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  1. SPACE RANGER III Power Level: 12 Effective Power Level: 10 Power Points: 180/196PP Unspent Power Points: 16 Trade-Offs: DEF+1/TOU-1 In Brief: The grandson of the original Space Ranger and Illyra, caught in a teleport loop between Earth and space! Theme: Cosmic Castaway - Electrasy / Commander Shepard - Miracle of Sound Alternate Identity: J'onn "John" Shepard Birthplace: Houston, Korus Residence: Houston, Korus Base of Operations: Intergalactic Occupation: Intergalactic Adventurer, Protector of Korus, Galactic Defender Affiliations: Space Ranger I, Space Ranger II, Korus Family: Allura 'Allie' Shepard (Mother, Space Ranger II, Missing in Action), Tavarann Hag-Shepard (Father, Councillor), Charles 'Chuck' Shepard (Maternal grandfather, Space ranger I, Retired), Illyra Vey-Shepard (Maternal grandmother), Arran Vey (Maternal great-grandfather) DESCRIPTION Age: (DoB: August 2001) Apparant age: Early 20'es Gender: Male Ethnicity: 1/4 Terran, 3/4 Koruan Height: 6’ Weight: 185 lbs. Eyes: Blue Hair: Black J'onn looks like a Caucasian Terran male, with blue eyes and short black hair. Aside from his eyes being a slightly lighter style of blue and a different hair style, he is the spitting image of his grandfather, Chuck Shepard, when he was in his prime. J'onn will usually wear his Space Ranger uniform. The uniform is primarily blue from the front, though the back, and the side of his arms and thighs are white. The white parts of the suit covers J'onn's neck, with thick black lines running up the front and an upside down back triangle shape at the front with the center of J'onn's neck being black. A black line runs from the point of the triangle and to his white belt, where he wears a dark grey buckle with a small control panel that controls the suit. All white line on the suit is divided from the blue with thick black lines. A six pointed star intersects the upside down triangle on the right side of J'onn's chest. He wears slightly flared black boots and gloves. When activated, the suit creates a white helmet with a see-through orange-yellow glass-like faceplate over his face. J'onn's ray guns are cast in a dark grey metal, with black grips. Five red lines run along the back of each, along with one at the very end of the barrel. He uses a white jetpack that seems to attach directly to his suit, with two light blue square exhaust ports. J'onn will often add jackets or other accesories on top of the uniform, depending on personal preferences at the moment. HISTORY Charles 'Chuck' Shepard is hero. There's no doubt about that. A daring Earthborn astronaut found himself lost in outer space on the planet Korus during the late 1960'es. Once home to an advanced civilization, Korus had been all but destroyed in a war hundreds of years before. On Korus, Chuck became known as the Space Ranger, and with the aid with a group of Koruan survivors, including the warrior Illya, her father Arran Vey and the shapeshifting Groob, Chuck was eventually able to aid the Koruans in rebuilding their civilization. Though given the chance to return home, the Space Ranger decided to remain as Korus' hero and a cosmic champion. Chuck would eventually marry Illyra, who would give birth to their daughter Allura 'Allie' Shepard. While never a major cosmic hero, Chuck was nonetheless a respected hero known by most cosmic powers, though more for his efforts to restore Korus than for any large scale cosmic heroics. He worked together with the Star Knights and other cosmic heroes through the years, building a solid legacy as the Space Ranger. While Korus would never become a major cosmic power, and they were just fine with that, the ancient artificats, including the Spatial Gates, wold ensure that they remained somewhat independent of the major cosmic empires. During the 1990'es, Chuck decided to retire and passed the Space Ranger mantle to his daughter. Allie served both Korus and known space with distinction for years, eventually falling in love with the Koruan politician Tavarann Hag. Allie gave birth to her son J'onn in 2001, and she would marry Tavarann soon after. Following the birth of J'onn, Allie continued to serve as the Space Ranger while Tavarann would eventually rise to the rank of councillor in the Koruan parliament. J'onn grew up to be a cocky young man, always seeking the thrill of adventure that he was sure his mother and grandfather felt. Tragedy struck when Allie defended Korus from the Communion forces during the Incursion. While her ultimate fate remains unknown, the second Space Ranger disappeared during the cosmic crisis. As far as the people of Korus were concerned, they needed a Space Ranger. Urged by his father and trained by his grandparents, J'onn 'John' Shepard rose to the occassion. Unfortunately, his first trip through a Koruan Spatial Gate to visit the Earth went very wrong, and J'onn was bombarded with spatial energies. The energy infused his body, causing J'onn to randomly teleport between Earth and his previous location in space, often at the worst time possible. J'onn Shepard travels the stars and Earth to find a way to undo the accident, doing what good he can along the way, sometimes by accident, sometimes on purpose. The scion of a proud tradition, the third Space Ranger will have to learn what it takes to live up to his family's legacy. PERSONALITY & MOTIVATION J'onn is an inexperienced rookie. He has received plenty of training, but he has little actual experience, which he generally hides by pretending he knows more about the current situation than he actually does. He is a thrillseeker, longing for adventure among the stars, journeys into the great unknown and everything he might meet there. If he happens to do some good along the way, that's a definite bonus, but that is not what defines him. Despite J'onn's usual cocky demeanor, he is gravely aware of the pressure of being the third Space Ranger. The people of Korus judges just about anything he does as their champion, and some times, this pressure will just be too much to bear. Does he do the thing he wants to do or the thing he should do? Only time will tell. POWERS & TACTICS Face first into the fray, J'onn is rarely a subtle fighter. He can use tactics, but he prefers the simple solutions: Blasting his enemies with his Ray Guns while flying around them on his jetpack, staying mobile and out of reach if at all possible. POWER DESCRIPTIONS While J'onn's hybrid Terran and Koruan physiology is slighty enhanced compared to a normal human, the majority of his abilities are honed skills or technology. Like his predecessors he wears a space suit that can be sealed to provide life support and comes equipped with a personal force field. The suit can quickly be hidden away in his belt, appearing or disappearing almost instantly. He also wears a jetpack, much like his grandfather did. He travels through space in the Star Lance, a custom built spaceship. The most impressive part of J'onn's arsenal are his Ray Guns, a pair of advanced pistols from the pre-war Korus. The weapons were found by the original Space Ranger and eventually passed on to J'onn. Through both voice activation or a small dial, the Ray Guns are able to shoot a number of rays with a wide variety of effects, from laser rays that burn the target to X-Rays, Proton Rays, Zero-Point Rays, Freeze Rays, Shock Rays and much more. Owing to J'onn's skills with the weapons, he is able to perform impossible shots, ricocheting rays around an area, almost making it seem like the blasts originate from somewhere other than the muzzle of the Ray Guns. J'onn has a Translator Implant embedded in his body that allows him to understand, read and speak any language. COMPLICATIONS Commander Shepard: J'onn has a lot to live up to. His mother and grandfather are fabled heroes of space, protectors of Korus and defenders of the universe. It's not always easy to be compared to his predecessors, either being expected to be able to do anything they could or simply being underestimated for being the newest Space Ranger. A GM can award J'onn a Hero Point if his legacy makes a situation more complicated, for instance by having other underestimate or overestimate what he knows and can do. Cosmic Castaway: J'onn was exposed to cosmic energies from a failing Koruan Spatial Gateway, which causes him to teleport between Earth and outer space at semi-random intervals. J'onn will randomly appear or disappear from a scene, often at the worst times, such as disappearing while he is helping allies or appearing in the middle of a firefight. A GM can award one of Space Ranger's allies a Hero Point if he is sent back to space or Earth at the wrong time, or his sudden appearance causes complications. Space Ranger: The Space Rangers before J'onn have fought their share of cosmic villains and worse during their careers, protecting Korus and the greater universe along the way. Old enemies of his predecessors may come calling or react negatively to see a new Space Ranger taking up the mantle. The GM can award J'onn a Hero Point if a situation is complicated by predecessors' old enemies, for instance if negations are made more difficult by old enemies reacting negatively to J'onn's presence or they arrive to join a battle against Space Ranger. Spatial Gates Are A Scary Place: Travel by Koruan Spatial Gates are instant, bringing you from one gate to the next. You walk through the entry gate, you appear at your destination gate. J'onn has learned that isn't always the case. There's something hiding in the space between the gates, something that has seen J'onn. It's gaze follows him even into real space. Rarely, J'onn will feel the gaze of the being hiding in the space between the spatial gates, momentarily distracting him. This can make him miss a crucial shot, stumble over words or just make a mistake. If this happens, the GM can award J'onn a Hero Point. Welcome To Earth: J'onn has spent around half his time on Earth and half his time in outer space since the accident with the Koruan Spatial Gateway. While he is at home on Korus and in space, he is very much a fish out of water on the Earth. All that he knows of the planet are the stories that his grandfather has told him, filtered through age and nostalgia. The GM can award J'onn a Hero Point if his lack of knowledge of the Earth causes complications. ABILITIES 4 + 6 + 8 + 6 + 6 + 4 = 34PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 12 + 12 = 24PP Initiative: +3 (+3 Dex) Attack: +6 Base, +6 Melee, +10 Ranged, see Power attack bonuses in DC Block Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) / +20 Proton Ray (+10 Ranged Attack, +10 Move Object) Knockback: -4 (TOU/2) SAVING THROWS 4 + 5 + 5 = 14PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 80R = 20PP Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 3 (+5) Disable Device 2 (+5) Drive 7 (+10) Intimidate 3 (+5) Knowledge [Cosmology] 2 (+5) Knowledge [Galactic Lore] 7 (+10) Knowledge [Technology] 7 (+10) Language 2 [Native: English; Learned: Koruan, Lor] Medicine 2 (+5) Notice 7 (+10) Pilot 7 (+10) Search 2 (+5) Sense Motive 7 (+10) Stealth 7 (+10) FEATS 32PP Ambidexterity Attack Focus [Ranged] 4 Dodge Focus 5 Equipment 15 Jack-of-All-Trades Luck 3 Move-By Action Precise Shot 2 Equipment: 15PP = 75EP The Star Lance (Vehicle; Spacefighter) [75EP] POWERS 6 + 25 + 8 + 12 + 5 = 56 Comprehend 3 (Read All, Speak All [1 at a time], Understand All) [6PP] (Descriptors: Translator Implant, Technology) Device 8 (40DP Container; Flaws: Easy-to-lose; Feats: Multiple Weapons 1) [25PP] (Descriptors: Ray Guns, Technology) Ray Array 17.5 (35PP Array; Feats: Alternate Power 5) [40PP] (Descriptors: Cosmic) BP: Blast 10 (Extras: Autofire; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Laser Ray, Heat, Laser) AP: Drain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: X-Ray, Radiation) AP: Move Object 10 (Extras: Damaging; Feats: Affects Insubstantial 2, Indirect 3) (Heavy load: 12.8 tons) {35/35} (Descriptors: Proton Ray, Dimensional, Electromagnetic Energy) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Zero-Point Ray, Quantum Energy) AP: Snare 10 (Extras: Regenerating; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Freeze Ray, Ice, Cold) AP: Stun 10 (Extras: Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Shock Ray, Electricity) Device 2 (10DP Container; Flaws: Hard-to-lose) [8PP] (Descriptors: Jetpack, Technology) Flight 5 (250 MPH, 2500 ft./rnd) [10DP] (Descriptors: Jetpack Flight) Device 3 (15DP Container; Flaws: Hard-to-lose) [12PP] (Descriptors: Space Suit, Technology) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Smart Suit) Immunity 9 (Life Support) [9DP] (Descriptors: Life Support System) Protection 5 (Extras: Force Field (+0)) [5DP] (Descriptors: Force Field) Hybrid Physiology 0.8 (4PP Container; Feats: Innate) [5PP] (Descriptors: Hybrid Physiology, Alien, Human) Leaping 1 (Distance x2; Running jump 24 ft.) [1PP] Speed 3 (50 MPH, 500 ft./rnd) [3PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Freeze Ray 100 ft. DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless +10, Crit 18-20, Indirect 3 Laser Ray 100 ft. DC25 Tou (staged) Damage +10, Crit 18-20, Indirect 3, AUtofire Proton Ray 100 ft. DC25 Tou (staged) Damage, +Grapple +20 +10, Crit 18-20, Indirect 3 Shock Ray 100 ft. DC20 Fort (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3 X-Ray 100 ft. DC20 Fort (staged) Toughness Drain +10, Crit 18-20, Indirect 3 Zero-Point Ray 100 ft. DC20 Ref (staged) Fail: Slowed 1 round >5: Paralyzed +10, Crit 18-20, Indirect 3 Totals: Abilities (34) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (32) + Powers (56) - Drawbacks (0) = 180/196 Power Points
