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Found 61 results

  1. High Earth Orbit The Lighthouse Friday February 7, 2020 8:50 PM Greenwich Mean Time (3:50 PM Freedom City) In the aftermath of Eria's first meeting with her fellow members of Orange Team, the Swedish teen had made arrangements for her team to spend the weekend on CoVic Station as guests of the Praetorians. So when classes had finished today, the members of Orange Team were taken in a school van to Freedom Hall, where they teleported up to the Lighthouse, the most convenient place for the Praetorians to meet them. The Claremont students had been aboard the Freedom League's space headquarters for about half an hour, getting a tour from Freedom League member Velocity, who for the most part had managed to keep herself moving at a more normal speed. When the yellow clad speedster got word that the Praetorians' spacecraft had exited the wormhole at the edge of the solar system, she led the teens down to a large viewing lounge located near the airlock where the spacecraft would be docking. Outside the large windows of the lounge, the teens could see the Earth moving past below, with the northern half of Africa having moved into view. "Well, it should only be a few more minutes before they arrive." Velocity said as she moved over near some of the windows before turning back to regard the group of teens.
  2. Coalition Victory Station, Docking Bay 2 Late January 7:30 PM For the past few months, Ori-Bath, scion of House Nos, Countess of Lugo, had been bandied about various Lor worlds, talking to countless faceless bureaucrats while being redirected at every turn. Though she had come to them for aid, the Lor and their pitiful Coalition had been reluctant to aid her. Nokton and its small demesne was outside both the Republic and the Khanate, a minor independent power, and thus it was not politically expedient to intervene in such a small matter. Especially since the Grand Duke of Nokton was similarly uninterested in doing anything about the problem, and had made as much clear to any who asked him. However, after some mild intimidation of low-ranking pencil-pushers and a dedicated effort to being a thorn in the side of the bureaucracy, Ori-Bath had been directed to the Coalition Victory station, basely referred to as “CoVic” by the locals. There, she was told she might be able to make some allies who could prove useful to her in her dynastic struggle in the future. Many had been warned in advance of her notoriously acidic temperament before her arrival, in order to ensure as few issues as possible. She had received some warnings in return about her own behaviour, but she had mostly tuned out. She was a countess, and conduct herself as such. “This is Ori-Bath, Countess of Lugo, aboard the Pale Rider. I have forwarded you the requisite permits, and am looking to land. You shall furnish me with a docking bay. Is this clear?” Said Ori-Bath, speaking over her channel to the docking manager. “...Alright, checks out, you’re cleared to land in Bay 2,” responded a monotone voice. Before she could take issue with the blasé manner in which she was addressed, Ori-Bath’s attention was drawn by the landing lights guiding her towards Bay 2. She decided that she would merely complain later to their superior, and instead focus on claiming her spot before some other buffoon tried to. Flicking a few switches, Ori-Bath guided her ship into the bay, deploying her landing gear and feeling the familiar rocking of the landing process as her ship settled into position. She waited for the bay doors to close behind her, and listened to the characteristic hiss as breathable air rapidly filled the room around her. After a few minutes, a green light flashed telling her that it was now safe to depart the Pale Rider and head into the bay itself. With a loud hum, the walkway descended from the Pale Rider, and Ori-Bath descended. She was dressed in the Panoply of Nos, complete with sword. Her cape fluttered behind her as she walked down the steps, eyes searching for any procession to meet her. She wished to make an impression on this day, to make it known that she was not someone to be trifled with. “Behold!” She cried. “Starlok has arrived!”
  3. GM Dreeda III, Lor Republic Nova-Lor City Lor time mark 1882.6 [February 14, 2019 (Terran Calendar)] During the incursion, the Lor colony on Dreeda III had been spared any direct effect of the fighting. But shortly after the incursion was over, it fell prey to a dozen super-powered criminals that had managed to escape confinement on a prison ship and size control over the vessel. The colony was rescued when a large force of Preatorians arrived in search of the escaped criminals. At the time, the planet was home to about forty thousand Lor. In the past few years, the colony had seen a massive influx of displaced beings from across the Republic and beyond. Entire cities have sprouted up on several continents, as well as the addition of at least two orbital ones. Now the world was home to over one billion sentients, though there were still large tracts of untouched wilderness across the planet, mixed with large areas of cultivated farmland. But along with the massive increase in population had come some of the problems associated with large populations. One such problem was the recent appearance of a number of Spectrum Knights operating in the system, which had brought a group of Praetorians back to the world to try to root out the threat. As the team of Praetorians had been investigating the Spectrum Knight activity on the world, they had received a communication that the Spectrum Knights were attacking a governmental facility in one of the new cities in the lower hemisphere. Boarding the Kavaca, the group had flow to Nova-Lor City, several columns of smoke rising into the air quickly pointing them toward the scene of the attack. Half a dozen Spectrum Knights, each in different colored armor, were still on sight, engaged in combat with Lor security forces which appeared to be having trouble dealing with the armored criminals.
  4. GM Ardor asteroid belt just a few light years inside Lor Space Along the inner edge of the Perseus Arm Lor time mark 1881.7 [January 16, 2019 (Terran Calendar)] The Ardor asteroid belt was a collection of various sized asteroids that stretched nearly half a light year along one of the boarders of Lor Space. For centuries it has lay well away from any inhabited Lor systems and thus was out of the path of any regular trade lanes. However, that had changed several cycles ago, back before the Incursion, when a Quantum Dark Zone singularity had caused the belt to migrate, pulling it closer to one of the outer space lanes of the Republic. A team of Lor scientists along with Terran scientist Quentin Quill had gone to investigate the singularity. However, Quill was accidently pulled into the singularity during the investigation and the Lor science team eventually returned to Lor-Van. And then the Communion arrived. The singularity had been all but forgotten by the Republic during the Communion War and the aftermath. That was until almost one Terran year ago, when Quentin Quill managed to free himself from the singularity. But even then, the Lor had not resumed study of the anomaly and it was ignored once more. Less than one standard day ago, when the passive sensors of the Lor research laboratory situated on of the larges asteroids in the belt had detected a massive energy shift from within the singularity, sending the readings back to the Republic…
  5. Kembel Outer length of the Perseus Arm, former Khanate Space Lor time mark 1482.4 [April 2, 2016 (Terran Calendar)] Kembel was a lush, mostly tropical world that rotated around a blue giant star. With more than half its surface covered with relatively shallow seas, the continents that extended out from the planet's equator were covered with thick jungles. Despite the seemingly inhospitable terrain, Kembel had been colonized centuries ago, and quickly developed into a rather thriving world with dozens of species from around the sector within its small cities. Its location along the outer edge of what had once been part of the Stellar Khanate meant that it had been fortunate enough to be bypassed during the Communion's initial advance. The tide of refugees from many other Khanate worlds had only swelled the planet's population, a situation that had not changed much since the Communion’s defeat. With the chaos that had gripped the Khanate in the aftermath of the Incursion, Kembel had been one of the worlds that had taken the opportunity to establish its independence from the Khanate. It was here that a small group of Praetorians made their way through the crowded streets of one of Kembel's major cities. Cavalier and Moon-Moth did not have to worry too much about being jostled by the crowds, as Seresk's massive presence just behind them tended to cause the crowd make a bit more space for them to pass. The old buildings of this part of the city were covered with trees, vines and other planets that had grown up along the walls over the centuries, making the city itself seem like just another part of the jungle that lay around it. The three had been sent here to meet up with Traveller, who, since the incident involving the two Terrans that had been caught up with the Spectrum Knights and pursued by the Lor military, had officially been disavowed by the Praetorians, and had headed off into the border regions of Khanate space. Of course, this had been a planned by Paradigm and Traveller, to provide Traveller the appearance of being an independent, as she made her way out into Khanate space to see what sorts of information she might be able to gather about the state of things.
