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Thevshi

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  1. GM If the Wynn Star Knight took any offense at being called Lor by Ba'ka, he showed no sign of it, instead, Sri Darvo simply responded to the squires’ statements and question. "I believe you misunderstand Squire. Your training on Citadel should have shown you what you can count on." The Star Knight was quiet for a moment, then continued, "as magnificent and powerful as the armor of a Star Knight is, there is more you can count on. Think of tens of millions of sentients that had been prepared to lay down their lives to stop the Communion. The vast majority had nothing to compare with the power you now wield, but they fought to protect their worlds and countless others. The most important thing you have is your own dedication and resolve. You can also count on your fellow knights." "Think on that some, as we continue our patrol." Sri Darvo then finished, as the three continued to travel through the void of space at incredible speeds. For the next several hours the Star Knight and two Squires continued through the dark reaches of space, patrolling along a portion of the sector assigned to them. While the trio passed a great glowing nebula and several massive red giant stars the time was otherwise uneventful. But then, just when it seemed as if all the three would do would be to fly through the void, the comm. systems of their Star Knight armor picked up a faint call. "This is the merchant vessel Sojourn, we are under attack by pirates, requesting any nearby assistance." Sri Davro began to slow down, dropping monetarily out of faster-than-light speed, the two Squires’ suits doing so as well. "Sojourn, this I Sri Davro of the Star Knights, please send coordinates and my assistants and I will be there as quickly as possible to provide assistance." The merchant vessel quickly responded with its current coordinates and Sri Davro looked to Kath'lana and Ba'ka. "The time has some Squires. Stay close and watch each out for each other." With that, the Star Knight returned to faster-than-light, heading in the direction of the distressed merchant vessel.
  2. Veronica Veronica could not help but smile at Pan's questions about what other sorts of dangers might be awaiting them aboard the sunken ship. "Well, ghosts could always be a possibility I suppose, including pirate ghosts, but I rather doubt any living pirates would be around after being at the bottom of the ocean for hundreds of years. There is also a fair chance this is not a pirate vessel, but we will not know for sure until we get down there and take a closer look at it." The teenage Danger responded. "I mean, just entering sunken wreckage of a ship poses a number of hazards that can vary depending on the condition of the vessel and numerous other factors." She then turned back toward Davyd to answer his questions. "There are some sharks and jellyfish that are common in the area, but my understanding is they are not the most dangerous of their species. The team aboard the Horizon can certainly provide much more information about them once we are aboard."
  3. Round One 17 Hazmat (unahrmed) 16 Needle Fighters (x3) 11 Moon-Moth (unharmed, 3 HP) 11 Paradigm (unharmed, 3 HP) 7 Barrier (unharmed, 1 HP) Okay @Azuth65 Hazmat is up first!
  4. Veronica "Unfortunately we are not certain of the location of the tome of Sanakht's wife." Veronica replied. "The GPR, ground penetrating radar, scans we did to locate the pyramid when we first came looking for it also revealed other smaller structures are buried nearby. All of those are still currently buried and we cannot say for certain they are other tombs based only on the scans." The teenage Danger continued as the three finished their examination of the pharaoh’s burial chamber, failing to locate anything that seemed out of place. As she took the lead to start making their way back through the antechamber and towards the Grand Galley, Veronica responded to Kam’s questions. "Yes, like many of the pyramids from later dynasties, there is a lower chamber below us. A number of Egyptologists believe it was used to house a life size statute of the pharaoh to assist his spirit in moving on to the afterlife. If the chamber here housed anything, it was robbed long ago, for we found it empty. The bottom entrance of the Grand Galley had been sealed off when the pharaoh was laid to rest, so if tomb robbers had gotten into the lower chambers the seal kept them from reaching the upper chambers. By the time we found the pyramid, something had caused the seal to crack open, allowing access to the lower chambers." Soon the three teenagers were back in the Grand Gallery, making their way down toward the darkness below, passing the rope back up to the outside as they went. As they continued down, the air in the pyramid seemed to get a bit more stale and heavy. Eventually the Grand Gallery came to an end where several large slabs of rock had been set down. However, one of the slabs had cracked and a large section fallen down into a hallway below, creating an opening more than large enough for the teens to pass through. A rope ladder had been attached in place at the opening, allowing an easy descent down into the area below. Unlike the Grand Gallery, this passage way appeared uniform in width, a least six feet, but had a much lower ceiling, barely reaching seven feet high. The walls were smooth rock, occasional grooves visible as sections of rock met. "It is down this way." Veronica indicated, pointing off in the direction that would lead back toward the center of the pyramid.