  2. OOC for this thread. @Grumblefloof
  3. Aboard the Pale Rider in the Naraka System Early February, 2020 Evening The Stigmata hung in view on the Pale Rider’s cockpit video screen. A great, cyclopean vessel, it spanned at least two miles in length and almost resembled a greatly displaced ancient Mayan temple in construction. Strange geometric patterns ran across its surface, glowing in what seemed to be a strange equivalent to running lights. Rather than steel, its exterior seemed to be made of some strange, orange ceramic or stone. And around it, there was some sort of aura of portent, as though it were a prophet of ill-omens to come. Moving in front of the screen was a young Lor woman, short but solidly built, dressed for an expedition with a skintight space-suit and a pack full of analytic tools. She was Dr. Ea’Po, an archaeologist specializing in the lost civilizations in the Galaxy, and she was the reason both Starlok and Dirge were there. She smiled at both of them, showing off her perfect white teeth, and gestured. “So, this is the Stigmata. It belonged to the Atchpa civilization, which went extinct some 1200 years ago. Like the Noktoni,” she said, shooting a glance to Starlok, “they looked humanoid but had several key features that separated them.Four-chambered stomachs like most ruminants, flat teeth, a supernumerary eye at the centre of the forehead, and a strange variation on the pineal gland that allowed them to perceive things most sapient species cannot.” “Now, the Stigmata was from the end of their civilization. As we understand it, it was supposed to make a warp to the Andromeda Galaxy to find a new homeland for their species. Their own planet was going through ecological collapse for uncertain reasons and for reasons we don’t know, they seemed to want to get as far away from the Milky Way as they could,” she said. “Instead, it’s ended up here, about 60 000 LY from their home planet and 1200 years later, but definitely not in Andromeda. However, weirdly enough, it seems to be working fine. Life support’s running with specs similar to Lor-Van, so’s anti-gravity, and power’s active at least in portions of the ship. No visible damage on the outside…” Starlok stared from her position in the captain’s chair, legs crossed. All around her were electro-candelabras, her preferred method of lighting, which complemented the steel gothic look that the interior of the ship had. “And how many weapons would you say it has?” Starlok asked. “Oh, plenty,” the doctor said. “We’re talking some potent stuff, too. I’ve identified several class-1 torpedo bays - those could punch a hole even in a state-of-the-art Khanate ship-of-the-line, and at least a hundred laser batteries. They were expecting some pretty serious resistance in Andromeda.” Starlok steepled her fingers. “Excellent,” she said, sounding pleased. The doctor then turned to Dirge. “Now, from what I can tell… None of the ship is metal. It seems to be some kind of… I don’t even know how to explain it. But just in case I am wrong, I need you to not. Destroy. Anything. Everything on that ship is priceless. Once I have a look at what I need to look at, you can do what you want with it, but I need to study this thing.” Starlok tapped her chin. “And we know the ship can still be controlled?” “I mean, everything else is working, and as long as you have me around with you in the control room, I know their tech enough to teach you how to pilot this thing.” Starlok grinned. “Goooood.”
  4. Since the attempted Grue invasion in the 1950's, and indeed for longer than proposed human history, extraterrestrial life has come to Earth to hide, to escape, to begin anew. Some become quiet, anonymous members of human or pre-human civilization, some rise to become brave heroes or dire villains, and yet others choose to exploit their unique set of circumstances for profit. Of this last is the Black Hole Gang, a band of exiles, fugitives and wanderers who combined their talents, resources and knowledge to become the Sol system's most powerful interstellar crime syndicate. Earth is home to many rare materials, unique wonders and kinds of life unknown in the wider galaxy. It is also poor, unadvanced by stellar civilization standards and largely ignorant of the world outside the asteroid belt between Mars and Jupiter, let alone of the galaxy beyond Sol's orbit. The 'Terrans' know that alien life exists, some of it is hostile, and it comes from somewhere science has yet to determine. Sometimes the Atom Family or Freedom League return with some snippet of information about extrasolar life, but for the most part you can tell the average Terran anything and they'll probably believe it. That's the gravy train the Black Hole Gang runs on, and they are in no mood to lose their spot to the bigger dogs outside the Developmental Quarantine Zone, in which Terrans remain so helpfully unaware and outsiders are given the boot before they divulge too much. Starting in 1979, when the three leaders of the Gang arrived on the Pacific coast fleeing their various problems, they were amazed to stumble upon an entire hidden population of non-humans and even non-Terrans living in and around Emerald City. Learning from them of the mysterious Chamber that had gathered so much wealth and power into the city, using it as a base and laboratory for secret, total domination, the trio sought out the human crime collective and offered their unique skills and contacts in return for a share of the profits and certain escape from Earth if things ever got too bad. Nobody has ever justly accused the Big Brain of being closed-minded or prejudiced, and he accepted their offer. Even agreeing not to ever read their minds without their express permission. Since then, the Black Hole Gang has made a killing smuggling living things, technology and raw materials to and from Earth. After the opening of the extra-Plutonian wormhole, their business has boomed and their importance has steadily increased on both sides of the stellar divide. There are times, even, when they think of the Earth as home. Though for them, home has always and only meant a safe place to hide. Leadership: The original three who started the Gang remain its leaders, titled 'Star's. In order of age: Khorr'Tang, Star of Execution & Acquisition Oversight. When someone needs to be eliminated, or something valuable must be taken, this orange-hued Lor career-diplomat has both the savvy and ruthlessness to get the job done quickly and quietly. A secret devotee of the Katanarchist cult, she's shown tremendous aptitude for personal combat, stealth and mysticism alongside her hard-won people skills and knack for the perfect heist. She sees the Quarantine Zone and neighbouring stars as her future personal fiefdom, has spent considerable resources on building bases through the sector and will stop at nothing to protect her 'investment'. Of the Stars she thinks about, and thus hates, Terrans the least. Gowlim-D, Star of Personnel & Resource Management. The handling of currency, recruitment and care of employees and ensuring everything keeps moving is placed in the hands of this ice-blue Zultasian. Managing the Star Khan's treasures and ensuring every conquered world payed its tribute in full and on time makes coordinating an interstellar gang almost child's play. Heavily-augmented with cybernetics, she can transmit and receive information across the Orion Arm and stores most of the data involving the Black Hole Gang in caches scattered throughout the local sector. From observation posts and the sensors of craft across the void of space, she pulls the strings and leads the dance. As a former Khanate noble she loathes all non-Zultasians as her inferiors. Toyota Corolla, Star of Negotiations & Asset Development. The Gang is in constant need of new contacts, technology and field information. In the hulking and solid rogue Grue, they have a master of the underworld arts who fulfils these roles with ease. Formerly the nameless chief scientist for the Meta-Mind, Corolla now adopts any identity they wish from across a dizzying repository of stolen memories. They make the deals, form the alliances, design the latest bio-tech gadgets and keep Terran and galactic law-enforcement off the scent. It's a never-ending workload, but Corolla remains up to the task. After centuries devoted to one thing at a time, the explosion of possibilities is intoxicating. As the Star who deals with people the most, they individually hate all Terrans. Membership: The galaxy is full of desperate people, and even before the Incursion War there was widespread corruption and crime across the fringes of the Lor Republic and unrest across the Stellar Khanate. The Grue Unity, similarly, relying on unbroken psychic links to maintain order, has regularly lost control of Grue at the edge of its influence, ironically the cause of several invasions blamed on the Meta-Mind. As a result of this, displacement by the Communion and the arrival of the many refugee species from the neighbouring arm, the Black Hole Gang has a reliable stable of tens of billions of beings across known space. Their lowest number is by far human and Cryptid agents on Earth. However, most of these star warriors are common criminals. Little different from the average Terran driven to crime by circumstance or inclination, they provide in quantity and ubiquity what they lack in firepower and technical skill. The research assistant siphoning funds and data to pay for an expensive habit, the indebeted merchant captain reluctantly adding a little extra cargo, the soldier looking to make an accuser disappear. The Black Hole Gang's reach is only into the lowest levels of galactic society, but their grasp is unerring and unyielding. Most membera use the Criminal stat block, with non-human members adding their species characteristics. Equipment rare on Earth, such as blasters and spacecraft, are in common use by them. Methodology: Like their name(chosen purely because it was a common idea), the Black Hole Gang works to bend everything toward itself, unseen yet irresistible. Usually the Gang works in disguise as another organization, from governments to other criminals to even masquerading as Praetorians or Star Knights or superheroes. As well, despite their vast reach and resources, they take care to never work in bulk, or amounts that are difficult to move and hide. One cloning tank, one psychic mutant, one piece of magical art, the Black Hole Gang never gets greedy and takes pains to never over-extend its narrowly-limited power. That aside they will do anything, absolutely anything, for money and control. Resources: The Black Hole Gang has ready access to 9 private space craft on Earth, 507 in the Orion Arm, and approximately 1000 in extreme emergencies. None of these are warships, nor are any heavily-armed or armored. They are mostly small shuttlecraft and freighters. Their personnel is, as stated previously, in the tens of billions. A miniscule number on the galactic scale, but making up a varied and effective workforce that can go almost anywhere the Gang needs them to. Thanks to the Gang, many have biotech or cybernetic modifications that grant them any number of additional advantages, from minor shapeshifting, to invisibility, to direct interfacing with technology to bluffing psychic scans. As well, as Chamber members, they have access to the ferocious and powerful Brande Management supers culled from supervillain families. Some of whom are among the most-traveled humans in the galaxy. Space being largely occupied by airless rocks of little mineral value, the Gang has a great deal of free real estate set up with safehouses, docks with repair and refueling bays, caches on asteroids and so on. On Earth their base is a fortified bunker built beneath the Nolan Aerospace airfield and rocket launchsite. Sphere of Influence: The Lor Republic and Grue Individuality are the most economically stable, technologically-liberal and socially-mobile areas in local space. Thus, most Gang business is done in or with these systems. They exert subtle but considerable influence on the Developmental Quarantine Zone centered on Sol as well.