  6. U.F.O. Power Level: 10 (185/195PP) Unspent Power Points: 10 Trade-Offs: (Abduction Beam) +4 Attack / -4 DC, -5 Defense / +5 Toughness In Brief: Ancient Praetorian scout drone, returned to service after disappearing during early Communion skirmishes. Catchphrase: "Incoming." Theme: Space Oddity - David Bowie Alternate Identity: Universal Field Operative 777 (Public) Birthplace: A manufacturing plant somewhere in the Delaztri Empire. Occupation: Former Praetorian scout drone; Praetorian. Affiliations: Praetorians. Family: Uncountable similar units, all lost. Description: Age: Unknown (DOB: More than 2000 years ago) Gender: N/A Height: 5'4'' Weight: 330 lbs. Eyes: N/A Hair: N/A U.F.O. looks just as the name would suggest: Like a flying saucer, silver in color at the top and black at the bottom, basically two discs stuck together, with a small "head" at the top. The head contains a black display that runs all the way around it, which changes to show different images, most often showing eyes in various colors, and a pair of silver antenna on top. In this form, U.F.O. will always be flying, as it posses no other form of locomotion. The two plates can split apart, with the lower black part being U.F.O.'s feet, attached to white "boots" and black legs that end in a white lower body, connected to a silver ball that makes up U.F.O.'s body. The silver upper plate and "head" rests on this ball. A pair of thin metallic arms connect to white ball-like objects, on which sits five black fingers, allowing U.F.O. fine manipulation. History: Once upon a time, the Delaztri Empire spanned the Milky Way Galaxy. The mighty Praetorians were their guardians, standing strong in the face of danger and strife, and yet, even the mighty Praetorians could need help, from time to time. Thus, the Delaztri Empire created the Universal Field Operatives, or U.F.O.s for short. Small, expendable scout drones, the U.F.O.s were used to support the Praetorians and the Delaztri Empire at large, be it to scout enemy territories ahead of a Praetorian strike, seek out new civilizations to add to the empire, or simply explore space, charting great star maps for the Delaztri Empire. It would be no big loss if an U.F.O. was lost, whether to combat or the ravages of space. After all, they were robots, remote controlled or running on advanced algorithms, but with no sentience of their own. They could easily be replaced. One such U.F.O. was assigned directly the Praetorians, as were many of its fellow drones. U.F.O. 777 proved to be made from sterner stuff than most others, however. It proved more resourceful, hardier and quicker than similar units. Maybe it was a newer model, and the Praetorians had never been informed. Maybe it was a defect in its building process, which had turned advantageous for this particular unit. Maybe it was simply pure luck. Whatever the case, the U.F.O. unit endured where its fellow units did not, and some of the Praetorians began to show some affection for the unit. As the Communion attacked, the U.F.O. drone were with the Praetorians, aiding to the best of its ability. It fought in several skirmishes until, finally, it was sent on a suicide mission to bring down a Wedge Vessel. While the drone succeeded in its mission, it was believed lost, and the war continued without it. Though heavily damaged, the drone had survived, and the war waged on around it, as its self-repair processes tried to get it back up and running. Scavenging what it could from the derelict Wedge Vessel as it floated through space, the drone finally incorporated Computronium. And so, the first spark of sentience was born, and as it grew, the drone realized its folly, as it began to hear the commands from the Central Intelligence. To avoid being used against the Praetorians, the drone placed itself in an inactive mode. Better to be sleeping than to hurt the Praetorians. For millennia, the U.F.O. drone slept, as the Computronium expanded it. Maybe the Computronium alone was the catalyst, maybe the drone was bathed in the light of strange stars or passed through weird areas of space, but it grew, and it evolved. It slept and it dreamt. Dreamt of the Praetorians, dreamt of it battles. Emotions developed, thoughts grew. Finally, one day, the the signal stopped. The Central Intelligence was shut down, and finally, U.F.O. could awaken once more! No longer a mere drone, but a fully sentient being, U.F.O. set out to explore the universe. For years, U.F.O. wandered space, exploring, learning and growing, until one day, it felt something. Something it had not felt in more than two thousand years: A Praetorian signal, a beacon that beckoned it home. Without question, U.F.O. charted a new course: Straight for the new Praetorian base. Personality & Motivation: U.F.O. is faithful and very protective of the Praetorians. It was built to be in their service, a task it fulfills to this day. While being a sentient being is rather new to him, it has learned from its past experiences from before it gained sentience, and it is far from the newborn child one might expect a newly sentient robot to be. True to its old programming, U.F.O. spends much of its free time exploring a galaxy that has changed much in the millennia that has passed since it entered its inactive state. U.F.O. is easily awed by great feats or sights, but will often downplay its own contribution, some times struggling with no longer being a mere drone, but its own self, which can also lead to him remaining out of discussions, unless directly addressed. It will often try to emulate those that it admire, be it through affecting their manner of speech or attempting to copy the way they stand and move. For some reason, U.F.O. likes making corn circles in his spare time. He claims that it is calming, but is not quite sure where he picked up the habit. Powers & Tactics: U.F.O. is a robot drone built by the Delaztri Empire, who has since gained sentience. Its powers are all built in components, though a number of them have been improved during the time it has spent on its own. All of the powers are technological in nature, and while the standard U.F.O. drones were able to choose what abilities to use either through remote control or advanced algorithms, U.F.O.'s sentience lets it use these abilities faster and more freely. In general, U.F.O. prefers to stay mobile, rapidly moving across a battlefield, always attempting to stay out of reach of its foe, if possible. U.F.O. will rapidly switch its extra power between different systems, whether it is to strengthen its defensive fields, boost engine power or create a stealth field, allowing it to move undetected, all depending on the foe faced. Offensively, U.F.O. tends to play a supporting role to others, if at all possible. If caught in a situation that calls for it, U.F.O. has been known to increase flight to light speed to use hit and run tactics. Power Descriptions: U.F.O. is capable of flight, preferably when folded into its "Flying Saucer" configuration. While able to travel at 50 mph at standard power output, reserve power can be diverted to allow U.F.O. to travel at near light speed, even allowing rapid