: +4/+8 (+3/+7 Con, +1) Reflex: +10 (+2 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 136R = 34PP Bluff 9 (+10) Computers 10 (+15) Craft (Electronic) 10 (+15) Skill Mastery Craft (Mechnaical) 10 (+15) Skill Mastery Diplomacy 9 (+10) Gather Information 14 (+15) Intimidate 9 (+10) Knowledge (Galactic Lore) 10 (+15) Knowledge (Tactics) 10 (+15) Skill Mastery Knowledge (Technology) 10 (+15) Skill Mastery Language 4 (Delaztri, English, Sanskrit [Native], Galstandard, Lor) Medicine 2 (+5) Notice 7 (+10) Pilot 13 (+15) Sense Motive 7 (+10) Survival 2 (+5) Feats: 17PP Ambidexterity Attack Specialization (Combat Pike) 2 Dodge Focus 5 Equipment 2 (10 EP to Praetorian spaceships and HQ) Improved Initiative 1 Improvised Tools Inventor Jack-of-all-Trades Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Tactics], Knowledge [Technology]) Uncanny Dodge (Auditory) Well-Informed Powers: 2 + 54 + 23 = 79PP Immunity 2 (Aging, Disease) [2PP] Power Armour 13 (65 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [54PP] Communication 2 (Radio 100 ft Extra: Area) [4PP] Comprehend 3 ( Read All, Speak All [One at a time], Understand All ) [6PP] Enhanced Constitution 10 [10PP] Enhanced Strength 6 [6PP] Flight 6 ( 500 mph, 5000 ft/rnd) [12PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 5 [5PP] Protection 3 [3PP] Space Travel 1 (Interplanetary) [2PP] Super-Senses 3 (Darkvision, Direction Sense) [3PP] Super-Strength 2 (Effective Strength 30, Heavy Load: 1,600lbs) [4PP] Power Pike 7 (35PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [23PP] Weapon Modes 12 (27PP Array, Alternative Power 8 ) [35PP] Base Power: Blast 12 (160ft increments; Feats: Improved Critical; Improved Range; Precise)) [27PP] Alternate Power: Blast 8 (160ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [26PP] Alternate Power: Blast 8 (160ft increments; 40ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [25PP] Alternate Power: Dazzle 9 (Visual Senses, 90ft range, 45ft Burst Area; Extra: Area - General (Burst)) [27PP] Alternate Power: Drain Toughness 8 (80ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [26PP] Alternate Power: Paralyze 8 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [26PP] Alternate Power: Stun 12 [24PP] Alternate Power: Stun 6 (Extras: Autofire, Ranged [60ft increments]) [24PP] Alternate Power: Stun 6 (Extra: Area - General (Burst), Ranged [60ft increments]) [20PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Blast 11 Ranged DC 26 Toughness (Staged) Damage (Physical) Blast 6 Ranged DC 21 Toughness (Staged) Damage (Physical) Blast 7 Ranged DC 22 Toughness (Staged) Damage (Physical) Dazzle 7 Ranged DC 17 Fort Dazzle Drain Toughness Ranged DC 16 Fort (Staged) Drained Toughness Paralyze+Stun Touch DC 16 Fort (Staged) Paralyze DC 22 Toughness (Staged) Damage (Physical) Stun Touch DC 21 Fort (Staged) Stun Stun Touch DC 15 Fort (Staged) Stun Stun Ranged DC 15 Fort (Staged) Stun Totals: Abilities (32) + Combat (22) + Saving Throws (16) + Skills (34) + Feats (17) + Powers (79) - Drawbacks (0) = 200/250 Power Points
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