  5. Dirge Timeline Kill Team (IN PROGRESS): Dirge helps defend a defenseless world against pirate raids. For A Fistful of Tepeyoite (IN PROGRESS): Dirge is one of seven magnificent heroes defending a backwater planet from an army of bandits. He meets his first Praetorian, The Traveller. Toccata and Fugue (IN PROGRESS): Dirge meets Starlok and finds a kindred spirit. All Aboard The Nightmare Ship (IN PROGRESS): Dirge accompanies Starlok to investigate a haunted ship, and they meet Doktor Archeville.
  6. OOC thread for this thread. Teen and space heroes in space, meeting the space bears, fighting the star crimes.
  7. GM July 1st, 2019, 4.51PM Lor Diplomatic Navy vessel A Grace in Steel, in orbit of Xix Yr, first planet and capital of the Lia system civilization... The meeting room was structured along clearly hierarchal lines, in contrast to the more egalitarian architecture of the Science Navy ship that had carried the Earth teens to the Lia system. The Ambassador's seat was elevated by a few significant steps, the room arcing inward from there, encompassing a torus-shaped table. Everything was birds, from the Great Galactic Bird blazing across the walls and ceiling to the bird-shaped chairs with crossed wings for backs to the furred and snuffling eagle-like creatures that appeared from nowhere to snuggle against the legs of everyone in the room. From his seat, poised as if about to take flight himself, the Ambassador spoke. "...which is why Squire B'ka will not be joining us! Hopefully your visit to Xix will be less eventful! On behalf of the Coalition Council, and the worlds it represents, welcome to the galactic community!" Ambassador Ortilac already looked angelic with his sweeping red wings, long gold hair and dazzling white formal gown; his outright glow of joy at meeting the 'Terresi' teenagers was infectious, and the previously stern and solemn Lor Navy personnel had been suppressing grins at the excitable envoy throughout his welcoming speech, which had veered spectacularly from the Ealan's dignified, practical notes into vivid speculation about the glories to be seen, the wonders created and the almost frighteningly-rosy picture of the future Ambassador Ortilac believed in. Luckily, he had very easily been dissuaded from trying to hug everyone in glee at paragraph breaks. With a wing, he indicated the armored feline at the table "Squire Kath'lana, of the Star Knights," with the other he gestured to the armored Earth woman and her strange, robotic associate "Sitara the Traveler, and Universal Field Operative 777, of our Praetorians. These good people have agreed to be present at this, the final stage of union with our newest member. For form's sake, the Li have requested we only meet them face to face on the planet surface. I promise, you won't be disappointed!" The ambassdor's ash-grey face creased as his grin returned. He leaned back in the chair, nodding to the assembled officers, dignitaries and Claremont students. "So, any questions?" "Dozens, Ambassador, but they can wait." Dr. Rakesh Chawla never smiled, but he especially didn't around people as gregarious as Ortilac. Cold and quiet, the Claremont head of Extrasolar Studies had been watching his students like a hawk's keener-eyed and more vigilant cousin, keeping the party firmly on track and where, in his mind, everyone was supposed to be. His uncanny talent for finding people just in time to spoil things hadn't endeared him to the teenagers, and even the Lor found the brooding young man hard to get along with. Rakesh glanced at the Claremont students "I am sure the young heroes have questions, however, that can't wait. Not you, Leroy," he added with a sharp look at the tattooed boy who'd started to jump up, arm raised, causing him to wilt in disappointment, "you have done enough damage for today. I will be writing to your mother about that, rest assured." Seated beside Nicole, the gravity-bending prince of Earth-2 practically sunk into his chair. "I merely wished to know where the bathroom was" he murmured in utter dejection, golden eyes fixed miserably on the table.
  8. Claremont Academy has organized a summer school program based around projects on and vists to non-human societies. This thread is about a visit to Coalition space, the newly-joining worlds of Xix(around the nearby, undiscovered star of Lia) hosting an open celebration around their union with the interstellar alliance. The hope is that observing a peaceful transition between isolation to community will provide a safe, helpful means of understanding the galactic neighbors they might encounter later in life. At the same time, a group of spacefaring heroes have also come to the party. Some are already aligned with the Coalition, there to observe and guard the dignitaries at work finalizing the union of Lia and the galaxy. Others, however, are there following rumors that something horrible is planned, some devastating strike at the heart of the young civilization by an unknown threat. WHO: 3-6 PCs, from either Space or Claremont Academy, no PL limits. WHAT: Mingling, then reaction to a crisis, depending on reaction combat or escape closes thread(with possible follow-up). WHEN: Summer vacation, dated July 5th, 2019.
  9. When Doktor Archeville (or the malevolent Other within him) really needed to get away, he went here. It was his ultimate refuge, a place where he could concentrate on projects without any interruptions, where nothing would disturb him and no one could find him. Nichtüberall, a secret base known only to him, was completed in April of 2010. In January 2011, Doktor Archeville revealed the existence of this facility to Blueshift, Push, Supercape, and Victory, after they stopped a planet-killer asteroid from impacting Earth. During the ArchEvil event (20011 June), Blueshift, Push, and Victory fought Meta-Ceptors on Nichrüberall. What remained of the satellite was given to given to the Freedom League. Nichtüberall was used by members of The Lab as a secure place to study Gorgon nanites in Fall 2011. It is currently mothballed, but may be used as a long-range early-warninng system to warn of extrasolar threats. LOCATION Inside a large (house-sized) asteroid in the asteroid belt between Mars and Jupiter. APPEARANCE, EXTERIOR Nichtüberall is entirely contained within the asteroid; there are no external indications that it is anything other than just one of the 2,000,000 other space rocks in the belt. APPEARANCE, INTERIOR Nichtüberall features luxurious quarters, a well-stocked library, an automated kitchen, and enough labs for him to do most of his work; there isn't enough room for extensive testing of devices, so the labs mainly focus on theoretical work and computer modeling of prototypes. (He can save the data to the memory systems in his Electromagnetic Screwdriver and download it into one of his Earth-based computers at the first opportunity.) MISCELLANEOUS Only Doktor Archeville knows about Nichtüberall: no humans were involved in its constructions, all robots involved in the construction were ultimately recycled into components of the HQ itself, and all information related to it was erased from his Earth-based computers (and his Electromagnetic Screwdriver) after it was completed. The only way to track it down (other than reading Archeville's mind) would be an intense analysis of the coordinate system used by the Micro-Wormhole Generator in his Gravimetric Belt, which is how he usually gets there (it takes several "jumps"). It can receive transmissions from Earth, but he never communicates back since that could reveal its location. Additionally, its distance from Earth -- 3 AU from the Sun, so 2 to 4 AU (185,911,614 - 371,823,228 miles) from Earth depending on their relative positions -- means standard transmissions would not reach Nichtüberall for 16.6 to 33.3 minutes. At its closest, it would require Teleport 13 to reach it in one hop from the Earth. At its most distant, it would require Teleport 14 to reach in one go. Its distant location is its best protection, but Archeville does not rely on that alone. A stealth field damps out any electromagnetic "noise" the equipment inside makes, and a "mental stealth field" built into the walls makes it so anyone scanning for him psionically "sees" nothing unusual about the asteroid. A variable phasic shield keeps nosy/wandering energy beings & incorporeal entities out. See here for stats. The name is a pun: Nichtüberall is close to Nacht überall, “Night Everywhere.”