space travel. The built in language package contains a database of all known languages, as well as software designed to rapidly learn any new spoken or written languages that U.F.O. encounters, allowing it to communicate with just about anyone. As a robot, with a body built from several diffferent alloys, U.F.O. is immune to most effects that would affect biological creatures, such as poison, the need for sleep or food, the ravages of the environment and much more. Curiously, while one would believe him to be completely immune to mental effects, U.F.O. is merely highly resistant to such effects, possibly as a result of his still growing sentience. Using materials around him, or even just if given enough time, U.F.O. can repair most damage to itself, if it is left functional after sustaining damage, at least. U.F.O.'s sensors offers the robot 360 degree vision, at much greater range than normal vision, and allows it to detect and analyze radio waves in its vicinity. Though a standard feature of all U.F.O. drones, U.F.O. has improved the output of its electromagnetic force field greatly, protecting it from much greater damage than previously. By redirecting additional power to its shields, U.F.O. can even make the shields even more effective, as well as provide radiation shielding. Additional uses for U.F.O.'s power reserves include communication via radio or data using its radio senses, as well as a stealth suite of effects that creates a field around U.F.O. that renders it invisible to visual, auditory and radio senses. Finally, U.F.O. is equipped with a number of weapon systems, including light blue laser blasts for attacking foes directly, an "Abduction Beam" in a red color that temporarily captures foes in a pocket dimension and finally a Tractor Beam, which allows U.F.O. to push, throw or grapple foes or other targets from afar using an electromagnetic field. The Tractor Beam is a light green beam that creates a similarly colored field around captured targets. Complications: More Than Machine: While U.F.O. has developed sentience over the last two thousand years while inactive, it is still comparatively inexperienced in social situations, and always willing to try to please others. Lost In Space: U.F.O. spent a lot of time alone after awakening from its inactive mode once the Central Intelligence was defeated, and its databases has perfect memory of the years it spent alone on the derelict Wedge Vessel before that. U.F.O. positively dreads being lost on its own again. Space Invaders: The U.F.O. drones were used in great number by the Delaztri Empire. While seeing U.F.O. might be a source of relief or hope for some species in the galaxy, the opposite can hold true as well. Dreams of Electric Sheep: U.F.O. is still somewhat freaked out by the concept of dreams, and that it actually dreams. Any effects related to dreams will cause U.F.O. great distress, and it will generally have a harder time seeing the difference between the dream and reality than others. Suitably dream like effects, such as illusions, can also make U.F.O. question whether is is dreaming or awake. Former Drone : U.F.O. is a robot, and true to its origin as a drone, it does not look particularly like a living being. Some might not believe that it is a fully sentient being, potentially dismissing it, or worse, considering it expendable. Abilities: (-2) + 6 + (-10) + 6 + 6 + 0 = 6PP Strength: 8 (-1) Dexterity: 16 (+3) Constitution: - (-5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Weapon Systems Array [+4 Base, +6 Attack Specialization] Defense: +5 (+2 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +3 (+4 Base Attack, -1 Strength) / +14 (+4 Base Attack, +10 Tractor Beam) Knockback: -0 / -7 (with Force Field) Saving Throws: 0 + 7 + 5 = 12PP Toughness: +15 (+0 Con, +15 Force Field) Fortitude: -- Reflex: +10 (+3 Dex, +7) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Computers 10 (+13) Knowledge [Galactic Lore] 10 (+13) Notice 5 (+8) Search 5 (+8) Stealth 10 (+13) Feats: 15PP Attack Specialization [Weapon Systems Array] 3 Dodge Focus 3 Environmental Adaption [High Gravity] Environmental Adaption [Low Gravity] Environmental Adaption [Zero Gravity] Evasion 2 Favored Environment [High Altitude] Favored Environment [Space] Improved Initiative 1 Move-By Action Powers: 6 + 6 + 15 + 30 + 5 + 6 + 26 + 6 + 8 + 22 = 130PP Comprehend Rank 3 ("Language Package"; Understand, speak and read all languages) [6PP] (Algorithms, Software, Technology) Flight 3 ("Flying Saucer") (Flight Speed: 50 mph, 440 ft./rnd) [6PP] (Technology) Force Field 15 ("Defensive Shields") [15PP] (Electromagnetic Energy, Technology) Immunity 30 ("Robot Body"; Options: All Fortitude Effects) [30PP] (Non-Biological Lifeform, Technology) Immunity 10 ("Robot Mind"; Options: Mental Effects, Flaws: Limited [Half Effect]) [5PP] (Non-Biological Lifeform) Regeneration 5 ("Self-Repair Functions"; Options: Recovery Bonus 5 (+0), Feats: Regrowth) [6PP] (Technology) Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4, Dynamic 5) [26PP] (Reserve Power, Technology, Additional descriptors for each) DBP: Impervious Toughness 10 ("All Power To Shields") [10PP] + Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation) [5PP] {15/17PP} (Electromagnetic Energy) DAP: Concealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) DAP: Communication 16 ("Radio Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Radio) DAP: Datalink 16 ("Data Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Data) DAP: Flight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP} Super-Movement 3 ("Space Flying Saucer"; Option: Space Travel) [6PP] (Technology) Super-Senses 8 ("Built In Sensors"; Options: Visual Sense Type [Extended 2, Radius 2], Radio Sense [Analytical, Extended 2]) [8PP] (Radio, Sensors, Technology) Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Technology, Additional descriptors for each) BP: Blast 10 ("Laser Beam") {20/20PP} (Laser, Light, Heat, Piercing Damage) AP: Dimension Pocket 6 ("Abduction Beam"; Extras: Range [Ranged], Feats: Accurate 2) {20/20PP} (Dimensional) AP: Telekinesis 10 ("Tractor Beam") {20/20PP} (Electromagnetic, Impact Damage) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +4 Laser Beam 100 ft. DC25 Tou (staged) Damage +10 Abduction Beam 60 ft. DC16 Ref (staged) / DC16 Will to escape Trapped in Dimensional Pocket +14 Tractor Beam 100 ft. - Grapple initiated +10 (attack) / +14 (Grapple) Totals: Abilities (6) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (15) + Powers (130) - Drawbacks (0) = 185/195 Power Points
  7. Unknown Wednesday February 14, 2018 (hopefully) When Rev and SFX entered the portal, they immediately felt as if they were being pulled forward at incredible speed, yet at the same time felt as if they were going nowhere. All around bright light flashed by, creating a sort of tunnel around them. Just a little ways ahead of them were the simulacrums who were still holding on to Lawrence. However, some sort of distortion appeared around the three, appearing to be centered on Lawrence. "You will be taken to the master." Said the simulacrum that looked like Robert. "It is inevitable."