  5. Hi there Monsterpoodle, welcome to the site! To answer your questions: 1) Freedom City has a small Chinatown area in the West End. 2) To become part of the game, make a PC and submit them for Ref approval, then you can get started posting. We suggest you read our house rules and the Getting Started part of the Guidebook, which can help answer questions. We have a Discord channel you will likely want to join to get questions answered about character ideas and is a good place to find others to join you in threads.
  6. Veronica Danger (9) Lair of the Mummy (3) Dead Men Tell No Tales (2) Down in the Underground (2) Dakana Summer – The Spider’s Lair (1) Dakana Summer = The Turquoise Coast (1) Paradigm (MAXED) (1) Contest of Centurions (1) Velocity (MAXED) (1) A New Era (1) GM (7) Sword and Shield (1) Kill Team (2) Lair of the Mummy (1) Dakana Summer – The Turquoise Coast (1) Contest of Centurions (1) Praetorians: Shards of Time (1) So, give an extra post to Veronica to get her to 2 PP this month, then rest to Squire Kata'lana (also getting her 2 PP). Ref point to Kata'lana as well.
  7. Veronica "Yes, the mask was found inside the smaller coffins that rested within the stone sarcophagus, on Sanakht's mummy." Veronica replied to Kam's question. As she walked over toward one of the small obelisks. "And yes, we did take photos of all the hieroglyphics we found in this chamber and elsewhere in the pyramid." She then began, tracing a finger lightly over some of them on the obelisk. "We have been working on some of them over the last few years, they are rather standard for such a tomb, as Elizabeth said, recounting the pharaoh’s accomplishments in life and his connection with the gods, from which he descended." She then looked over to Liz and shook her head slightly. "No, the death mask should have no significance in life, it is intended to word the pharaoh’s spirt against evil after he dies and allow him to recognize his body after death so he could return to it from time to time. I have not seen anything in the writings here or elsewhere to suggest why this mask might be different, or why it possess a faint magic that is clearly intended to open something. I was wondering if there might be something more in any of the writing or paintings here, something I would not be able to see now through a picture but could if I saw them in person again. But so far no luck there either." She then looked back over toward both her friends. "I thought this might be the most logical place to begin looking, as this was where the mask was located. But seeing as we have turned up little, we should probably move the lower chambers to see if there might be something down there."
  8. Veronica Veronica had been about to answer Davyd's questions about the wreck, or at least as much as she could, when Lulu focused in on his comment about once wearing a corset. The teenage Danger turned to Davyd as well to hear the story. Once it was over, Pan did not take long to turn things back to the question of what they might find on the wreck and in particular whether their might or might not be treasure. "Well, it could be possible." She replied to start as she looked back to Pan for a moment. "Ships from the period this one appears to be from were typically carrying a variety of cargo on their journeys." "As for your questions Davyd," Veronica continued as she looked back at the teen between her and Pan, "The pictures taken were from too high of a depth to get a good look at any name and did not catch anything else that could identify the vessel. Once we get down there and have a look that might change. And I would not worry too much about there being something dangerous aboard. While there are certainly things that could still be dangerous even after lying on the ocean floor for hundreds of years, the majority of things that might cause a wreck, such as gunpowder, are not going to be a problem after so long." It was about this time that the waitress began to deliver the teens' food.
  9. Veronica Danger Normally Veronica or Janus could have flow a vehicle to get them and the two Dakana royalty to their next location in what had started out as an investigation into some possibly missing Daka crystals and had turned into a globetrotting adventure chasing a group of super-powered mercenaries and trying to recover the rest of the missing crystals. However, given the nature of their current destination they would not have been able to safely land and instead needed someone to fly the vehicle away and be on call to retrieve them when needed. Thus the two Danger cousins had reached out to their Uncle Ace. Veronica was making the last minute checks to her parachute and other equipment when Ace called back to ask if they had everything they needed and were all packed. The teenage Danger looked over to Ace with a grin. "Always." She simply replied as she finished her last check and then made a second check for Kam of his chute while he did the same for her. While Veronica could easily have come up with some magical way of getting herself down to the landing zone they had chosen, this way was just more fun. And then it was time to deploy. Veronica followed shortly after Kam, letting herself freefall for a few moments before pulling her chute and guiding it down toward the landing zone. Landing a little ways from where Kam had, Veronica gathered her chute as well, and the moved to the treeline to move within in it toward where Kam had landed.