  10. In-Brief: Worf meets Cosmic Boy Character: Dirge Power Level: 11 (built as PL 10) Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 160/160 PP Unspent Points: 0 Identity: Public Alternate Identity: Kanemu of Herd Krallos, Son of Drugo, Son of Amani Birthplace: Ku'unum, AKA Harsaf-4, the 4th planet of the Harsaf star system, which was annexed by Admiral Iyatu for the Stellar Khanate in 2004. Legal Status: In the Lor Republic, a non-citizen permanent resident, granted refugee status and legal asylum. In the Stellar Khanate, a non-citizen fugitive, wanted dead or alive, with a state-sponsored bounty. Base of Operations: None. Operates throughout the Milky Way galaxy. Residence: None. Nomad. Occupation: Mercenary, Unskilled Laborer Affiliations: The Fryxus (extinct species) Family: Ghojma (Former nursemaid, adopted mother), Ghojma's husband and their biological children (Step-family), Biological parents, siblings, and extended family (all deceased) DESCRIPTION Age: 23 (Date of Birth: 1996) Gender: Male Species: Fryxus Height: 7ft (2.14m) Weight: 325 lbs. (147kg). Horns add another +30 lbs. (14kg), for 355 lbs. (161kg) total. Skin: Blue Hair: Blue Eyes: Orange, with horizontal rectangular pupils Kanemu is a humanoid ram with bright blue skin and fur who stands head and shoulders above most humans. His species evolved from even-toed ungulate herbivorous herd mammals similar to Earth's sheep, particularly the North American Bighorn. His facial features are a sort of halfway point between a human and a sheep. His nose and mouth area is snout-like. His nose is wide and angled downward. His eyes face forward like a human, instead of to the sides like a sheep. He wears his hair long and wild. His entire body is covered with a layer of soft, fine wool. His hands and feet are similar enough to those of humans that he has comparable manual dexterity and can wear shoes. Similar to Earth's sheep, with their two large toes on each foot, his hands have two large fingers and a thumb, while his feet have two large big toes. Like a sheep, he has long, pointed ears, which lay horizontally, unlike the vertical orientation of human ears. He has a small, vestigial tail, less than a foot long, covered in the same fur as the rest of him. It hangs down toward the ground. His loincloth usually obscures it. His head is adorned by a massive rack of curved horns. Like those of a ram, his horns have two layers, a living bone core surrounded by a keratin shell. The outer layer is basically compressed hair, and re-grows over time. The horns are so heavy they account for nearly ten percent of his body weight. As a strict herbivore, his teeth are all incisors and molars. He does not have any canine teeth. The front half of his mouth only has incisors on the bottom, with just a flat bony ridge above/opposite them. His blood, like his skin and fur, is also blue in color. As a side-effect of the electromagnetic energies his body generates, stores, and channels, it is warm to the touch, and when exposed to air, it glows softly. He wears a bright red belted loincloth, and nothing else. When his personal protective magnetic field is active, his body is surrounded by waves of multi-colored light similar to the Aurora Borealis of Earth. When he uses his magnetic power to control metal, globes of heat shimmer and refracted light in every color of the spectrum appear around his hands, and bolts of electricity arc up and down his arms. A similar aura may appear around the metal object he is manipulating. When he hurls bolts of lightning, they are twin bolts which spiral forth in a double-helix pattern. HISTORY The Fryxus were a race of fascist humanoid sheep who lived on Ku'unum, the fourth planet in the Harsaf star system, in the independent border territory between the Lor Republic and the Stellar Khanate. Several of the planets orbiting Harsaf were home to other sentient races, most of whom had progressed technologically to the level of routine interplanetary travel, but not yet interstellar travel. The Fryxus had evolved the ability to generate and control powerful electromagnetic fields, which gave them a significant military edge over their neighbors. They used this edge to repeatedly attack, plunder, and enslave those neighbors. After the Star-Khan's disastrous 1987 defeat at the hands of Daedalus and the Lor Republic, he spent years rebuilding his armies and his empire. By the early 2000s, he started to pick lopsided fights against inferior enemies, to regain the momentum of interstellar conquest. In 2003, he set his sights on the Harsaf system. He sent emissaries to Kuunum, offering to help them conquer the other planets in their system once and for all in exchange for submitting to the rule of the Khan. The Fryxus sent back a short reply, "Come and make us," punctuated with the heads of the emissaries. Furious, the Khan ordered Iyato, one of his greatest generals, to "Make an example of them." Within the year, she did. With their electromagnetic powers, a frontal assault on the Fryxus would have been extremely difficult, even for a technologically superior navy. The Fryxians could literally pull the Khan's battleships out of orbit and crash them into the ground, or into each other. Iyato found another way to break them. Through precise calculation and manipulation of celestial phenomena, she triggered a gamma ray burst from a black hole which scoured Kuunum of all atmosphere, oceans, and life, killing most of the Fryxus in one rotation of their planet, which was now a giant lump of charcoal. Iyato's fleet followed up with sustained orbital bombardment, and finally, she landed troops and siege equipment onto the planet surface. They obliterated every structure that was still standing, reversed every instance of civil engineering down to filling in the smallest irrigation ditches, and wiped away every sign that civilization had ever existed on Ku'unum. A minority of Fryxians were scattered about the other worlds of the Harsaf system, maintaining colonies they had established at gunpoint. But the people those guns were pointed at resented the Fryxus more than they did the Khanate. The other races of the Harsaf system accepted the Khan's rule and rose up against the Fryxian survivors. Fryxian culture was its own worst enemy when faced with a ruthlessly pragmatic enemy like Iyato. She exploited their tendency to value honor and glory over victory or survival, luring them into disadvantageous battles which quickly became massacres. Obsessed with their own supposed racial superiority, the Fryxus had kept detailed genealogical records, which Iyato's spies had obtained in the year leading up to her assault, and in his hands, those records became a most wanted list. Lucrative bounties were placed on all the Fryxus. Iyato's plan took a year to set up, but once executed, she reduced the Fryxian population from billions to fewer than a hundred in a matter of weeks. The few dozen who remained were far too few for a stable or sustainable breeding pool. The Fryxus were genetically incompatible with any other known species, a fact which they had taken pride in but which now assured their extinction. Most of the refugees, Fryxian and otherwise, who tried to flee the Harsaf system were intercepted by Iyato's blockade. Kanemu was only 8 years old when the Khan wiped out his people. His nursemaid, Ghojma, was not a Fryxian. She was a slave, like 90% of the population of Kuunum. Kanemu only survived because Ghojma looked at him and saw a child instead of her oppressors. She was one of many refugees who fled the Harsaf system, and one of the few who succeeded, smuggling Kanemu with her. Khanate ships eventually detected them and gave pursuit, and would have caught and destroyed their ship, had a certain Lor admiral with a renegade streak not violated her orders and flown her command carrier into neutral space to intercept and rescue them. The admiral in question was later demoted to captain, but also given commendations. The few surviving Harsaf refugees were given asylum and settled in Lor space. Ghojma continued to raise Kanemu as her own child. She married a Lor man and had children with him as well. Her new husband owned and operated a ranch, which created instant and lasting friction between him and Kanemu, since slaughtering livestock and eating meat were both taboo among the Fryxus, practices they had started wars to suppress among other races. When Ghojma and her new husband had children of their own, Kanemu felt even more out of place and in the way, despite Ghojma's best efforts. The quiet, peaceful life she created with her new family just didn't feel like home to Kanemu. For all he knew, he was the last of the Fryxus. He felt a duty to preserve their memory, and he couldn't do that on a farm. He started calling himself "Dirge," a mission statement as much as a name, and he left Ghojma behind to wander the galaxy in search of glory for his people. PERSONALITY & MOTIVATION Kanemu has accepted that his race is doomed to extinction, that he may already be the last of his kind. He has decided that, since they will not live on biologically, he must make them live on in song. Dying in battle was the highest honor any Fryxian could aspire to. Kanemu's goal is to die in the most glorious and heroic manner possible, so that tales of his death will endure in the myths and legends of other races after his has finally passed on. Having lived in exile since he was a child, he has as child's understanding of his people, seeing them only as brave heroes who fell against a more powerful foe. He lives by a personal code of honor which is adapted from a half-remembered, idealized version they never actually lived up to. He values courage, honesty, and strength. He keeps his word, pays his debts, and takes a straightforward approach to life. He revels in battle, and in battle, he seeks out the most powerful, "worthy" foes. Like the rest of his people, he does nothing half-way. He doesn't speak when he could shout. He doesn't open a door when he could kick it off its hinges. He relies on brute force, and if it doesn't work, then he assumes that he just wasn't using enough of it. The Fryxus were descended from herd animals, and their society was organized into "herds," analogous to "clans" in human cultures. While they fought for dominance among themselves as much as they fought with outsiders, their social bonds meant a great deal to them. Fryxians exchanged a great deal of physical affection to reinforce their social bonds. When they weren't head-butting each other, they were petting, licking, and cuddling. Kanemu feels starved for touch, and a great inner sorrow at his lack of a herd. But as much as he craves a new herd, he will be slow and cautious to accept one. POWERS & TACTICS Like all of his people, Dirge can perceive, generate, and control electricity and magnetic fields. He has a specially adapted lobe in his brain, and specialized glands and organs in his body, similar to those of Earth's electric eel, platypus, or cockroach, only many orders of magnitude more sensitive and powerful. This allows him to hurl bolts of lightning, and manipulate metal at a distance. He can lift, throw, rend or crush metal from a great distance as if he held it in his hands, and as if he had the strength of a god. He is not limited to ferrous metals; as a living electromagnet, he can use an electrical charge to magnetize even non-ferrous metals. He can use these powers to attack foes from unexpected directions, by sending metal projectiles flying at them from odd angles, conducting electricity through floors, walls, or ceilings before making it erupt into the air, or causing either metal projectiles or bolts of lightning to ricochet before hitting his foe. He can generate a magnetic field around his body powerful enough to repel even non-metal projectiles and energy blasts. He often gains enhanced mobility by standing upon a piece of metal and then using his power to hurl it through the air, carrying himself along for the ride. He can stick to metal structures, or buildings with metal frames, as if he were a spider, and he can change the matter state of a metal barrier from solid to liquid, allowing him to pass through it. There are countless other applications of his electromagnetic control, but Dirge, like his people, lacks the imagination to use them to their full potential. His belt buckle contains a generator which creates an environmental force field around him, specialized for operating in the vacuum of space (though it may also allow him to operate on certain hostile planets). When possible, he prefers to fly out into space