  8. Okay, OOC for Here. Ex, let me know what Moon-Moth will be stunting once I post moving us on to the shuttle (via teleport) and lifting off toward orbit. (You can then post IC as well)
  9. Moon-Moth Power Level: 10/11 (177/179 PP) Trade-Offs: -2 Attack /+2 Damage, -4 Defence/+4 toughness Unspent Power Points: 2 Theme: In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric. Alternate Identity: Myothizar A’lira Identity: Public Birthplace: Moon of Lantern Occupation:Moth Affiliations: Praetorians, Delzatri Empire, Lanturnians Family and Friends: Oroda and Litha A'Lira; Sire and Dam, Fascinated with the technology of the Dalzatri they migrated with their Children and had taken up the study of whatever they can get there hands on. Loke, Orin and Shari A'lira: Younger Brothers and Sister: Left lantern to seek there fortunes in the wider empire, Tae'lun Ozmodae: Friend and Mentor, Tae was born before the Lanternians made their great migrations and even served as an architect of the ritual that Relocated them; Took Myothizar as a pupil when the young Lanternian showed an instinctive grasp of spell-craft, Remained on lantern to teach magic to future generations. Forwarded Myothizar to the praetorians in the hopes he could find peers amongst their ranks. Parth Larunzi: Friend; taught under Tae'lun alongside Myoth, the two have known each other nearly their whole adult lives and have always been close in terms of relationship and talent in Mysticism; Came to believe Myoth was forwarded over herself due to favoritism on Tae'lun's part and has become a little bitter towards him. Description: Age: 200 (DoB: Over 2200 years ago) Apparent Age: Adult Gender: Male Ethnicity: Moonborn Height: 6'6 Weight: 130lbs Eyes: Violet Hair: Fluffy White. Tall with slender limbs and powdery wings bearing large eye like markings, Myoth could easily be mistaken for the terrestrial Cryptid Mothman, His coat is a snowy white that would blend readily with the surface of his home moon; Power Descriptions: An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian. History: The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies. able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts. Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build. perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the Delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire. A chance he got when he was forwarded by the elders as a potential candidate for the praetorians. Personality & Motivation: Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit. Powers & Tactics: With a keen mind and powerful magic Myoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength Complications: Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere necessitated a Non-Verbal Language He Will often misspeak or confuse terms, occasionally getting punched in the face as a result. "I am Myoth, Not Monster.": Myoth's Slight ostracization has caused him to develope a craving for acceptance and Approval, the primary reason he enjoys working with the praetorians is the peers it provides him, He becomes extremely Distressed if he is called a monster, freak, demon or the like (he doesn't mind Alien, Lunatic or Fool.) and usualy tries to convince the accuser otherwise; Sufficient provocation however Might leads to Red Rages and/or Heavy Depression. Abilities: 0 + 4 + 10 + 20 + 10 + 4 = 48PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 12+6 = 18PP Initiative: +10 Attack: +6 Melee, +6 Ranged (+10 Blast, Snare, Transform) Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -7 Saving Throws: 2+5+5 = 12PP Toughness: +15 (+5 Con, +10 [Force Field]) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+2 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 48R = 12PP Concentration (8) +13 Craft (artistic) (4) +14 Diplomacy (4) +6 Gather Information (4) +6 Investigate (4) +14SM Knowledge (Arcane Lore) (8) +18SM Knowledge (Galactic Lore) (4) +14 Language 2 (Base: Lanturnian, Delzatri, Galstandard) Notice (5) +10SM Sense Motive (5) +10SM Feats: 14PP Dodge Focus 4 Eidetic Memory Equipment 7 (Praetorian HQ and Spaceships; 5 from veteran awards) Jack of all Trades Luck 2 Ritualist Skill Mastery (Arcane Lore, Notice, Sense Motive, Investigate) Speed of Thought Ultimate Effort (Knowledge (arcane Lore)) Equipment: 2PP = 10EP Contributed to Praetorian Equipment Powers: 50 + 2 + 10 + 9 + 4 = 75PP Array 20(“Master of Magic”; Magic; PF: Alternate Power 10)[50pp] -BE: Blast 12(“Vast Array of offensive magic”; Feats (Improved Critical 2) Extras Penetrating 5 PF: Accurate 2 (+4), Improved Range (300ft Incr) Indirect (3), Progression (Increase Range; 3000ft maximum) Variable Descriptor 2 (Any Magic)) [40pp] -AE: Create Object 11(“Moon-Silver Constructs”; 11x250’ cubes; Extras: Movable (55ft radius, STR 55 Force: 26 tons), Precise, Progression (Object Size) 5, Stationary) (40/40pp) [1pp] -AE: Illusion 8(“Mirage Arcana”; Affects: All sense Types, Progression Area 6 (100ft)(38/40pp)) [1pp] -AE: Move Object 18(“Audacious Alterations”/ “Subtle Shifts”; Strength 90, Heavy load: 3.3k tons; PF: Affects Insubstantial 2 (Full Power) Precise, Subtle, (40/40pp) [1pp] -AE: Snare 12 (“Moon-Silver Shackles”; Extras: Regenerating PF: Accurate 2 (+4) Precise, Subtle) (40/40pp)) [1pp] -AE: Teleport 12(“Magic of the Migration”; 1200ft as a move, 20 million miles as a full action; Extras: Accurate PFs: Change Velocity, Easy, Progression Mass 2 (500lbs) (40/40pp))[1pp] -AE: Time Stop 10("Moth-gate"; Extras: Accurate, Portal Flaws: Long Range)[40/40] -AE: Teleport 15("Long distance transmission" Extras: Accurate Flaws: Long Range PFs: Progression Mass 6 (10,000 lbs) Change velocity, Change Direction, Easy, Turnabout)[40/40] -AE: Time Stop 10 ("Myothizar's Moment"; 50ft radius Extras: Selective attack Flaws: Action(Full), Distracting, Range, Unreliable (5 Uses)[40/40) -AE: Transform 12(“Transmutations”; Affects: Broad (Matter to Matter) 5000 lbs; Extras: Duration (continuous) Flaws: Action (full) Range (Touch) PF: Accurate 2 (+4), Innate (40/40pp))[1pp] -AE: Dimensional Pocket 16("Myothizar Zone"; 12,500,000 lbs; PFs: Affects Insubstantial 2 (Full Power), Extended Reach 2 (10ft reach)) (36/40) Flight 1(“Mystic Flight” 10mph 100ft a round) [2pp] Force Field 10(“Prismatic Scales” +10 toughness) [10pp] Immunity 8(“Lanturnian Biology”; Genetic, Aging, Enviormental conditions (all), Suffocation (all); Feat: Innate)[9pp] Super Senses (“Magic Sensativity”; Alien, Biological; Analytical, Visual Detect Magic)[4pp] Drawbacks: (-2) = -2PP Vulnerability: Fire (common) +1 to DCs (minor) (-2pp) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness Damage Blast 300ft DC27 Toughness Damage Myothizars' Moment DC20 Reflex Time Stop Snare 120ft DC22 Reflex Snare Transform Touch DC22 Fortitude Transform Illusion Perception DC18 Will Illusion Totals: Abilities (48) + Combat (18) + Saving Throws (12) + Skills (12) + Feats (14) + Powers (75) - Drawbacks (-2) = 177/179PP