  10. Veronica Danger Veronica smiled as Àjàṣorò reveled she had already arranged for transportation to get them to the facilities operated by the Buibui Wardi. "Thank you, but I think I have everything I might need handy." The teenage Danger replied to Àjàṣorò when the princess had offered to make arrangements for anything they might need. She then grinned at Kam's comment about things never being dull. "Would not have it any other way." She replied as the prince excused himself to change to more appropriate attire for the visit. Soon enough the four teens were on their way, having a moment for some last minute discussion of a plan for the investigation. "Well, between the four of us I am sure one of us will find an opportunity to slip away and get a better look at what might actually be going on." Veronica replied as she looked over to her cousin with a grin. "Don't you think?"
  11. Veronica Danger As was generally the case, Veronica had been thoroughly enjoying the adventure she had found herself caught up in along with her cousin and two friends. As their current lead had them arriving in Turkey in something of a clandestine fashion, the teenage Danger was rather uncharacteristically NOT dressed in her typical adventuring outfit. Instead, Veronica was wearing a pale blue floral print v-neck dress with a pair of sandals. As Janus and Àjàṣorò volunteered to serve as a distraction as they began their investigation in town Veronica could not help but smile as she looked first to her cousin and then her friend. She then met Kam's glance as he asked his question. "I think it might be best if we shadow behind." She replied. "That was we can get the maximum benefit of their distraction and be less likely to attract attention while we investigate."
  12. Sai'x [PL 10] Attributes Str: 14 Dex: 24 Con: 16 Int; 12 Wis: 14 Cha: 14 Combat/Saves BAB: +6; BDB: +8; Tough: +10; Fort 6 (+9); Reflex: 5 (+12); Will: 5 (+7) Skills: 16 (64 ranks) Acrobatics 13 (+20); Kn: Galactic Lore 3 (+4); Kn: Streetwise 8 (+9); Language: GalStandard; Notice 8 (+10); Search 4 (+5); Sense Motive 12 (+14); Slight of Hand 8 (+15); Stealth 7 (+14); Feats: Acrobatic Bluff; Attack Focus: Ranged 2; Dodge Focus; Evasion; Move-By Action; Power Attack; Precise Shot Powers: 1) Flight 6 (500 mph) (Drawback: Powerloss (wings)) [11 PP] 2) Forcefield 7 [7 PP] 3) Sonic Control Array (24 PP array + 2 Alt powers) [26 PP] BP) Blast 12 Alt) Auditory Dazzle 12 (burst area, 0 range) Alt) Cone Blast 12 (Cone, 0 range) Stats (25) + Combat (28) + Saves (16) + Skills (16) + Feats (9) + Powers (44) = 138 pp Notes: Sai'x is a humanoid female of average human height with short white hair. She has thin features and pointed ears and her skin is a dull black and her eyes an almost glowing white. A pair of black, hawklike wings extend from her back (a feature of her species). Unlike others of her species, Sai'x possess the ability to emit powerful sonic blasts. Santri [PL 10] Attributes Str: 20 Dex: 10 Con: 22 Int; 12 Wis: 16 Cha: 14 Combat/Saves BAB: +5; BDB: +5; Tough: +12; Fort 4 (+10); Reflex: 5 (+6); Will: 6 (+7) Skills: 7 (28 ranks) Kn: Galactic Lore 6 (+7); Kn: Streetwise 4 (+5); Notice 8 (+11); Pilot 3 (+3); Sense Motive 6 (+9) Feats: Attack Focus: Ranged 5; Dodge Focus 3 Powers: 1) Forcefield 4 [4 PP] 2) Disintegration 10 [50 PP] Stats (32) + Combat (20) + Saves (15) + Skills (7) + Feats (8) + Powers (56) = 138 pp Notes: Santri is a Nai-Koni, and like others of his species is a short, stocky humanoid with only three thick fingers and toes on his hands and feet. He is capable of generating a personal forcefield and energy blasts which can break down matter on a subatomic level. Sullek[PL 10] Attributes Str: 16/22 Dex: 16/28 Con: 16/28 Int; 10 Wis: 16 Cha: 10 Combat/Saves BAB: +9; BDB: +6; Tough: +4/+7; Fort 3 (+7); Reflex: 4 (+7); Will: 3 (+4) Skills: 13 (52 ranks) Acrobatics 8 (+17); Climb 8 (+14); Kn: Streetwise 8 (+8 ); Language: GalStandard; Notice 9 (+12); Pilot 2 (+11); Sense Motive 13 (+16); Survival 3 (+6) Feats: Attack Focus: Melee 4; Dodge Focus 2; Evasion; Improved Disarm; Improved Initiative; Improved Grapple; Move-By Action; Power Attack Powers: 1) Enhanced Str 6 [6 PP] 2) Enhanced Dex 12 [12 PP] 3) Enhanced Con 12 [12 PP] 4) Leaping 5 [5 PP] 5) SuperStrength 4 (42 effective Str) [8 PP] 6) Sword (Device 1, easy to lose) [3 PP] a) Strike 4 (Mighty) 7) Protection 1 (Impervious 6) [7 PP] Stats (23) + Combat (28) + Saves (14) + Skills (13) + Feats (12) + Powers (53) = 143 pp Notes: Sullek is also a Mekirri, but with far less cybernetic enhancement than Rux, with only his arms and legs replaced with metallic cybernetics. He is of average height for a humanoid, with light grey hair and features generally similar to that of a Lor/Terran. His cybernetic limbs make him much stronger and faster than the average Lor and he is extremely well trained in combat, preferring melee weapons (generally a sword).