and fight directly instead of from inside a ship. If Dirge is deprived of his electromagnetic powers, or the materials with which to use them, then he is still a 7ft tall beast-man with a reinforced skull and a rack of horns that accounts for 10% of his total body weight. Like Earth's sheep, his people have evolved reinforced muscles and bones in their head, neck, and shoulders, which protects them from concussive trauma. His skill in both marksmanship and hand-to-hand combat, while far from world-class, would assure him a place among the elite special forces of any mundane army or police force he deigned to join. COMPLICATIONS Accident: Dirge has more raw power than he does control over it. He's prone to overkill. The GM can give him a Hero Point and declare that the use of his power has created a new hazard which he must drop everything to deal with. Alternately, he may cause some sort of accident which acts as a Complication for another hero. Alien Catnip: Dirge doesn't know it yet, since they don't grow on his home planet, but beets (specifically, the beet root) have an effect on Fryxian physiology similar to that of psilocybin mushrooms or lysergic acid diethylamede on humans. If he consumes beet root, he will experience hours of intense visual hallucination, distorted perception of time (impairing reaction time and hand-eye coordination), and euphoria. The GM can give him a Hero Point if he consumes beets unexpectedly and this has an adverse effect on his performance in combat or other stressful situations. The specific penalties or conditions he suffers while under the influence are up to the GM. Always Chaotic Evil: None of the other races who had the misfortune of sharing the Harsaf system with the Fryxus liked being conquered by the Star-Khan, but they still considered it an improvement over their previous circumstances. As far as they're concerned, the Fryxus were monsters, and they'll tell anyone who'll listen. 90% of the population on Kuunum when it was destroyed were non-Fryxian slaves, innocent bystanders whose deaths are blamed as much on the Fryxus as on the Khan. The GM can give Dirge a Hero Point if he meets someone familiar with his race's true history, and that knowledge (be it firsthand or otherwise) causes them to react to him in an inconvenient or hostile manner. Asskicking Equals Authority: Disputes among the Fryxus were usually settled with head butts. The GM can give Dirge a Hero Point to force him to interpret another character's conduct as an insult or a challenge, which can lead to penalized or failed interaction skill checks, nonviolent situations turning violent, or other inconvenient outcomes. The GM may force him to make a Will save to resist the urge to retaliate against the perceived slight, or may simply dictate that he does retaliate. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince Dirge that he misinterpreted the situation, or that he needs to suck it up and move on. Honor Before Reason: Dirge's honor, and the reputation of his people, means more to him than his life. A glorious death is his ultimate goal. The GM can give him a Hero Point to force him to take a course of action which would be courageous, honest, straightforward, and glorious, but also foolish, rash, or suicidal. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Jabba Table Manners: Like Earth's sheep, Fryxus are a ruminant species, which is a fancy way of saying that their digestion process involves eating their food, then vomiting it back up and eating it again. The GM can give Dirge a Hero Point when his biological needs run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Momma's Boy: Ghojma was his nursemaid throughout his childhood, and his surrogate mother after his people were wiped out. He only survived because she smuggled him out of Khanate space, at great personal risk. He would do just about anything for her. The GM can give Dirge a Hero Point and declare that Ghojma requires his aid at the worst possible time, or that her presence somehow makes a situation far less convenient than it would otherwise be. Motivated By Fear: A GM can give Dirge a Hero Point and suppress his Fearless feat if the fear effect in question plays on the one thing he does truly fear, failing to die a heroic enough death and leaving his people to fade into obscurity. Price On His Head: Dirge's very existence is illegal in the Stellar Khanate, and the Khan has a standing bounty on all remaining Fryxians. The GM can give him a Hero Point in exchange for bounty hunters showing up at the worst possible moment, or when his status as a fugitive makes travel through Khanate space difficult in some way. Straw Vegetarian: Eating meat is taboo in Dirge's culture. The GM can give him a Hero Point and force him to make an issue out of it when it would be more convenient not to, or at least force him to make a Will save to resist the urge. This can result in penalties to interaction skill checks, if not automatic failure, for himself and for others. It can also make situations turn violent when they would not have otherwise turned violent. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him to leave it alone. ABILITIES 8 + 0 + 14 + 0 + 0 + 2 = 24PP Strength: 22 (+6) (Heavy Load: 520 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) COMBAT 10 + 10 = 20PP Initiative: +0 (+0 Dex) Attack: +5 Grapple: +11 (+5 Melee Attack, +6 Str) Defense: +5, +3 Flat-Footed Knockback Resistance: 7/4 SAVING THROWS 0 + 5 + 8 = 13PP Toughness: +15/+8 (+8 Con, +7 Force Field) Fortitude: +8 (+8 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +8 (+0 Wis, +8PP) SKILLS 28R = 7PP Climb 0 (+4) Concentration 5 (+5) Intimidation 4 (+5) Knowledge (Galactic Lore) 4 (+4) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Perform (Oratory) 4 (+5) Swim 0 (+4) FEATS 5PP Fearless Interpose Luck 3 POWERS 91PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [45PP] (Descriptors: Alien, Electromagnetism) Base Power: [40PP] (Additional Descriptors: Magnetokinesis) Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP] Alternate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP] Alternate Power: [40PP] (Additional Descriptors: Shape Metal) Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP] Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [5PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Horns Touch DC23 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +30 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object Throwing (Str 75) DC30 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +140 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object, Max Effort Throwing (Str 350) DC30 Toughness (Staged) Damage (Physical) Shape Metal Perception DC20 Fortitude Transformed Snare Ranged (3,750ft Max) DC25 Reflex (Staged) Entangled/Bound Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone *Variable Descriptor. **Only affects Metal targets. ***Lower of the two. Abilities (24) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (91) - Drawbacks (0) = 160/160 Power Points
  11. Player Name: Heritage Name: Ditra Fifty-Five Power Level: 10/12 (165/185PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 20 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation) Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat, politician Base of Operations: CoVic Station Affiliations: The Second Hive, the Coalition Family: Hundreds of hive mates Description: Age: 10 Terran years since final assembly Apparent Age: 25 Gender: Female shell Race: Nameless agent (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Black Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. 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, trained 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 she 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 people to be fascinating. She also loves playing the elaborate, massive multiplayer 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. My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die. 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 +12 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: -5 (-3 Flat-Footed) Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection) Fortitude +8 (+2 Con, +8) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 64R = 16PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Disguise 4 (+8, +28 Morph) 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: Coalition Councillor Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Equipment: 0PP Surplus EVA suit (free) Powers: 30 + 15 + 4 + 19 = 68PP Modified Diplomatic Shell [30PP] • Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] • Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] • Immunity 9 (Life Support) [9PP] • Morph 4 (Humanoids, Flaw: Limited to Females) [4PP] • Protection 8 [8PP] Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] Sensory Package (SensPac) [4PP] • Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP] Tactical Package (TacPac) [19PP] • Blast 8 (Feat: Accurate 3) [19PP] 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 16 + Feats 7 + Powers 68 - Drawbacks 3 = 165 /185 Power Points
  12. OOC thread for this thread. Moon-Moth ponders what's dead and gone on the corpse of a dragon.
  13. Player Name Thevshi Character Name: Sri Kath'lana Power Level: 10 [12] (203/208 PP) Trade-Offs: -1 Atk/+1 Damage Unspent Power Points: 5 In Brief: Felinoid Star Knight. Alternate Identity: Kath’lana Identity: Public Birthplace: F'terrix Prime Residence: The Citadel of the Star Knights Occupation: Star Knight Affiliations: Star Knights Family: Deceased Description Age: 24 (DOB: 2/18/1999 (Terran Calendar)) Apparent Age: 24 (for a F'terrix) Gender: Female Ethnicity: F'terrix Height: 5' 8" Weight: 150 lbs Eyes: Green Fur: Light brown, with black streaks along the back and legs. Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs. Her bright green eyes are also catlike, as are her ears. Like all F'terrix, Kath'lana does not have a tail. Kath’lana’s Star Knight armor is emerald green, similar to her eyes. Power Descriptions: Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate. The energy beams and energy claws that her armor forms are bright green in color. History: While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space. It was there that she grew up, living a quiet and rather peaceful life. But then the Communion came. While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family. She became one of the multitude of refugees that were displaced by the war with the Communion. At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her. When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them. After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war. So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight. After completing the initial training at Citadel, Kath'lana was assigned to an active duty Star Knight for active duty and to complete her time as a squire. The young F'terrix performed her duties admirably, and has since been promoted to full Star Knight stauts. Personality & Motivation: Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators. But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others. While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could. She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves. Powers & Tactics: When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents. If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. Complications: Hunter's Instinct Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate. Distractible True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand. Abilities: 0 + 2 + 4 + 4 + 4 + 6 = 20PP Strength: 10/14/26 (+2/+8) Dexterity: 12/22 (+1/+6) Constitution: 14/18 (+2/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +10 Attack: +7; +11 w/ offensive capabilities Grapple: +7/+20 Defense: +5 base, +10 with Dodge Focus, +3 flat-footed Knockback: -2/-11 w/Protection Saving Throws: 7 + 6 + 7 = 20PP Toughness: +11 (+3 Con, +8 Protection) (9 Impervious) Fortitude: +8 (+3 Con, +7) Reflex: +9 (+5 Dex, +6) Will: +7 (+2 Wis, +7) Skills: 80R = 20PP Acrobatics 12 (+18) Bluff 6 (+8) Diplomacy 12 (+15) Kn: Galactic Lore 10 (+12) Kn: Technology 6 (+8) Language 1 (Gal Standard; F'terrix native) Notice 9 (+11) Sense Motive 12 (+14) Survival 12 (+14) Feats: 9 Dodge Focus 5 Evasion Improved Initiative Luck 2 Powers: 26 + 84 = 110PP Container 5.2 (F'terrix traits) (26 AP) [biological] [26 PP] Enhanced Str 4 {4 PP} Enhanced Dex 10 {10 PP} Enhanced Con 4 {4 PP} Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp} Speed 2 (1 alt power) {3 pp} AP: Leaping 2 Strike 1 (claws; Feat: mighty) {2 PP} Star Knight Armor Device 21 (101/105 DP; Hard to Lose) [technology; cosmic] [84 PP] Comprehend 3 (speak one language at a time and understand all; read all languages) {6 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Offensive Capabilities 33 PP Array (Power Feats: Accurate 2; Alternate Power 4) {39 DP} BP: Blast 11 (Extra: Autofire) {33/33 PP} AP: Enhanced Strength 12; Super-Strength 5 (effective Strength 51); Strike 3 (Energy Claws; Feat: Mighty) {26/33 PP} AP: Snare 11 {22/33 PP} AP: Nullify Technology 11 (Flaw: Full Action) {22/33 PP} AP: Create Object 11 (Energy Shield) (Extra: Impervious) {33/33} Protection 8 (Extras: Impervious 11) {19 DP} Super-Senses 4 (Communication Link [Mentor]; Radio; Extended [Low-light vision]; Direction Sense) {4 DP} Super Movement (Space Travel) 3 {6 DP} Drawbacks (0) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (physical) E. Blast Ranged DC 25 Toughness Damage (physical) E. Claws Touch DC 24 Toughness Damage (physical) Totals: Abilities (20) + Combat (24) + Saving Throws (20) + Skills (20) + Feats (9) + Powers (110) = 203/208 PP
