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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8104701" data-attributes="member: 30538"><p><span style="font-size: 26px">Vaask</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-zFxxpWT/0/b9f4f04a/S/vrokilayo-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The Vaask are an omnivorous reptilian species who rule over a small multi-system empire, dubbed the Vaask Hegemony, which borders on the regions of space explored by the Technate. While rumors about them had been known to the Technate Space Agency since it began its exploratory missions roughly sixty solar years ago, the Vaask were not actually encountered until the <em>TSV Adventure</em>, under the command of Arlan Hayez, stumbled onto a similarly outfitted Vaask vessel during Hayez' first year of command. The two ships' crews ended up joining forces to overcome a group of psychically powerful aliens who attempted to have them fight each other for their pleasure.</p><p></p><p>This has more or less set the tone of the relationship between the Technate and the Hegemony. They are not <em>friendly</em>, and certainly not allied with each other, but neither is in any hurry to go to war, despite occasional incidents that are usually dismissed as the actions of rogue commanders on either side. The Vaask are actually glad to have the Technate as rivals, as focusing their efforts on competing with them reduces the amount of <em>internal</em> competition that is apparently endemic to their Hegemony. They generally regard the Technate's claims of desiring peaceful coexistence with the amusement appropriate to absurd jokes, though some more militant Vaask are less amused and more inclined to believe 'peace' to be a code for 'subjugation'.</p><p></p><p>That's perhaps understandable, as the Vaask have subjugated a number of species in the formation of their empire. Such peoples are left to their own devices, for the most part, but never considered the equal of a Vaask unless they have served time in the Vaaskorium, the military service. Any being who has survived a full 7.33-year term in the Vaaskorium is treated as a full citizen of the Hegemony for all purposes ... in theory. In practice, there is a major glass ceiling both within and without the Vaaskorium that keeps authority out of the hands of non-Vaask, and for that matter of Vaask whose scales are blue, yellow or purple or combinations of the above, rather than pure green.</p><p></p><p>While the Vaask are on average stronger and <em>much</em> tougher than a typical Chiraben or any of their allies, they are aware that their rivals possess other advantages. As such, the Hegemony has a number of competing super-soldier projects designed to produce enhanced Vaask who are the equal of the most elite mammalian combatants. As with other super-soldier projects, these have typically produced only a single or rarely a handful of acceptable results, but the Vaask are more than willing to keep trying until they get it right. They are also experimenting with technomancy, and also, lacking the Technate's prejudices, with mysticism.</p><p></p><p>The stereotype of the Vaask is one of extremely straightforward behavior. Despite this, the Vaask are actively engaged in espionage against the Technate, largely relying on their subject peoples and hired Technate traitors as agents. As a result, they are reasonably informed about what the Technate knows about the Crimson Imperium, about Earth, and about the Dark Side. They've come to view the lattermost as a potentially serious threat, and would be willing to become ... co-belligerents, shall we say, should that front ever heat up. </p><p></p><p><strong>Vaask Soldier -- PL 6/MR 4</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 3 | <strong>STA</strong> 3 | <strong>AGL</strong> 1 | <strong>DEX</strong> 0 | <strong>FGT</strong> 3 | <strong>INT</strong> 1 | <strong>AWE</strong> 0 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Claws:</em></strong> Strength-based Damage 1 - 1 point</p><p><strong><em>Hide: </em></strong>Impervious Toughness 2 - 2 points</p><p></p><p><strong>Advantages:</strong></p><p>Equipment 4, Fearless</p><p></p><p><em>Equipment:</em></p><p>Blaster Rifle (Ranged Damage 8), Body Armor (Protection 4)</p><p></p><p><strong>Skills:</strong></p><p>Athletics 2 (+5), Expertise: Military 5 (+5), Perception 3 (+3), Ranged Combat: Blaster 4 (+4), Vehicles 2 (+2)</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Unarmed +3 (Close Damage 4)</p><p>Blaster Rifle +4 (Ranged Damage 8)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 5, Parry 5, Fortitude 6, Toughness 7, Will 4</p><p></p><p><strong>Totals:</strong></p><p>Abilities 22 + Powers 3 + Advantages 5 + Skills 8 + Defenses 13 = 51 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Duty--Motivation. Competitive. Others As Needed.</em></strong></p><p></p><p><em>For a more experienced PL 7 Vaask Elite Soldier, increase STR and FGT to 4 ranks, add Improved Initiative, increase Perception to 5 ranks, Ranged Combat: Blaster to 6 ranks, and Vehicles to 4 ranks, and increase Parry to 7; consider also giving them an additional rank of Equipment (to buy a dashka [Strength-based Damage 3, Improved Critical, Reach] and 4 more points of gear as needed) and Close Combat: Dashka 2 (+6). Vaask supersoldiers, mystics and technomancers should be unique characters.