  13. Veronica Danger "Actually, Elizabeth is mostly on the mark." Veronica replied as Kam and Liz asked about pile of sand back in one corner. "That was at least partially here when we first entered the tomb, and has been leaking in through one of the air shafts like the one we came in through. It was buried under the sand for thousands of years and is still close enough to the sand that the winds blow more in. The only reason the way we came in was not similarly filled was it had been covered and had remained so after being buried." Moving up close to the central dais, Liz and Kam found the small obelisks were covered with sections of hieroglyphics between carved scenes. On the obelisk Kam had moved up to, several of the scenes appeared to be of battles, with a large Egyptian pharaoh (identifiable by his headdress), leading Egyptian armies against some enemies. Liz found images of a male and female figure approaching a throne over which a sun was position, its rays reaching out to touch the two figures as well as what appeared to be farmland depicted around them. "No, Sanakht's mummiform coffins and his mummy have been removed. If our visit to the exhibit opening at the museum had not been interrupted, they were in one of the last rooms." Veronica replied as she slowly walked round the outer edge of the room, having to move around the pile of sand, studying the walls and having a slightly far away look. "You are right Kam, a number of things were put in place as the pyramid was being built, but it is still somewhat amazing some of the things they were able to get up here after it was done and the Sanakht had died." She stopped after making it most of the way around the dais and looked back at her friends. "I am not sensing anything magical here either, other than Elizabeth and her mask." She stated, a slight look of disappointment on her face. Liz was similarly not picking up anything in the room other than the magic emanating from Veronica and the objects she carried.
  14. GM Marmaris, Turkey Mid-July, 2019, 11:34 AM local time The small city of Marmaris, Turkey was nestled among low foothills along the southwestern coast of Turkey, not far from the Island of Rhoades. With long, beautiful beaches and clear blue waters, the city was one of the key resort towns along the section of the Turkish coast line known as the "Turkish Riviera," or the "Turquoise Coast." For most, the primary attraction of Marmaris was the city’s vibrant nightlife, and in particular the collection of nightclubs and discos along bar street. Out in the Marmaris harbor, a sleek sixty foot yacht was making its way towards the inner part of the harbor, easily blending in with the other similar yachts and large sailing ships that filled the harbor and marina. However, unlike the majority of the passengers on the other similar vessels, the four teenagers aboard this yacht were not here for the exciting nightlife, or at least not directly. During an investigation into the possible disappearance of Daka crystals from a border region of Dakana, the teenage children of the Dakana king and two members of the Danger family had uncovered a group of mercenaries smuggling crystals across the border. Information obtained from some of the captured mercenaries had revealed that other members of the mercenary group were planning to meet with some potential buyers in Marmaris the next day. So, the four teens had arranged for a non-descript yacht to transport them to the costal town, providing them an chance to blend in with the other summer tourists looking to enjoy the excitement of the city. The sun was staring to approach its mid-day zenith, and already the temperature was over a hundred degrees Fahrenheit. The nearby beaches were crowded with people and the harbor was busy with activity as the yacht slowly made its way in.