  14. Squire B'Ka Power Level: 9 (135/140PP) Unspent Power Points: 5 Trade-Offs: -2 Attack / +2 Damage(energy sword), -1 Attack / +1 Damage(energy blast), -2 Defense / +2 Toughness In Brief: A brazen bull in a cosmic china-shop. Catchphrase: "I'll surrender when I'm dead!" Theme: Alternate Identity: B'Ka (Public) Birthplace: Netypayatet Residence: The Citadel of the Star Knights Base of Operations: Coalition Space Occupation: Star Knight(in training) Affiliations: Star Knights Family: Monti (Mother), Apisi (Father), dozens of siblings and extended family Description: Age: Born on the 12th day of the 8th week of the 47th Year of the Scouring Storm(November 4th, 1999) Apparent Age: To other khered of his kind: late teens. Gender: Man Ethnicity: Bronze Bulls Height: 6ft 5in/1.95m Weight: 300lbs/136kg Eyes: Brown Hair: Black Squire B'Ka is a powerfully-built minotaur-like creature, with dull golden skin similar to a Red Dexter and fierce eyes. His horns are mutilated stumps, broken off when he was a child. He keeps his hair shorn on his head, and his coarse red fur bristles when he's angry, which is most of the time. In his armor Squire B'Ka is a towering pillar of bronze, the channeling cores for his weapon systems set on either side of his head. History: Until recently, the Hapisians had been slowly developing on a semi-arid world of steppes, small seas and clustered bands of jungle. Today they occupy every planet of their system and are turning themselves into the Coalition's chief agricultural exporters. Called the 'khered' or 'children' among themselves, they are known to the wider universe for their incredibly rich and fertile home system of the stars known as Ha, Pi and Si. The stars orbit each other at intervals that have helped to create multiple 'garden' worlds in the golden zone where the suns are neither too hot or too cold. B'Ka was born amid a time of turmoil for the people of his planet. A great storm had been circling the planet every year, with no sign of abating, and the lives of Netypayatet's inhabitants had been made into miserable toil. This was a time for everyone to band together, for personality and independence to be subsumed under the necessity of focusing on daily survival. Their world hadn't yet made contact with the worlds of the Republic, so they had nobody to look to but themselves. Even their prayers to Hathor, the Horned Queen of Heaven, could only temporarily ease the storm's fury. In this time, B'Ka was more a hindrance than a help. He was caught several times stealing from the food and water stores, fought other children for their shares and used his size and strength ruthlessly to his advantage. He made others do his work and took their discoveries and produce into town faster than they could catch him. At last, when he was 15, it was decided to banish him. His horns were broken off, he was driven to the edge of inhabited territory and left in the very teeth of the storm with hardly a day's food and water. It was fervently hoped that he would die. Instead, over a course of weeks B'Ka fought his way into the storm's eye, determined to prove himself finally superior to everyone else. At last, surviving off patches of grass and pools formed by the bullet-like rainfall, he found the storm's source: a low-flying Republic probe that had malfunctioned during atmospheric entry, its electromagnetic field warping the planet's weather into the neverending hurricane. Managing to leap aboard, B'Ka had the khered's first meeting with aliens when he found the long-dead corpse of the Lor pilot. The craft's AI implanted Galstandard into his brain, requesting orders in the voice of his father. B'Ka was tempted sorely by the power all around him. If he wanted, he could become like a god, gentling or empowering the storm at will. He could make the planet his fiefdom, the rest of his people his slaves. But the voice had touched something else in the boy's heart, reminding him of when he was younger, before the endless misery and fear had taken hold, when he'd been looked at with pride and love instead of hatred. B'Ka dispatched a distress signal to the nearby exploration fleet and sent the machine crashing into the ground. The storm took days to disperse, but when it did, the Barque shone like never before. The return trip was even worse than the walk out, Without the shielding cloud cover and frequent rains, it was only by luck that he was found in the wastelands before he died. He recovered in hospital while watching news of his race's entry into the Republic. Their relatively low-tech society was far outweighed, in the expedition's eyes, by their willingness to cooperate and their dedication to equality of all. There hadn't even been a war in living memory, even the misery of the Scouring Storm only sparking brief skirmishes that quickly dispersed. When he got out of hospital at age 16, the Incursion War had begun. Still too weak to fight, he had to watch it play out at home, while he trained and worked to make up for who he used to be. After the war was over, in the search for more Star Knights, Mentor sent word for the young bull who had saved his world to be brought to the Citadel for training. Personality & Motivation: B'Ka does not, as a rule, think. Largely, that's because he's still a child by his people's standards. He's all blustering ego and blind determination. His heart is both the worst and best part of him. It sends him doggedly up against impossible odds and out to serve the weak wherever and whenever he can. It also pushes him into schemes and strategies that defy all reason based largely off of gut instinct and a now-unyielding moral compass. Squire B'Ka is here to do his people proud and justify Mentor's choice to make him a Star Knight, and he has a country boy's prickly pride for his rustic homecontinent with its magnetically-powered tractors and roaming herds of hyper-apes. Continually on the back foot from his new alien surroundings, B'Ka's herd instincts lead him to seek out comrades and possible friendships wherever he can, but he's hampered by a coarse, blunt and anti-diplomatic nature. Powers & Tactics: Squire B'Ka flings himself into the fray, goading more powerful opponents into dropping their guard or striking fear into the hearts of weaker opponents with roars and snarls. He frequently attacks without regard for his own safety, to make sure he can get every erg from his blaster array and every nanogram of power out of his arc-horns. Power Descriptions: The Star Knight's armor is a thing of legend, and even the lower-powered models that come out of the Citadel are not to be underestimated. Squire B'Ka's is more or less standard-issue, channeling the power of the Star Stone to protect its wearer, give him high-powered weapons, let him travel at great speeds and translating the universe's vast spectrum of meaning. The weapons systems are the most notable of changes, centered on the helmet. Instead of forming energy-expulsion tubes they create a sun-disk like construct dominated by two great curving horns of plasma. It emits concentrated beams from the disk and the horns are quasi-solid. Complications: A Little Mooncalf: B'Ka, despite learning to be a paramilitary officer in a star-spanning police force, still has a lot of maturing and learning to do. He knows this, is very self-conscious about it, and it makes him easy to manipulate. Bully For You: B'Ka has improved immensely, but it can still be tricky for him to let go of using his great strength and size to get his way and to empathize with other people. Bull-Headed: B'Ka is impulsive and prone to charging into things. Herd Mentality: B'Ka follows trends and the whims of the crowd by a powerful survivor instinct. Rangesick: Chances to be around or even speak his own people or family are precious to B"Ka, he would never turn it down. Red Bull, Blue Face: B'Ka is driven to live up to an unrealistic and frankly insultingly unsophisticated ideal of what a Star Knight should be. Off the Farm: B'Ka has no idea how any of this place works or why, but is sure that everyone else doesn't know he doesn't know that. Shame about the Horns: B'Ka is very sensitive about his lost horns and would do a lot to get them back. Abilities: 8 - 2 + 4 - 2 + 4 + 8 = 20PP Strength: 18/30 (+4/+10) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: -1 Attack: +3 Melee, +4 Ranged, +7 Energy Sword, +8 Energy Blast Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +9/+22 with Star Knight Armor Knockback: -1/-11(with Star Knight armor) Saving Throws: 5 + 4 + 4 = 13PP Toughness: +2/+11 (+2 Con, +9 Protection(Star Knight Armor) [+0/+9 Impervious(Star Knight Armor)]) Fortitude: +7 (+2 Con, +5) Reflex: +3 (-1 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 24R = 6PP Bluff 6 (+10) Skill Mastery Intimidate 6 (+10) Skill Mastery Language 1 (Galstandard, Kheredet [Native]) Notice 3 (+5) Skill Mastery Sense Motive 3 (+5) Skill Mastery Survival 5 (+8) Feats: 8PP All-Out Attack Attack Focus (Ranged) 1 Dodge Bonus 4 Power Attack Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Powers: 68 + 8 = 76PP Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} (energy blast) AP: Enhanced Strength 12 + Enhanced Super-Strength 3(to Super-Strength 5 (+25 to Effective Strength, Groundstrike [Area (Burst, 50ft), DC1d20+15]) + Strike 1 (Feats: Mighty [DMG11]) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immovable 1 (+4 to Push, Rush, Trip or Throw Attacks, +4 to Knockback) {1PP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 9) {18 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP} Hapisian Physiology 1.2(7PP Container, Action: None; Duration: Permanent; Feats: Innate)[8PP] Immunity 1 (Poison) {1PP} Super-Strength 2 (+10 to Effective Strength; Flaws: Duration [Sustained]; Feats: Groundstrike (Area [Burst, 20ft], DC1d20+12) {3PP} Super-Senses 3 (Acute Normal Olfactory, Tracking [Normal Olfactory], Direction Sense) {3PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) E. Blast Ranged DC 25 Toughness Damage(Physical) E. Sword Touch DC 26 Toughness Damage(Physical) Gr.Strike Area DC 1d20+12/15 Ref. Tripped Totals: Abilities (20) + Combat (12) + Saving Throws (13) + Skills (6) + Feats (8) + Powers (76) - Drawbacks (0) = 135/140 Power Points
  15. For centuries the Order of the Star Knights have strived to preserve peace, order and justice in the galaxy. When members have fallen in the line of duty, Mentor has always been able to find new recruits to refill the ranks. During the Incursion, the Order suffered the most significant amount of losses in its history, with nearly five hundred Star Knights perishing at the Battle of Lor-Van alone, sacrificing themselves to delay the Communion’s world killer in order for more Lor to be evacuated from the doomed world. As a result, following the end of the Incursion, the Order found itself greatly undermanned and efforts to recruit new Star Knights were stepped up. Even now the Order is not yet back to full strength and is always looking for worthy recruits. So, this is not a normal recruitment thread. Awhile ago Gizmo and I tried to see if there might be more interest in space based characters. The Star Knights represent an option closely tied to the setting. As it happens, I have a storyline in mind that is ideal for a group of Star Knight PCs. This would be in addition to opportunities for space adventures alongside other space characters (the Eclipse Crew; the Void Runners and the Praetorians). So, was wanting to see if there were any players (new or old) that had a character slot free and might be interested in making a Star Knight. (Ari has already expressed interest in the idea). One problem that I know might be of concern to some is that the Star Knight template in the sourcebook is rather expensive. TrollThumper (the only player with a PC Star Knight currently) worked up an alternative version of the template that is much more affordable. I have made an updated version of that that is down below (TT’s has not accounted for some house rules that came after he created Cavalier). At only 68 PP for the armor, there is still quite a bit of points left for other things. One thought I had was the new PC Star Knights could start out as trainees (Star Squires as Ari called them) and be PL 9/150 PP. If enough people were interested we could consider that route. Anyway, hoping there might be some interest in this, let me know! Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} AP: Enhanced Strength 12 + Super-Strength 3 + Strike 1 (Feats: Mighty) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 10) {19 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP}