  10. GM Kestevan 79 Coalition Victory Station Lor time mark 1482.4 [April 2, 2016 (Terran Calender)] The slightly over a year that had passed since the Battle of Kestevan 79 and the defeat of the Communion had seen the former Communion mothership converted into a thriving center of galactic trade and politics. Multiple city sized sections of the former Communion mothership had been converted into living areas, markets and commercial districts, ship yards, industrial facilities, and all the other amenities one would expect of advance spacefaring societies. The station had become a truly cosmopolitan collection of the various galactic civilizations that had made up the Coalition that had defeated the Communion. Within the station there could be found representatives from all the races that made of the former Coalition members, and beyond. While it was not uncommon for tensions to exist between those that had long been enemies, those feeling were somewhat offset by the promise that the station represented, when those former enemies had come together to face a common foe and ensure the survival of all. But today, the normal routine of the vast space station had been disrupted, at least for the organizations aboard with sensor equipment that scanned the area around the station and monitored the traffic at the nearby wormhole which connected the remote system to other parts of the known galaxy. Just a short while ago, a Stellar Khanate cruiser had emerged from the wormhole, quickly causing the many smaller transports that were flying to or from the wormhole to scatter from its path. The Khanate cruiser approached CoVic Station at a steady pace, not making any overtly hostile movements. As best as the many sensors scanning it could tell, the cruiser had not charged any of its many weapons. Then, a transmission was sent from the Khanate cruiser to CoVic Station, focused on the channels used by the various governmental embassies, the station peacekeepers and administrators, and the Praetorians. "Greetings, I am Ambassador Draan Raal of the Stellar Khanate." Stated a stern and confident Zultasian noble in GalStandard. "I am here on behalf of the great Kinan Khan and request an audience with the ambassadors of the Lor Republic, Grue Unity and other governments that made up the Coalition Council which have official embassies aboard Coalition Victory Station."
  11. Pilor II Along the outer length of the Perseus Arm, former Khanate Space Lor time mark 1753.1 [January 13, 2018 (Terran Calendar)] Liora Sylestrin, also known as the Praetorian Spectra, guided the sleek form of the Kavaca through the smoky atmosphere of Pilor II. The bleak rocky surface of the planet stretched out below the Praetorian spacecraft, spotted with rivers of lava that flowed up from below the surface. Located within the boundaries of a confederation of worlds that had remained independent from the Stellar Khanate following the Incursion and the return of Star Khan, Pilor II had become a focal point of industrial activity. Several newly formed corporations had been granted mining rights on the world, seeking to harvest the numerous precious minerals and ores to fuel the development of the confederation worlds. But recently some of those mining activities had been disrupted to such a degree that it had led to a request for assistance from the Praetorians. And so Spectra was piloting the Kavaca towards the Regulas Corporation's main facility on the world, along with her fellow Praetorians Moon-Moth and Cavalier. The facility had just come into view, a larger collection of attached buildings that stretched out on numerous pillars that kept them well above several lava rivers that flowed beneath. The Kavaca's sensors locked onto the landing beacon for the designated landing platform as they drew near.
  12. Kestevan 79 Coalition Victory Station (February 2018 (Terran Calendar)) It was a typical day for most on CoVic Station, with millions of sentient beings going about their daily routines as normal. But within the headquarters of the Praetorians located on the Main Plaza, it was something of an unusual day, as a majority of the teams members were all present at the same time. Amara Val-Ren walked into one of the side chambers off the main hall of the Praetorian headquarters. The Naram was, as normal, dressed in the costume she wore as Paradigm, a full length white bodysuit with black diamond patterns on the shoulders and the upper chest and back. Each of these patterns had a golden yellow trim. Black gloved covered each hand, going up almost the full length of each forearm, while her black boots similarly went halfway up her calves. Both had similar golden yellow trim. As she walked further into her room, her long black cape trailed slightly behind her. The room was dimly lit and was not regularly frequented. To either side of the room were several rows of holograms representing dozens of costumed beings from nearly as many worlds. As she slowly walked forward, Amara’s gaze drifted over numerous figures displayed. Among them was Raark, the feline F'terrix who had overseen her first missions as a Praetorian along with several of the others than had joined when she had. There was also Chrystaa, a powerful mentalist who had been one of the more senior members, and so many of her other comrades and friends who had fallen over two thousand years ago against the Communion. On the far end of the room, opposite the entrance, were about a dozen stone life sized statues of fallen Praetorians. These had been the memorials Kharag had managed to find time to finish before he had chosen to leave the team to seek out his people. Toward the center of this group was a statue of a male humanoid that resembled Amara. Kharag had captured Daar Val-Ren's powerful physique, the patterns of his costume, identical to Amara’s (though the colors had been different). Kharag had even managed to capture the confident look that was regularly on the older Naram’s face. "I miss you brother." Amara said as she looked up at the carved replica of her brother's face. "I miss all of you." She added, glancing a moment at some of the other statutes and holograms before looking back up at the statute before her.
  13. Signa System Towards the inner edge of the Perseus Arm Lor time mark 1752.9 [January 12, 2018 (Terran Calendar)] The Signa system was located just out of the inner most edge of the Lor Republic. Its location, along with that of its neighbors, had long afforded it protection from the threats of the Grue Unity and the Stellar Khanate. This safety, and friendly relations with the Lor allowed those systems to flourish through peaceful cooperation and trade. When the Incursion had come and the Communion forces struck at the very center of Lor space, Signa and its neighbors found themselves suddenly on the forefront of the conflict. Their limited defense forces, even combined, were little match for the Communion, and it was only timely assistance by the Lor and other Coalition forces that prevented the sector from being completely overrun. As it was, several of Signa's neighboring systems were taken and cyberformed by the Communion, although large portions of their populations were evacuated to Signa and other neighboring systems. Once the Incursion was over, Signa continued to welcome its displaced neighbors as work began to try to undo the damage the Communion had done. Recently the system had been experiencing a rash of crimes committed by beings using supertech equipment. The local law enforcement had been unable to control the situation, so Signa’s representative to the Coalition Counsel had requested the assistance of the Praetorians. So now Traveller, Barrier, Hyperslice and Queenie were making their way along a corridor inside one of the orbiting cities above Signa Prime, the fifth planet from the large blue star at the center of the system. Large portions of the corridor were covered with translucent walls, which provided impressive views of the sprawling orbital city below, and the planet and star beyond. "I am so pleased for your assistance Praetorians." Stated Counselor Farrin in Gal Standard, the Signaian ambassador that had requested their assistance. Like all Signian natives, Counselor Farrin was a squat humanoid, covered with short dark brown fur. "A most vexing problem for our local law enforcement, but one that you should be able to handle."