  15. Pheydyn [PL 10] Attributes: Str: 16 Dex: 14 Con: 14 Int: 14 Wis: 26 Cha: 14 Combat/Saves: BAB +4; BDB: +6; Tough: +10; Fort: 5 (+7); Reflex: 5 (+7); Will: 4 (+12) Skills: 12 (48 ranks) Concentration 8 (+16); Kn: Galactic Lore 3 (+5); Kn: Philosophy 10 (+12); Language: GalStandard; Notice 8 (+16); Pilot 6 (+8); Sense Motive 12 (+20) Feats: Dodge Focus 4 Powers: 1) Communication (Mental) 4 (1 mile radius; Extra; Affects Others; Area; Feats: Selective) [13 PP] 2) Forcefield 8 [8 PP] 3) Comprehend 3 (Understand and speak all languages at one time) [6 PP] 4) Super-Senses: Detect Minds/Mental Awareness (Mental Sense; VC descriptor; Ranged, Accurate, Acute, Radius) [8 PP] 5) Psychic Array (40 PP array + 2 Alts) [42 PP] BP) Mind Control 10 Alt) Telepathy 10 Alt) Mental Blast 10 Stats (38) + Combat (20) + Saves (14) + Skills (12) + Feats (4) + Powers (77) = 165 pp Notes: Pheydyn is a Futianni, a humanoid species with light blue skin. He has long blond hair and a moustache and bright blue eyes. He tends to dress in pants and a long robe like coat that left his chest exposed, showing off a dark purple tattoo that was vaguely shaped like an eye. Like most of his species, Pheydyn possesses psychic powers, though his are rather stronger than most. Procyus [PL 10] Attributes Str: 14 Dex: 26 Con: 20 Int; 14 Wis: 12 Cha: 12 Combat/Saves BAB: +6; BDB: +8; Tough: +9; Fort 4 (+9); Reflex: 5 (+13); Will: 6 (+7) Skills: 12 (48 ranks) Acrobatic 8 (+16); Bluff 8 (+9); Kn: Streetwise 8 (+10); Language: GalStandard; Notice 9 (+10); Pilot 2 (+10); Search 5 (+7); Stealth 7 (+15) Feats: Dodge Focus 3; Evasion 2; Move-By Action; Power Attack Powers: 1) Speed 8 [8 PP] 2) Quickness 8 [8 {PP] 3) Enhanced Feat: Improved Initiative 5 [5 PP] 4) Protection (chitin) 4 [4 PP] 5) Additional Limbs (2 extra arms) [2 PP] 6) Superspeed Array 12 (24 PP array + 2 alts) [26 PP] BP) Strike 8 (Mighty, Accurate 2) Alt) Blast 6 (Autofire; Feats: Accurate 4; Precise) Alt) Blast 10 (Area Burst; Flaw: Zero Range) Stats (38) + Combat (28) + Saves (15) + Skills (12) + Feats (7) + Powers (53) = 153 pp Notes: Procyus is a Drixxini, an insectoid species that is tall and think with four long thin arms and covered with dark green and grey chitin. He is more durable than his thin appearance would suggest and possesses incredible speed, being able to move at supersonic speeds. Rux [PL 10] Attributes Str: 14 Dex: 18 Con: 18 Int; 12 Wis: 12 Cha: 12 Combat/Saves BAB: +6; BDB: +8; Tough: +10 (8 Impervious); Fort 4 (+8); Reflex: 7 (+11); Will: 7 (+8 ) Skills: 14 (56 ranks) Acrobatics 8 (+12); Kn: Galactic Lore 3 (+4); Kn: Streetwise 4 (+5); Language: GalStandard; Notice 10 (+11); Pilot 6 (+10); Sense Motive 10 (+11); Stealth 10 (+14); Survival 4 (+5) Feats: Attack Focus: Melee 4; Dodge Focus 2; Elusive Target; Evasion; Improved Initiative Powers: 1) Cyborg Body (Protection 6; Impervious 8 ) [14 PP] 2) Immunity: Suffocation, Pressure [2 PP] 3) Plasma Blade (Strike 8; Mighty) [9 PP] 4) Teleport 9 (900’ Short Range) (Feats: Change Direction; Change Velocity; Turnabout; Extras: Accurate) [30 PP] 5) Super Senses: Extended Hearing; Extended Vision; Ultraviolet Vision; Infrared Vision [4 PP] Stats (26) + Combat (28) + Saves (18) + Skills (14) + Feats (9) + Powers (59) = 154 pp Notes: Rux is a Mekirri, a race known for enhancing themselves with cybernetics. She is short, with a vaguely feminine form, but appears to be almost completely robotic, with gold and black metal covering all visible parts of her body. She has the ability to create rifts in space through which she can move between two far distant points. Her armored form provides her considerable protection, and she can form plasma blades from her robotic hands.