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 8104701, member: 30538"] [size=150]Vaask[/size] [img]https://photos.smugmug.com/My-First-Gallery/i-zFxxpWT/0/b9f4f04a/S/vrokilayo-S.jpg[/img] The Vaask are an omnivorous reptilian species who rule over a small multi-system empire, dubbed the Vaask Hegemony, which borders on the regions of space explored by the Technate. While rumors about them had been known to the Technate Space Agency since it began its exploratory missions roughly sixty solar years ago, the Vaask were not actually encountered until the [i]TSV Adventure[/i], under the command of Arlan Hayez, stumbled onto a similarly outfitted Vaask vessel during Hayez' first year of command. The two ships' crews ended up joining forces to overcome a group of psychically powerful aliens who attempted to have them fight each other for their pleasure. This has more or less set the tone of the relationship between the Technate and the Hegemony. They are not [i]friendly[/i], and certainly not allied with each other, but neither is in any hurry to go to war, despite occasional incidents that are usually dismissed as the actions of rogue commanders on either side. The Vaask are actually glad to have the Technate as rivals, as focusing their efforts on competing with them reduces the amount of [i]internal[/i] competition that is apparently endemic to their Hegemony. They generally regard the Technate's claims of desiring peaceful coexistence with the amusement appropriate to absurd jokes, though some more militant Vaask are less amused and more inclined to believe 'peace' to be a code for 'subjugation'. That's perhaps understandable, as the Vaask have subjugated a number of species in the formation of their empire. Such peoples are left to their own devices, for the most part, but never considered the equal of a Vaask unless they have served time in the Vaaskorium, the military service. Any being who has survived a full 7.33-year term in the Vaaskorium is treated as a full citizen of the Hegemony for all purposes ... in theory. In practice, there is a major glass ceiling both within and without the Vaaskorium that keeps authority out of the hands of non-Vaask, and for that matter of Vaask whose scales are blue, yellow or purple or combinations of the above, rather than pure green. While the Vaask are on average stronger and [i]much[/i] tougher than a typical Chiraben or any of their allies, they are aware that their rivals possess other advantages. As such, the Hegemony has a number of competing super-soldier projects designed to produce enhanced Vaask who are the equal of the most elite mammalian combatants. As with other super-soldier projects, these have typically produced only a single or rarely a handful of acceptable results, but the Vaask are more than willing to keep trying until they get it right. They are also experimenting with technomancy, and also, lacking the Technate's prejudices, with mysticism. The stereotype of the Vaask is one of extremely straightforward behavior. Despite this, the Vaask are actively engaged in espionage against the Technate, largely relying on their subject peoples and hired Technate traitors as agents. As a result, they are reasonably informed about what the Technate knows about the Crimson Imperium, about Earth, and about the Dark Side. They've come to view the lattermost as a potentially serious threat, and would be willing to become ... co-belligerents, shall we say, should that front ever heat up. [b]Vaask Soldier -- PL 6/MR 4 Abilities: STR[/b] 3 | [b]STA[/b] 3 | [b]AGL[/b] 1 | [b]DEX[/b] 0 | [b]FGT[/b] 3 | [b]INT[/b] 1 | [b]AWE[/b] 0 | [b]PRE[/b] 0 [b]Powers:[/b] [b][i]Claws:[/i][/b] Strength-based Damage 1 - 1 point [b][i]Hide: [/i][/b]Impervious Toughness 2 - 2 points [b]Advantages:[/b] Equipment 4, Fearless [i]Equipment:[/i] Blaster Rifle (Ranged Damage 8), Body Armor (Protection 4) [b]Skills:[/b] Athletics 2 (+5), Expertise: Military 5 (+5), Perception 3 (+3), Ranged Combat: Blaster 4 (+4), Vehicles 2 (+2) [b]Offense:[/b] Initiative +1 Unarmed +3 (Close Damage 4) Blaster Rifle +4 (Ranged Damage 8) [b]Defense:[/b] Dodge 5, Parry 5, Fortitude 6, Toughness 7, Will 4 [b]Totals:[/b] Abilities 22 + Powers 3 + Advantages 5 + Skills 8 + Defenses 13 = 51 points [b]Complications:[/b] [b][i]Duty--Motivation. Competitive. Others As Needed.[/i][/b] [i]For a more experienced PL 7 Vaask Elite Soldier, increase STR and FGT to 4 ranks, add Improved Initiative, increase Perception to 5 ranks, Ranged Combat: Blaster to 6 ranks, and Vehicles to 4 ranks, and increase Parry to 7; consider also giving them an additional rank of Equipment (to buy a dashka [Strength-based Damage 3, Improved Critical, Reach] and 4 more points of gear as needed) and Close Combat: Dashka 2 (+6). Vaask supersoldiers, mystics and technomancers should be unique characters.[/i] [/QUOTE]
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