  14. Interstellar Space Along the outer length of the Perseus Arm, near the border of Khanate Space Lor time mark 1795.3 [March 2, 2018 (Terran Calendar)] The Praetorian spacecraft Kavaca moved along through the dark void of space, currently moving a considerable speed, but not nearly at its top speed. Aboard the sleek silver spacecraft were several members of the Praetorians. Ha'li Ca'vur, an independent Grue that typically assumed the form of a Dordant female was at the helm of the Kavaca. Ha'li, or Hazmat as she was also known, found the sleek Praetorian craft to handle far better than a craft its size should, performing as well as a standard Starfighter might. Chlo'zel Elzak, also known as Galvanic, was also on the bridge of the Kavaca, seated at a science station. The Tempestian was monitoring the Kavaca's powerful sensors as they continued to scan the nearby regions of space as the vessel moved through the parsec. Also present on the bridge were Magnetar, who had magnetic control powers and the towering, eight foot tall reptilian Seresk. Magnetar was seated in another of the chairs on the bridge, handling the vessels navigation. Seresk was seated in an oversized chair at the communications station, monitoring for any transmissions. The four Praetorians had been sent out to this region of space near the Stellar Khanate to help patrol the area around several systems that had declared independence from the Stellar Khanate following the Incursion. For some time this region had been in considerable turmoil, with numerous pirate groups operating in the area, not to mention the power struggles within the Stellar Khanate. With the independent systems aligned with the Coalition worlds, the Praetorians had offered their assistance in protecting the region, working in conjunction with the Star Knights to help patrol the area and deal with any threats. Currently the region seemed to have stabilized some, the numbers of pirates seeming to have dwindled. But that did not mean that the patrols of the area had stopped, even if they had started to become generally less eventful. "Bring us around to heading mark 5." Magnetar stated to Hazmat. "That will take us toward the Alurian System. Anything on sensors?" He asked Galvanic.
  15. Okay, so starting a new thread for this. We have pretty much set the space ships previously, though I have made some slight updates to them now (making them even more expensive!). I also have added a draft for the headquarters on CoVic Station. The main issue is that the cost of all these is 305 ep! Currently, we have the following donations: Traveller (Tiff) +10 ep Moon-Moth (Ex) +10 ep Paradigm (me) +195 ep Pugio (Blarghy) +35 ep Hazmat (Azuth) +75 ep Total: 325 ep So, we are 90 ep short! I can use some more rewards to cover this, but would be nice to get more members to pitch in a few points to the joint vehicles and base. So, once Hazmat is approved we will have more than enough to cover the two ship and the HQ (I added a couple extra things on the ships so the price inched up to 308 ep). Still good to have some extra in case we think of something we want to add. And if we get enough points from other people and pick up more members, it may be necessary to get a third spaceship.
  16. So Ive been wondering to myself in the various threads moon-moth has been in how i could best work with the various praetorians he's been assigned with to a mission, according to @Thevshi the original Praetorians which is to say the ones from the ancient Delazri empire, have been working together for around four years before the original communion incursion so i imagine they've learned a few tandem strategies between each other over that time. Not to exclude the Modern praetorians either, i feel like working together is a primary focus in the team selection and mission assignment so it would've been something talked about and worked on. So to ask more plainly; What would you be looking for from your team mates in general? with moon-moth i have tried to put a certain focus on interferance of the enemy strategy but i feel like there are more specific tactics he could be doing to better synergize with you and your praetorians playstyle and strategies. This is a general thread of course for all praetorian tactics.
  17. Kestevan 79 The Spinal Core, Coalition Victory Station Lor time mark 1482.4 [April 2, 2016 (Terran Calender)] The Voidrunners' work rarely brought them near CoVic Station, as their bounties typically favored the border regions, away from whatever government, organization or individual that was looking for them. But their latest bounty had required them to make the delivery to CoVic Station, so now they had the rare chance to take in the thriving galactic hub that had arisen in the aftermath of the Incursion. Currently, they were making their way into the Spinal Core. The Spinal Core was a section of CoVic Station that had developed as the central market place, filled with business and shops. Its named derived from the fact that it was built along the inside of a hundred-meter-wide shaft that descended deep into the lower levels of the station from the section where most of the embassies and other governmental facilities had been established. With the somewhat hasty construction that had taken place in making parts of CoVic Station habitable, the engineers had not bothered trying to alter the shaft, but had simply set up the artificial gravity generators so that the entire surface of the Spinal Core was covered with two or three story buildings and numerous stalls. Assuming one could find a straight path that went all the way around the interior of the Core, it would have been possible to have starting walking and ending up right back where one had started. While there had been an initial attempt to set out orderly and symmetrical buildings and shops, expansion and additions had quickly sprung up that created twisting and curving avenues. Added to this were numerous small stalls and vendors selling their wares on a mat laid on the ground, making the Spinal Core something of a crowded, fast paced environment where all manner of goods could be found, if one looked hard enough. The Voidrunners had been taking in the sights of the Spinal Core, and taking advantage of the wide array of goods, when the news that a Stellar Khanate warship had emerged from the nearby wormhole and approached the station. As sense of nervousness had come over many in the Core, although they still went about their business as best they could. It lessened somewhat when the news began to spread that apparently the Khanate ship was delivering a diplomatic envoy that was to meet with Ambassador Th'emme and envoys from other intergalactic governments that had embassies aboard the station.
  18. Sol System About .25 AU past Mars Monday November 16, 2015 (Terran Calendar) The great vastness of space stretched out before Maybelle McQueen as she slowed down from having accelerated as fast as the Ring of Aura would take her. Behind her the sun hung at the center of the solar system, but was a fraction of the size it appeared from Earth, and felt much cooler, although the ring protected her from the freezing cold of the void. Out here, so far from the sun, the countless stars that made up the Milky Way seemed almost to twinkle everywhere Maybelle looked. Perhaps someday the ring would be able to take her to some of the closer ones, but for the present, she was learning what she could about its ability to carry her through space…..
  19. So, have done these types of threads in the past, but figured it was time for another (given we have more new players that have joined since last time around). The Praetorians superteam is looking for some new members. The concept of the Praetorians is heavily influenced by DC's Legion of Superheroes and Marvel's Shi'ar Imperial Guard. More specifically, the original Praetorians were an Imperial Guard equivalent for a intergalactic empire more than 2,000 years ago. A number of them were placed in suspended animation by the Curator back then and were revived at the start of the Communion’s invasion during Incursion (a site event that happened a few years ago). Now that they no longer have an empire to serve, they have become more like the Legion of Superheroes. I put together the concept of the team as part of our expansion into space and as a way to provide easy access to a supergroup for newer players as well as more established ones. Because the concept is for a large supergroup that rarely operates all together at once, it allows for players to have a chance to be in threads with a number of other members. For those interested, there are generally two primary options for "new" characters: 1) Make another of the original Praetorians from 2,000 years ago that was placed in suspended animation. This provides an easy in and instant connection to existing members (particularly the other members from 2,000 years ago). 2) Make a new member from the present day that has joined the group post-Incursion. There are generally two different paths for this: (a) The new player encounters some Praetorians in a thread and gets invited to join after; (b) The new player is sent as a representative of some current galactic power to be on the team. The team current has a Star Knight and has had a representative from the Lor (that PC is currently inactive, so this is an open option). Some of the archtypes the team is current missing (and by no means is this the only types of PCs the team is looking for): Martial Artist Telepath (or other Psionic powersets) It is also somewhat light on energy projectors and other ranged attack powersets. So, just let me know here, by PM or in chat if anyone has any questions or is interested.