  16. Adiri [PL 11] Str: 24/36 BAB: +4 Skills: 8 (32 ranks) Feats: Dex: 12 BDB: +4 Intimidate 8 (+11) Attack Focus: Melee 5 Con: 16/24 Tough: +14 Kn; Galactic Lore 1 (+2) Dodge Focus 4 Int: 12 Fort: 6 (+13) Language: GalStandard Interpose Wis: 12 Reflex: 4 (+5) Notice 8 (+9) Cha: 16 Will: 8 (+9) Sense Motive 12 (+13) Powers: 1) Rock Armor (Container (sustained): 70 PP) a) Immunity 40 (all non-lethal physical & energy damage; Flaw: Half Effect) {20 PP} b) Density 6 (Str +12; Impervious Toughness +3; Immovable 2; Super-Strength 2; Mass x5) {18 PP} c) Immovable 3 (5 total) {3 PP} d) Protection 4 (2 Impervious) {6 PP} e) Impervious Toughness 6 (Flaw: only vs. Lethal Damage) {3 PP} f) Super Strength 5 (7 total) {10 PP} g) Immunity 9 (Life Support) {9 PP} 2) Enhanced Con +8 (8 PP) 3) Leaping 6 (6 PP) Stats (32) + Combat (16) + Saves (18) + Skills (8) + Feats (10) + Powers (84) = 168 pp Notes: Adiri is a humanoid female that vaguely resembles a Lor or Terran, with long dark brown hair and a light complexion. She is a Geox, a species known for being very strong and durable and like most of her species, she is able to surround herself with rocklike armor, which greatly increases her strength and durability. Amikai [PL 10] Str: 12 BAB: +6 Skills: 10 (40 ranks) Feats: Dex: 14 BDB: +5 Craft: Electrical 6 (+9) Attack Focus: Range 2 Con: 18 Tough: +10 Kn: Galactic Lore 3 (+6) Defensive Roll 3 Int: 16 Fort: 5 (+9) Kn: Technology 6 (+9) Dodge Focus 5 Wis: 14 Reflex: 5 (+7) Language: GalStandard Cha: 14 Will: 5 (+7) Notice 8 (+10) Pilot 4 (+6) Sense Motive 12 (+14) Powers: 1) Lightning Control 13.5 (27 PP array + 3 AP) [30 pp] BP) Lightning (Blast 12; Feats: Accurate; Precise; Homing) Alt) Ball of Lightning (Blast 9; Area Burst (45’ radius)) Alt) Thunder Punch (Strike 12, Linked to Auditory Dazzle 10, Feat: Accurate) Alt) Confuse 12 (Feats: Accurate, Precise) 2) Flight 6 (500 mph)[12 PP]; 3) Weather Control Variable Pool (mix and match Environmental Control 20 PP pool) [20 PP] 4) Air Control Array 12 (24 pp array + 4 AP) [28 PP] BP) Air Control (Move Object) 12 (Winds = SRT 60) Alt) Mist 10 (5,000’ radius) Alt) Solid Air (Create Object 12) Alt) Suffocate 6 (Extra: Perception Range) Alt) Tornado (Blast 6, Burst Area, Concentration Duration) Stats (28) + Combat (22) + Saves (15) + Skills (10) + Feats (10) + Powers (90) = 175 pp Notes: Amikai is a humanoid male with thin sharp features, black hair and pale skin. Like most of his race he has the ability to control localized weather conditions, however his powers are far more powerful than is the norm, allowing him to generate powerful blasts of electricity and other destructive weather conditions. Cor[PL 10] Str: 10/18 BAB: +6 Skills: 14 (56 ranks) Feats: Dex: 18 BDB: +6 Climb 8 (+8) Attack Focus: Melee 4 Con: 24/28 Tough: +13 Concentration 7 (+9) Dodge Focus Int: 16 Fort: 4 (+13) Kn: Galactic Lore 8 (+11) Improved Initiative Wis: 14 Reflex: 6 (+10) LN: GalStandard Move-By Attack Cha: 10 Will: 8 (+10) Notice 8 (+10) Power Attack Pilot 4 (+8) Takedown Attack Sense Motive 12 (+14) Survival 8 (+10) Powers: 1) Growth 4 (+8 Str; +4 Con; -1 Combat; +4 Grapple; -4 Stealth; +2 Intimidate; 8 feet tall; 2,500 lbs, Reach 10’, +5 Str for lifting; Permanent) [12 PP] 2) Protection 4 [4 PP] 3) Psychic Energy Club (Strike 6; Mighty)) [7 PP] 4) Force Construct (Psychic Energy) 12 (Progression 2 = 12 cubes (50’)) [27 PP] Stats (28) + Combat (24) + Saves (18) + Skills (14) + Feats (9) + Powers (50) = 143 pp Notes: Cor is a Gwahlt, an eight foot tall humanoid species with wiry frames, hairless and a light grey flesh tone. Like other members of his race, Cor has rather square and angular facial features, with a pair of sharp teeth jutting out of his mouth from the lower jaw. He has several intricate tattoos on his head and other parts of his body in a red ink. Like most of his race, Cor is stronger than most average humanoids and very durable. He also possesses unusual psychokentic abilities, which allows him to create melee weapons as well as barriers and walls that he uses to trap opponents.