  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. Quaestor Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: Attack: Varies, Defense -2 Toughness +2 In Brief: 1-2 sentences which sum up the whole character. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: (Optional) A theme song for the character. Alternate Identity: ??? (Public) or (Secret) Birthplace: Residence: (Optional) Where the character normally resides / lives. Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere. Occupation: Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: If applicable. Gender: Ethnicity: Caucasian, Asian, Atlantean, Etc. Height: Weight: Eyes: Hair: (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: (Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Personality & Motivation: (Describe why they do what they do here.) Powers & Tactics: (In-character descriptions of how they do what they do.) Power Descriptions: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) Complications: Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Abilities: 8 + 0 + 8 + 8 + 4 + 0 = 28PP Strength: 18/30 (+4/10) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +0 Attack: Melee: +6 Base, +10 Unarmed, Ranged: +6 base, +10 Blast Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +10/22 w/ Power Servos Knockback: -2/-11 w/ Armour Saving Throws: 4 + 8 + 8 = 20PP Toughness: +4/12 w/Armour (+4 Con, +8 Protection Fortitude: +8 (+4 Con, +4) Reflex: +8 (+0 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 48R = 12PP Computers 4 (+8) Craft Electronic 6 (+10) SM Craft: Mechanical 6 (+10) SM Knowledge: Physical Sciences 11 (+15) SM Knowledge: Technology 11 (+15) SM Language 2 (Base: Galatean, Delzatri, Galstandard) Notice 4 (+6) Sense Motive 4 (+6) Feats: 9PP Attack Specialization 2 (Unarmed) Dodge Focus 2 Inventor Jack of All Trades Move By Action Skill Mastery (Craft: Electronic, Craft Mechanical, Knowledge Physical sciences, Knowledge: Technology) Takedown Attack Powers: 57PP Device 14("Quaestor Armour" 70DP Device, PF: Restricted to Group: "Galateans")[56pp] Immunity 7 ("Enviro-Suit"; Suffocation (All), Enviromental Condition (All))[7DP] Impervious Toughness 10 ("Suplimentary Forcefield")[10DP] Protection 8("Gala-tanium Armour Plating"; +8 Toughness)[8DP] Super-Senses 4("HUD Overlay" Detect Electricity (Visual), Communication link (Praetorians), Infra-Vision)[4DP] Flight 7("Impulse engines" 1000mph, 10,000 ft a round)[14DP] Linked Powers("Power Servos" PF: Alternate Power 3)[27pp] -Enhanced Strength 12 + Super Strength 6(Effective Strength 60, Heavy load: 51 Tons) AE: Blast 10("Fusion Blasts" 100ft Range PF: Accurate 2 (+4), Precise, Split attack (2 targets)[24/24] AE: Damage 10("Fusion Cannon" Extra: Area (Cone), PF: Increased Area 2 (100-500ft cone), Precise, Incurable [24/24] AE: Move Object 10("Tractor/Pressor Beam" Heavy load: 25 tons Flaw: Ranged (Touch) Extra: Area (Cone) PF: Precise, Increase Area 2 (100-500ft Cone), Selective)[24/24] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/25 Toughness Damage Fusion Blasts 100ft DC 25 Toughness Damage Fusion Cannon 100ft Cone DC20 Reflex/DC25 Toughness Damage Totals: Abilities (28) + Combat (24) + Saving Throws (20) + Skills (12) + Feats (9) + Powers (57) - Drawbacks (0) = 150/150
  18. Now that I've grabbed your attention with a title that says nothing, let's get to the actual part: http://www.freedomplaybypost.com/topic/9834-see-the-universe-join-the-praetorians/ This was posted a while ago, and Diaspora is the result of that! Now, I'd hesitate to call this an event, I'm personally envisioning it as a series of threads, sometimes running parallel, sometimes individual. But, enough of vague talk about things that aren't entirely decided yet (can you tell just how AMAZING I am at this stuff? ) Diaspora: There has been an influx of people arriving in various systems, in a part of space that usually doesn't get any real attention. Communication is not always easy, but it's clear they're fleeing from something. And the systems they are arriving in are not handled to deal with the sudden explosion in population. Now it's up to the Praetorians and various people operating independently to figure out why this is happening, and how to prevent the situation from turning bad! This thread's here as a way to gauge interest, essentially. If you've got a character in space and feel like getting involved, tell me, because threads will happen and having more people around's a good thing! I will also upload various guidebook entires relating to all of this over the next few [Unit of time that seems feasible].
  19. 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!
  20. 20 Questions - - - STANDARDIZED QUERIES FOR ALL SENTIENTS CURRENTLY SERVING ON THE COALITION COUNCIL - - - STANDARDIZED QUERIES FOR ALL SENTIENTS CURRENTLY SERVING ON THE COALITION COUNCIL - - - STANDARDIZED QUERIES FOR QUERIES FOR: COUNCILOR DITRA FIFTY-FIVE BEGIN QUERY SEQUENCE Query 1: Where are you from? My pilot was birthed in a hive in Lor space; my Diplo shell was assembled at the Factory. I'm not allowed to be more specific than that. Query 2: How would you describe your physical arrangement? Is this different from how others would? As a Diplomatic model, I was required to be attractive to the Lor, though I did have some say in my appearance; I liked the sort of 'curly mop hair' I'd seen in images and videos from the planet Earth, and I specifically requested it for my Ditra. They didn't get it right the first time, so I had to send the Factory image files; I must say I'm very happy with the results! Most citizens I encounter find me attractive...at least until they find out my race. Query 3: Do you have distinguishing speech characteristics or recurring mannerisms? I choose my words carefully, which some people say makes me sound 'high class' or 'educated', though some people have used very rude words instead. I've been told I'm very 'touchy' or 'tactile', which not everyone likes. Query 4: What is your motivation in life? To show the universe that the Nameless can be more than just con artists, smugglers and escorts; we can be anything we want to be, just like anyone else. Query 5: What would you consider your greatest strengths and weaknesses? I am very good with people, as I was meant to be, but unlike some Diplos I've met, I actually like meeting new people and getting to know them. In terms of weakness...I think my curiosity is both a strength and a weakness; I've learned a great deal thanks to it, but have also gotten into my share of trouble! Query 6: What do you love? What do you hate? I love getting to know someone for the first time, that thrill of discovery; there's a whole universe inside every sentient being. I hate the Communion more than anything else I've ever encountered. Query 7: How would you describe your mental and emotional functioning? I could say 'optimal', but that would be a bit of a joke. I possess a great deal of knowledge, but I am always eager to learn more! In terms of emotions, to use the Earth phrase of America, I am a 'people person', and I enjoy good company, whether they be coworkers, friends or lovers. I want to get to know more people than just members of my own race, because as you might guess, telepaths are not always the best friends. Query 8: What do you fear the most? Another Communion attack. I still have nightmares. Query 9: What is your greatest ambition? To be the first Nameless Imperiatrix; why not aim for the stars if you live among them? I would be just and wise, and look amazing in my robes of office! Query 10: How does you feel about the state of the universe and your place in it? The universe is neither just nor kind, unless you make it so. The Nameless wielded great power in secret for over two hundred years, but we squabbled incessantly amongst ourselves, thereby proving we were unfit to rule the galaxy. Though it was horrible beyond words or thought, the Incursion was the best thing that could have happened to us, because it literally forced is out of shells and into the light. Though millions of free souls may hate us, we finally have an opportunity to be more than what the Harvesters designed us to be; we can be a true people, with goals and dreams and lasting works of art. We can forge our own future. Query 11: Does you have any prejudices? How do you get along with others? I do not always like the Lor; though I understand why they don't trust us, many agents like myself are eager to work with them to improve all lives within the Republic. The Fifty Year Plan was a weight on all my people's shoulders, and to finally be free of it is something to celebrate. Query 12: Where do your loyalties lie? In what order? I am loyal first and foremost to my people, especially those in my hive. Then I suppose I am loyal to the Coalition, especially the residents of Coalition Victory Station. And then lastly to the Republic; to paraphrase the Earth sage of England, it doesn't work, but it's the best thing we've got. Query 13: Do you have a lover, sexual partner or helpmate? How do they feel about you currently? I do not have a mate at this time, but I am actively seeking a partner. Having a partner is better than being alone, as you may share thoughts and feelings with them, discuss the events of the day, and of course sexual activities are always enioyable. I would be open to partners from almost any race, though I admit a human of Earth would be somewhat exotic! Query 14: Do you have a family? If so, what is your relationship like? I am a member of the Second Hive; there are several hundred of us. I tend to get along better with other Seconds than with Firsts, who are too rigid for my tastes. The less I say about the Tertians, the better; I understand their anger and mistrust, but cannot abide their actions. Query 15: How would those closest to you describe you? I think they'd say I like the Lor too much, but I consider that a compliment! Query 16: Do you consider yourself a role model? I'd like to be a role model, or at least an example, to show that the Nameless are not all bad, and that we have much to offer the Republic if we were given a chance. Query 17: How spiritual are you? Do you follow a religious tradition? Like most of the Nameless, I revere the Great Mother, the First Queen, the Queen Before Queens. Faith in the Mother is very personal, and I send my feelings to Her often, especially when facing a hard decision. Query 18: Are you part of a team, or would you like to be? Why? I'm not currently part of a team, but I think I'd enjoy that very much; I like helping people and showing other things our people can do. Query 19: Are you aware of the planet known as Earth in the Sol System? Yes I am; I have studied many images and flies from that strange planet. I think there are many offworlders living among them, such as the American 'Tom Cruise'. Query 20: How do you feel about the treatment of metahumans and offworlders on the planet known as Earth in the Sol System? It seems that humans are not always so good to those who are unlike them; even their 'heroes' are not always trusted! But there are many good folk as well, who at least try to see beyond differences. I would like to visit that world someday. END QUERY SEQUENCE Meta Query: If you could give one piece of advice to your hero, what would it be? Space is big; find some good friends and stick to them like glue! Also don't be afraid to be vulnerable; the 'meatbags' appreciative that sort of thing, and in time, so will you.