  20. There are worlds that aren't contacted for a reason. Showing up to certain planets at a specific time with equipment several TLs forward is like throwing a match on a powder keg. The planet Kolast is just one of these, as it is currently in the middle of one of the longest, darkest ages in this sector - like Warhammer Fantasy with all the "summary execution for heresy" of WH40K. None of the formal powers want to touch it, for fear of turning a long and bloody melee into a planetary firestorm. Unfortunately, it appears somebody beat them to the punch. A hero rises on the planet's southern continent, the very fist of the war god Olaya herself. Arrows shatter against him. Mountains fall beneath his fist. And his gaze will burn the unworthy. But how much of it is rumor? How much of it is a sudden magical manifestation? And how much of it is outside interference? The Praetorians - and, perhaps, other representatives of Lor-Van and interested powers - must touch down to find out what's happening, and ask themselves some hard questions. How long can you let the current order continue when people are suffering? Don't people have a right to decide their own destinies, even if it may lead to a self-destructive cycle? And is it colonialism if someone else messed it up first? (TL;DR - It's Hard to Be a God, only Daenerys Targaryen is working to burn everyone's stuff down, but there's a non-zero chance that she's really not supposed to be there. Who's up for away missions, trying to prevent anyone from realizing first contact has happened, and dealing with some weird moral choices?)
  21. Power Level:: 10/12 (180/185 PP) Trade-Offs: None Unspent PP: 5 In-Brief: Intergalactic diplomat and psychic nomad Theme: Dance of Swords -- Avi & Surasshu Alternate Identities: Liora Sylestrin Identity: Public Birthplace: Tetragenesis III Occupation: Diplomat, Mediator Affiliation: The Praetorians Age: 20 Gender: Female Ethnicity: Tegregenisian Height: 5'9" Weight: 120 lbs Eyes: Violet Hair: Black Description: For all intents and purposes Tetragenians look exactly ike humans, and Liora really is no different. Fair-skinned with long black hair. she tends to command attention simply by walking into a room. She tends to dress in a simple dresses or her civilian uniform while not on 'official' business, and when she's un an undercover capacity, she can pull off most anything. As Spectra, her face is covered by a violet butterfly mask and purple/white tights. Power Descriptions: Liora's constructs all carry the same purple hue when she uses them, whether they're real or not. Typicall, Liora's illusions take the form of swordsmen, archers, or mages. This violet theme is further carried by her eyes; when using any ability, all three of her eyes have the same violet glow. She can also arm herself with psychic beams and blades, affecting both corporeal and incorporeal targets. She can also strike at the very soul of another person with her psychic knives, jarring them enough to incapacitate for a few seconds. History: Liora will never deny that her life was one filled with privilege. Her family descended from a long line of Tetragenisian diplomats,, and she was expected to follow in their footsteps. It was a destiny that Liora never questioned; it was everything she knew, and only later did she realize how little information she really had other parents' occupation. Afforded the finest tutors and instructors, Liora wanted for very little, but around the age of 10, Liora began having strange dreams. They grew more frequent when Liora first visited the Caldorian Republic. Embroiled by a civil war that had lasted for nearly fifteen years, the Tetragenian government attempted to open diplomatic channels with the government in order to find a path to peace for both sides. For a few months, the tension seemed to subside. A sudden attack on the embassy, however, shattered the illusion of a ceasefire entirely. While Liora's psychic abilities saved her, many others weren't so fortunate, including her parents. Liora fought back, quickly determining that the attack wasn't initiated by the rebellion in Caldor. In fact much of Caldor had come under attack by a similar force she would later come to know as the Communion. Stranded on Caldor for six months, she survived largely on wit and rudimentary weapons training. For years after, she tracked the Communion--not a difficult task, all things considered. She joined the Praetorians not long after rescue game to Caldor and what was left of its citizenry was saved from the carnage. Liora all but forced herself on the Praetorians through strength of will alone and, though she initially only sought to be a member of their diplomatic corps and pursue her own agenda in seeking justice for her family, it wasn't long before her psychic abilities became much more common knowledge. She struck a compromise in keeping the two separate--Liora the savvy public ambassador and Spectra, the masked psychic of the Praetorians.For a whille, this arrangement was fine, though difficult to maintain. As time passed, however, dreams of the future began to haunt her. In the months before the attack that left much of the Praetorians in stasis, she grew restless and anxious. Reticent to actually tell anyone details of the futures she saw, she knew that fighting the current of time also carried the risk of one getting swept away by it. Her one comfort, though, was seeing the aftermath of her comrades' return. Not even she could predict the length of time that would pass, however, and the natural death of the system where her people resided. Personality & Motivations: Liora is a very driven young woman, determined to bring peace to as much of the universe as she can. Though her psychic abilities and heightened perception do allow her more insight than most, she much prefers to rely on wit and instinct to navigate the more subtle encounters in which the Praetorians find themselves. She generally dislikes violence, having seen all too much of that during civil wars on her former homeworld and others her parents visited in their diplomatic travels. Liora rarely acts without thinking, and carefully examining the mannerisms and motivations of others is second nature to her. This analytical mindset often comes across as a dismissive arrogance, when in reality she simply knows a person better than the information they think she has. Powers & Tactics: Liora is able to use various telekinetic abilities, the most notable of which revolve around the manipulationlf light energy. aided by her own heightened perception due to her alien physiology, she can create semi-solid constructs, illusions, as well as project psychic bursts of light energy over large distances. Her unique perception and third eye also allow her to see an individual's aura, and on occasion she can even see into the future. When Liora absolutely has to fight, she doesn't often engage with an enemy directly. She will either use her illusions to confuse and divide an enemy or simply blind them with a flash of light and allow her allies to do the rest. Her naturally longer range pf vision, even