  17. The Deadly Dozen An intergalactic group of super criminals. See their guidebook entry here. Members: Adiri, Amikai, Cor Pheydyn; Procyus; Rux Sai'x; Santri; Sullek
  18. During the Communion Incursion, dozens of worlds in the path of the Communion advance were evacuated to save the civilian populations and deny the Communion as many additional drones and other material as possible. On one Lor world so evacuated was a high security prison which was also emptied, its inmates placed on a prison transport vessel, the Sar-lan for relocation. However, among the inmates were a dozen incredibly dangerous individuals, who either were superior examples of their species unusual abilities or had gained abilities far beyond those their species normally exhibited. This group of prisoners, led by a highly intelligent, former Lor Mentat, engineered an escape and took command of the Sar-lan, which was initially presumed lost during the war. However, at the conclusion of the Incursion, the Lor received reports of suspected sightings of the Sar-lan and, with its resources stretched thin due to casualties in the war, the Republic requested the assistance of the Praetorians in tracking down the transport and recapturing its occupants. The Praetorians managed to track down the Sar-lan in orbit around the remote planet Dreeda III and discovered the escaped prisoners had taken control of the small Lor colony. The Praetorians quickly came into conflict with the escaped prisoners, and in particular the twelve exceptional beings among the group. After defeating this Deadly Dozen, the Praetorians were able to easily deal with the other escaped prisoners, freeing the world and returning all the prisoners to Lor custody. Currently, the Deadly Dozen are once again in Lor custody on a prison world. Apperances Praetorians: The Deadly Dozen Far From Home (As Time Shades)
  19. GM After setting the flyer down in a small valley, Starshot and his crew geared up to begin their reconnaissance of the nearby village. Since their attack on the pirate outpost, gaining the flyer and stopping briefly by the Xeno the power levels of Starshot's equipment had not been an issue. Indeed, the crew was now not nearly as resource strapped as they had been when they had set out into the desert following the crash on this world. Laark still had his large club slung over his back, but he also had a blaster pistol sidearm and a laser rifle, as well as a number of grenades. Soreen had two blaster pistols and a few grenades as well. Ermorada and the Kurabanda made their way out as well, still armed with their bows and clubs. A few of the Kurabanda were designated to stay behind with the flyer, gathering nearby vegetation to cover the vessel to make it harder to spot from the air. The Starshot and his ragtag group started off into the steep hills above them. The terrain was steep and difficult, but perhaps the biggest concern was the sparse vegetation on the hillsides, making them mindful of whether they might be visible or not. Finally, after a couple of hours, they had reached a small ravine. According to Starshot's HUD in his helmet, the village they were here to take a look at should just be over the hill they were at the bottom of.
  20. GM "An interesting question Squire B'Ka." Sri Dravo responded. "Let me ask you, do you believe such a force would be well received in the galaxy at large? Even before the incursion?" The Star Knight paused a moment to allow the Squire a chance to consider the question asked in return, before continuing. "But regardless of the question of whether or not a fully automated force of robots would be widely accepted, there are some practical issues as well. For one, as much resources as it takes to provide the armor for each of our knights and squires, considerably more would be necessary to automate each of those suits of armor to act independently. Then there is the simple fact that such a force would be very program driven and not as capable of reacting to making the judgment calls that sentient Knights are often called on to make when encountering situations that fall outside programing parameters. Now it is true there are some artificial intelligence that are as unique in their behavior and ability to think beyond mere programing, clearly Mentor is one, but such beings are rare, and again, require extreme amounts of resources to create."
  21. GM 777's initial scan of the area where it had lost sight of the fleeing armored figures had not turned up any sign of where they might have gone. Undeterred, the drone began a more careful, exacting search. This time it found what it was looking for. High up on one of the high cliff faces that had been cut out of the hills at the western edge of the city, 777 found a partially concealed entrance to a cave. Inside, it could see an armored figure, seemingly standing watch and looking back out toward the city, likely looking for any sign of pursuit. Further back, Traveller had caught back up with the rest of the Praetoians before they all had left the sight of the initial fight with the Spectrum Knights, starting off slowly in the direction the armored terrorists had departed while they waited for any contact from the UFO unit as to an exact location.