  21. So I'm looking for threads for Ditra Fifty-Five, my new space-based character. She is one of the Nameless, a race of cyborgs designed to overthrow the Lor Republic, before they went 'native' and more or less assimilated. They were exposed during the Incursion, and now are trying to find their place in a galaxy that doesn't trust them. Ditra ('Deet' to friends) is a PL9, and would probably do best in social or investigation type threads, though she does have a sweet built-in blaster.
  22. Nameless District ('Bugtown') Location: Coalition Victory Station, Kesteven 79 After the Nameless were exposed during the Incursion three Terran years ago, the enigmatic cyborgs had to face the reality that no one trusted them, even after several of them aided the fledgling Coalition during the fighting. But it soon became clear that, due to the insidious way they'd wormed their way into the very fabric of the Republic, it would be far easier to come to some sort of terms with them than try to root them out. One of the terms that was negotiated was that the Nameless had to turn over all the illegally obtained goods they'd acquired over the years, including any property held on any Lor worlds. Not every agent did this, of course, or they only turned over some and kept others hidden. But overall, the effect left nearly a thousand sentient creatures effectively homeless. When the Communion mothership was being converted into Coalition Victory Station, it was decided that an area should be set aside for their use, and so a large section was chosen near the waste treatment facilities. It was chosen for two reasons: one, the presence of so much decaying matter created large quantities of methane, the natural atmosphere of the Nameless pilots, and two, no one really liked or trusted the enigmatic creatures, so metaphorically sticking them in the ship's posterior seemed very appropriate. However, the Nameless don't really mind; as a hive species, they have no issues with cramped quarters, and being tucked out of sight and out of mind in a way gave them a lot of freedom. 'Bugtown', as this enclave is often called, is divided between three decks, locally referred to as 'the Market', 'the Lower Berths' and 'the Hives'; each area serves a specific function, and feels very different from the others. The Market is a maze-like area set aside for the Nameless shells to both stretch their legs and interact with other races; it features small nightclubs, restaurants, several legitimate businesses, and tucked away in the darker corners, a few 'specialty shops' with no names that offer illegal services. The Republic officially denounces this 'warren of vice and crime', while its elected officials often come here in secret. The Lower Berths are where the Nameless shells go during their downtime; each agent is provided a small individual berth, not unlike the Japanese capsule hotels, typically 2m x 1.25m x 1m, though the larger Tac shells often require special accommodation. While row upon row of 'cells' might seem confining to most Lor or humans, the Nameless do not find them so, especially since they spend most of their time in their berths either recharging in rest cycle or connecting with each other via telepathy or ShellNet, a powerful, private wireless network. Storage space for changes of clothing is provided in each berth, while shell cleaning and maintenance are done in large public sanitary stations. The Hives are kept far from the sight of other races; it is here that the Nameless pilots may come out of their shells to mingle freely among their hivemates in large, deep chambers full of methane gas. There are three sets of chambers here, but one currently goes unused, because the Third Hive went into hiding after the Nameless were exposed during the Incursion, though it still awaits them if they ever chose to claim it. The Tertians and their queen are currently in parts unknown somewhere within the Republic, posing a constant threat. The Hives are also used for reproduction and the rearing of the young prior to them receiving their first shell. The two queens who are currently in residence are under constant monitoring and protection for their own safety. Note: Nameless shells are not produced anywhere on CoVic Station; they are assembled at a remote facility somewhere in Lor space, the location of which is one of the most tightly guarded secrets in the galaxy.
  23. 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
  24. THE NAMELESS (aka ‘Bugs’) The Nameless are a bioengineered race that was designed for infiltrating galactic empires and systems such as the Lor Republic; they were modified so long ago, they barely remember their homeworld, though they do tell the story of how they turned on the race that created them (known only in legends as ‘the Harvesters’) to win their freedom. The Nameless successfully lived within the Republic for almost two hundred years, slowly plotting and accumulating wealth and power before they were discovered, but by that time, though their numbers were small, they held powerful positions throughout all layers of society, and a purge might be catastrophic. So an uneasy peace was negotiated, with all known Nameless agents relinquishing their holdings and revealing themselves to the Republic. Though they will never be fully trusted, the Nameless have since proven themselves to be loyal and hardworking…at least as long as someone is watching. And of course, not every agent revealed their identity. A Nameless agent consists of two parts, a ‘pilot’ and a ‘shell’. The pilot is a dark chitinous creature like a centipede as thick and as long as a human arm, with a long venomous spike for a tail; they were originally a hive species come from a high gravity planet and breathe methane, as well as requiring trace amounts of various toxic elements to survive. The pilot coils it up in the belly of a robotic humanoid shell that is physically indistinguishable from a Lor or other humanoid race (depending on the model), with a head full of cloned brain matter to help translate its alien thoughts into understandable speech and behavior; the shell also boosts the pilot's natural telepathic abilities. In addition to allowing the bugs to survive in a terrestrial atmosphere, the shells often contain hidden weapons or communication devices useful for their work. Among humanoids, a Nameless agent will eat regular food, which is allowed to decompose in a special internal chamber, providing the methane they need to survive; however the shell is also used to intake a bewildering variety of substances for trace elements, so it's not uncommon for a bug to be seen eating eggshells, old batteries or lint. This bizarre diet has been the source of much interspecies humor, not all of it polite. It should also be noted that a pilot can abandon its shell for another by climbing up the throat and entering the mouth of another shell; few outside of the Nameless have seen this disturbing Cronenbergian phenomena, and it is not a sight soon forgotten. It is also therefore possible for a pilot to use another's shell, in essence hijacking it; since most elements of the created humanoid personality are housed in the shell's brain matter, it can theoretically be very hard to tell who's really who when addressing a shell. Predatory creatures before the development of the shell technology, the Nameless still show much of their biological legacy; though they've developed a great deal of affection for the humanoids they've lived amongst for all these years, they still enjoy toying with them like a cat with a mouse, or pulling the wool over a rube's eyes. These tendencies have not gone unnoticed, and prejudice against the ‘bugs’ is very common among intelligent species. WHY ARE THEY CALLED THE NAMELESS? In part, it's because as a race, they have a flair for the theatrical, but much of it comes from their being a telepathic hive species. The Nameless had no name for themselves and no spoken language prior to the genetic manipulation by the Harvesters, and little concept of individual identity; each 'pilot' is only identified by a memory, the earliest mental contact they had with another sentient being that is almost impossible to translate to non-telepaths. When dealing with humanoids, it's just easier to just use the designation given to the individual shells; each model has one of a handful of names (Ditra, Zandar, etc) followed by an individual serial number from 001 to 999. THE FOUR NAMELESS SHELL TEMPLATES The Astrogators (Blue-skinned, 'Astros', 'Blues') - Masters of astrogation, technology and mathematics, Astros are hard to get to know; some humanoids genuinely dislike these seemingly cold individuals, who display behavior similar to humans at the far end of the autism scale. Not all use their skills for piloting, however; many are researchers, technicians and designers without peer. Astros rarely interact with the general public. The Diplomats (Green-skinned, 'Diplos', 'Greens') - Outgoing, friendly and universally attractive, just about everyone likes hanging out with Diplos; skilled in a wide variety of social sciences and experts at reading body language, these agents always seem to know the right thing to say. They can also change their hair, skin and eye colors to better fit in with other humanoid races. While they make excellent spokespersons and negotiators, many Diplos are wonderful doctors, therapists and writers. The Infiltrators (Pink-skinned, 'Infils', 'Pinks') - Shapeshifters and true masters of telepathy, Infils are what most people think of when they hear the term 'Nameless'; manipulative spies with changeable bodies moving effortlessly through the Lor population. Though their skills would seem tailor made for security and espionage, many Infils can also be found in the visual and performing arts, though rarely openly. The Tacticals (Gold-skinned, 'Tacs', 'Golds') - Huge and menacing, Tacs are the front-line warriors of the Nameless; built for strength and durability, most Tacs incorporate extensive internal weapon systems, and can frequently fly, shoot death rays from their hands and genuinely kick serious ass. However few of these giants are actually as fierce as they first appear, and their humble demeanor is a source of calm on the battlefield, though they also patiently toil in low-g factories and on hydroponic farms. NAMELESS HIVES To the Nameless, your hive is your family, a source of strength through belonging. As a telepathic species, they can connect in ways many other races can't, forming mental networks when in close proximity; these networks allow for the rapid sharing of information, ideas and feelings, and a powerful sense of connection. Hive mates look out for one another, to the point that refusing to aid one in need is a crime punishable by the mandatory destruction of a pilot's shell. However rivalries between hives are common, and they tend to methodical, Byzantine and very nasty. At one time, membership in a Nameless hive was purely a matter of biology; a pilot remained in the hive of its birth. But with the loss of most of two hives during the Incursion, including the deaths of both queens, there was a great deal of disorganization and realignment, with the remaining three hives absorbing the orphaned pilots. In time, the three hives began to take on a more symbolic and ideological function, with each associated with a particular moral and political philosophy, primarily based on how they chose to interact with outsiders. This led to a great numbers of members switching hives, until now they are more or less uniform in outlook, though of course every family has its black sheep. THE THREE HIVES The First Hive is the most conservative, and its members were the first to reveal their identities, turn over their possessions and swear allegence to the Republic; most of its members are currently Astro and Tac models, with a few Diplos and only a handful of Infils. They are very loyal and hardworking, and see members of the Second Hive to be either lazy or naive, and the Third to be dangerous radicals who thoughtlessly jeopardize the life they fought for in the Republic. The Second Hive is more moderate, typically looking to follow the 'middle path'; they appreciate the Republic, but see the Coalition as offering a very appealing alternative. They include a fairly even distribution of models, but somewhat fewer Tacs and Infils. While they politely disagree with the First Hive, they can still treat them respectfully, but they consider the Tertians to be a major threat to the all sentient life, and actively oppose them. The Third Hive is by far the most radical, convinced that the Lor will never fully trust them, so they'd best prepare for war or make themselves rich, depending on how idealistic or cynical they are in their philosophy. Thankfully the smallest hive, it has almost no Diplos, a handful of unbalanced Astros, a solid corps of Tacs and a lot of Infils. They see First Hivers as pathetic 'Uncle Toms', and members of the Second as cowards too scared to fight for their own race. Members of this hive are sometimes refered to as 'Tertians', or more dramatically 'the Tertian threat'.
  25. So here's the idea: A series of attacks have been occurring in Emerald City and CoVic where victims have been found cold and drained of blood. Most of them remain dead, but some rise again within a few hours and attack anyone they can get their hands on. I'm looking for two PC's preferably around PL 10 to join in and stop this menace!
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