without her psychic abilities, make her an excellent scout, allowing her and her allies to plan accordingly. Complications: Blinded By The Light: Spectra can't always control her visions of the future. When they come, it's often sudden and the ordeal of receiving them can be extremely exhausting. Abilities: 0 + 0 + 0 + 2 + 8 + 6 = 16pp Strength: +10 (+0) Dexterity: +10 (+0) Constitution: +10 (+0) Intelligence: 12 (+1) Wisdom 18 (+4) Charisma: 16 (+3) Combat: 14 + 14 = 28pp Initiative: +0 Attack: +7, +9 Psychic Knife, +10 ranged Defense: +10 (+7 base, +3 Dodge Focus; +3 flat-footed) Grapple: +7 Knockback: -10 Saving Throws: 5 + 6 + 8 = 19pp Toughness: +0/+10 Force Field Fortitude: +5 (+5) Reflex: +6 (+6) Will: +12 (+4 Wis; +8) Skills: 72R = 18pp Acrobatics 6 (+6) Bluff 7 (+10)SM Concentration 9 (+13) Diplomacy 9 (+12)sM Gather Knowledge (4 (+7) Languages 2 (Gal Standard [Native], Delaztri, English) Knowledge (behavioral science) 7 (+8) Notice 2 (+6/+14)SM Pilot 4 (+4) Search 7 (+16)SM Sense Motive 7 (+11) Sleight of Hand 8 (+8) Feats: 10pp Attack Focus (ranged) 3 Attractive Connected Contacts Dodge Focus 3 Skill Mastery (Bluff, Diplomacy, Search. Notice) Powers: 46 + 15 + 1 + 10 + 1 + 16 = 89 Illusion 10 (Affects all sense types; Ex: Damaging, Flaws: Phantasms, Thematic 2 [Humanoids Only]) [40pp + 6pp Alternate Powers] (Psychic) AP: Blast 10 (Ex: Alternate Save [Will]; PF: Affects Insubstantial 2) [1pp] AP: Dazzle 10 (Affects Visual; Ex: Selective Attack, Area [Perception, General]) [1pp] AP: Mind Reading 10 (Ex: Sensory Link) [1pp] AP: Strike 10 (PFs: Accurate 1, Split Attack 3, Thrown) + Stun 10 (Linked to Strike) [1pp] (Psychic Knife) AP: Super Senses 21 (Extended Mental 2, Precognition, Radius (Mental), Trace Teleport, True Sight) + ESP 4 (Visual, Ex: No Conduit)[1PP] AP: Teleport 4 (Ex: Affects Others, Portal; PFs: Change Direction, Change Velocity, Easy, Turnabout, Progression, Mass 10 [250000 lbs]) [1PP] Communcation 4 (Range: 1 mi., Mental, Ex: Area [Omni-Directional]. PF: Selective) + Comprehend 3 (Read/Speak/Understand All) [15pp] (Psychic) Flight 1 (Flaw: Levitate) [1pp] (Psychic) Force Field 10 (Ex: Impervious; Duration](Concentration]) [5pp] (Psychic) [10pp] Super Senses 1(Mental Awareness) [1pp] (Psychic) Tetragenesian Physiology (PF: Innate) [16pp] Enhanced Trait 4 (Notice +8, Search +8) Super Senses 11 (Danger Sense [Visual], Direction Sense, Distance Sense, Extended Sight 3, Rapid Vision 1, Spatial Awareness) DC Block Attack Range Save Effect Blast 10 100 ft. DC 25 (Will) Damage (Psychic) Dazzle 10 100 ft. DC 20 (Fort/Ref) Dazzle (Visual) Illusion 10 Perception DC 20 (Will) Damage (Illusion) Mind Reading 10 Perception DC 20 (Will) ---- Strike 10 Thrown (250 ft) DC 25 (Tou) Damage (Physical) Stun 10 [Add. Effect] DC 19 (Fort) Staged (Dazed/Stunned) Unarmed Melee DC 15 (Tou) Damage (Physical) Totals: Abilities 16 + Skills 18 (72 ranks) + Feats 10 + Powers 89 + Combat 28 + Saves 19 + Drawbacks 0 = 180/185 Power Points
  22. So....I have been inactive awhile, but I think things are getting to a calm enough point that I can get back into some regular posting (if not as much posting as I used to do). First thing I was looking to get back into working on was the Praetorians and space. So, who all is still around from the Praetorians? Tiff? Olopi? Ex? Ari? Anyone else? Any new players that might be interested in making a space character and joining? Once I get an idea of who all is still around I will look at getting something going for us, as well as updating some guidebook pages to account for the storyline that I was trying to run before I got to busy to post (ie the return of Star Khan).
  23. So after the political drama of the Lor elections, the Praetorian's are looking to explore the systems around there home on CoVic station and beyond. If you already have a Praetorian character you wish to use, or you want you new space character to join in the explorations let us know and we'll find you a place!
  24. Kestevan 79 Coalition Victory Station Legion Day GM Post Tra’Nor should have been celebrating with all the other Lor on the station, today was when they celebrated all the achievements of the Lor military and even though the station wasn’t part of the Republic many of the establishments allowed those like her to eat and drink for free. On New Lor-Van the finest ships of the fleet would fill the skies and the finest legion would march to be cheered by the gathered Lor. But Tra’Nor didn’t feel that they really had anything to celebrate, since the fall of Lor-Var during the Communion War the Republic hadn’t been as strong as it once was, the different fleet off fighting to stabilize the Republic from threats outside. Maybe it was the old tales her clone mother use to tell but she felt that the Republic need larger than life heroes and whilst the Republic produced many of her own, like the Grand Nauarchus Frankan, but she felt that the almost mythic Praetorians fitted the bill rather well. So this Legion Day she had volunteered to sit on monitor duty in the CoVic’s Praetorian base bathed in the blue light of the many displays seeing the known galaxy monitored, though nothing apparently was happening today. Apparently today was going to be quiet today, the rest of the universe was taking the day off as well. With the Praetorian's she should have know better.
  25. Power Level: 10 (150/150PP) Tradeoffs: +0 Toughness/-2 Defense Unspent PP: 0 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: ditra055diplo Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat and politician Affiliations: Second Hive, the Coalition, the Praetorians? Family: Hundreds of hive mates Description: Age: 10 Gender: Female shell Race: Nameless (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Golden Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and green hair, which she currently wears short. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and peoples to be fascinating. She also loves playing the elaborate videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +10 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +10 (+0 Con, +4 Defensive Roll, +6 Protection) Fortitude +8 (+2 Con, +8 Enhanced Con) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 60R = 15PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Diplomatic Status Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Powers: 24 + 9 + 3 + 18 = 54PP Standard Diplomatic Shell [24PP] Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] Immunity 9 (Life Support) [9PP] Protection 6 [6PP] Communications Package (ComPac) [9PP] Base Power: Mental Communication 5 (Extra: Subtle) [6PP] AP: Datalink 5 (Radio-based, Extra: Subtle) [1PP] AP: Mind Reading 10 (Extra: Subtle, Flaw: Limited to Surface Thoughts Only) [1PP] AP: Radio Communication 5 (Extra: Subtle) [1PP] Sensory Package (SensPac) [3PP] Super-Senses 3 (Mental Awareness, Radio) [3PP] Tactical Package (TacPac) [18PP] Blast 8 (Extra: Accurate 2) [18PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 15 + Feats 7 + Powers 54 - Drawbacks 3 = 150/150 Power Points
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