  22. @Azuth65 @Exaccus @olopi Need Initiative rolls for each of you. @Tiffany Korta @Supercape @EternalPhoenix @Ecalsneerg Depending on what you guys do given the info Sitara just obtained, might need initiative rolls from each of you soon. But you can make another IC post in the meantime
  23. GM Circa Three Thousand Years Ago Unfortunately for Queenie, while her ring could tell her the direction of true north, that feature keyed to the planet she was currently on, so it provided little information about where she was in relation to where they had previously been. Any measure of distance from their previous location was unavailable as well, as the ring could not perceive their original position currently. Nor was the ring able to track the path that had brought them here, given it there had not been a path per se. Sitara took a different approach, using her suit’s systems to try to connect to the data core of her past self's suit, assuming they were indeed in the past as they appeared to be. It took a few moments as a few explosions detonated not too far in the distance, but soon she was connected. The initial stream of data confirmed what she had expected. They appeared to be about three thousand years in the past, in the middle of a battle against an encroachment of Andromedans on the far side of the galaxy from where they had previously been. As she quickly studied the data, Sitara realized something else. She and her companions were currently standing in a section of the battlefield that a large force of Andromedans was currently advancing on and was about to become the target of a massive orbital bombardment… Planet Kobalii, During the Communion Incursion As Paradigm managed to stop Moon-Moth from rushing off to fight the Communion forces assailing the planet, Hazmat had rose up into the air, looking out at the scene of chaos in front of her. It took only a moment to confirm what her realization that she was back on Kobalii. The scene before her coming back to her as one of her first independent memories as she managed to leave the planet on a spacecraft before it was completely overrun. Some Grue forces were trying to fight against the Communion, but cut off from the Meta-Grue and the hive mind, most were unable to react and those that could were disorganized, making their efforts mostly ineffective. As Hazmat hovered in the air, she noted a trio of the Communion needle ships heading in her direction at high speed…
  24. Veronica Veronica gave a small smile at Pan's question about whether Prudence was worried about whether they would be late or not. "Well, it is pretty much her job, though she can be a bit single-minded in it. But then, she has had both Janus and I to keep on track." She offered with a small shrug. The teenage Danger ordered the Callaloo before setting the laminated menu back in the rack on the table it was stored in. She then turned to Lulu's question. "Well, based on the photos we have of it, it appears to be from the late Seventeenth or early Eighteenth centuries, so, it could be a number of things, a pirate ship among them." She began. "As for problems, there is no real problem, other than the team aboard the Horizon that discovered the wreck is not experienced in this sort of underwater investigation. They are a group of oceanographers and marine biologists that came across the wreck while working on several projects in the area funded by the Danger Institute."
  25. Veronica Danger "It is a common feature in several pyramid designs." Veronica replied to Kam's question. "So far no one has detected any sorts of hidden chambers or the like behind the narrowed sections of the walls." "There are actually several unused open spaces located above us, one above another." She then added, pointing up toward the stone ceiling above. "Most believe they serve some structural purpose to help displace all the weight that would otherwise be sitting on top of this section of the tomb, as the center of the next room is directly under the tip of the pyramid." As Kam studied the contents of the room beyond, he noted that the stone benches arrayed within the room would have been an extremely tight fit to bring up through the narrowed hallway, so were likely brought into place before the upper sections of the walls and ceiling were added. As the Dakana prince was studying the benches and walls, Veronica turned to Liz's question. "Yes, when we first made our way up here, many of those artifacts from the exhibit were sitting out on these benches, a layer of dust and sand covering them." The teenage Danger then turned and began studying the walls and other interior of the room, likely looking for anything that would give them a hint at the mystery of the death mask. "While I have to look in the direction of something to detect any magic within it, I have learned that this third sight can see through many means of trying to mask or hide the object." She stated. "I am not seeing anything in here that is out of the ordinary in terms of magic." The three teens spent a little more time examining the walls, floor and areas around the stone benches, looking for anything that seemed out of the ordinary. But there was nothing that really stood out, any more than the fact that this was a tomb thousands of years old. The air was a bit heavy and still. As Liz focused on the darkness of the door on the opposite side of the room, her light illuminated the area just beyond the door, reveling a short hallway, really no more than a yard or so long, before opening back into another room beyond. Once Veronica and Kam came to join Liz, Veronica shone her flashlight toward the next room. "That is the burial chamber of the pharaoh." She stated, before moving forward and crouching down slightly to move through the low doorway and toward the room beyond. As the three teens entered the next room, their lights spreading illumination into the room, they found themselves in a square room a bit larger than the room they had just left. The ceiling rose high up, almost lost in shadow above them. The first thing to draw the attention in this room was a raised dais in the middle of the room, upon which a stone sarcophagus sat. At the base of each corner of the dais was a stone obelisk standing at least seven feet tall. Even from where they were at the door, Kam and Liz could see writing on the closest obelisks. Spaced out around the dais were more of the stone benches, and once again, the walls of the chamber were covered in paintings and hieroglyphics. Beyond the dais, in one of the far corners of the room was a massive pile of sand that rose more than halfway up the wall to where an opening similar to the one they had used to enter the pyramid was, only thins one was about a third of the size.
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