Talgoren

Praetor Akorian's page

7 posts. Alias of GM-Gathrix.


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"That plan sounds acceptable. Once you leave Empire space your records will be wiped and you will not have any official link to the Azlanti people. This mission is your only concern until it is completed. I will contact you when I deem it appropriate, do not attempt to contact me. This silent take over has many cogs, this team is but one. Do your part and you will be rewarded. Any other questions?"


The Praetor looks at Shess."You bring up valid points, but the problem of the Veskarium is being addressed. The Corpse Fleet of Eox may be a potential ally, should you be able to discover them."

The Praetor looks at the group. "You must be united in this endeavor if it is to succeed. I can give you specifics we have gathered on Akiton. One person of note is a Contemplative that goes by the name of Ashu. Ashu has attempted contact with the Empire before wishing to ally with us in taking over the Pact Worlds. We had no interest then, and even if we did we weren't sure about these contemplatives. As it stands now, the Empire has reconsidered and believe the contemplatives to be a race worthy of subjugation. Ashu is believed to be living in Gyl, a mining city on the outskirts of Maro. His kind have minor telepathic abilities and will probably seek you out should you look for him."

The Praetor tells a slave to fetch him some water and tosses his goblet at him. "Their is also another way to approach Akiton. The miners of Akiton have had it the worst since the economic collapse. If you could harness their anger and incite them to riot, they could make for a worthy distraction and halt the already unsteady finances of the planet. A human by the name of Yuri Vistoblik is leading a union of the workers against the corporations. He is currently wanted for sedition."

"An lastly, my favorite. Infiltrate a corporation and use its infrastructure to your advantage. The Sons of Lau Shu Po have their fingers in many failing corporations. Some of their failing has to do with their mixing of religion with business. This group of Ysoki are desperate to keep a float for this very reason. A failure to produce is a failure to properly appease their god. They may seek outside investors in their desperation. This is just one example, you may come across others."


"So you have the where, now the how. Posing as smugglers yourselves? Or perhaps mercenaries? Maybe you require smuggling services? " As the Praetor poses his questions he brings up a holographic map of Diaspora. [b]"We know of several bases of smugglers, but no unifying leader.

Vic73R:
The largest smuggling operation is lead by an android named Vic73R. He was a freedom fighter once, fighting for android rights. Vic73R went to far and killed a member of the Syndicguild of Absalom Station and now he is wanted by the Stewards.
Sophia Varangot:
Another smuggling operation of note is run by a Human female named Sophia Varangot. More of a pirate than a smuggler some would say, but she is known for being capable of smuggling goods past the most discerning of eye. She once smuggled arms out of Eox its said and sold them to the Corpse Fleet, but that could just a spacefarer story.


The Praetor looks at Lord Borak and then the others. "Well at least one of you has an idea, but you will need specifics. Personally I came up with three potential targets to start out your operations. The first is the Diaspora. There is a group of smugglers that operate within the Asteroids that have a great knowledge of getting around the pact worlds undetected. They could be a great asset if turned to our cause. The second is Absalom Station. There is an armada made up of random ships that floats around the station that would be easy enough to hide among. The station itself is home also home to the most diversity making it a easy enough place to get around undetected. The third is Akiton. The good thing about Akiton is your work is already halfway done there, my financial advisors tell me it is on the verge of total economic collapse. The population is also diverse enough to blend in. If you have another viable target tell me where and why. "

The initial plot is an infiltration mission, but if you want to be more combat oriented you could join an organization like the "Starfinders" and go around bashing heads in the name of the "law". This game is what you make it to be.


"All right line up. This will be your last formal meeting before setting out. Let's hear your plans. How do you plan to take down the pact worlds? Which planet will you hit first and why."


" All right team. There is your ship. What do you think? "

Decide on a ship together. Nothing bigger than a medium frame for now. This is just to get you to and around the pact worlds. Other opportunities for transport will present themselves.


"You are not special. I want that to be clear. You are but one of hundreds of teams being sent to the so-called "Pact Worlds" to hasten its subjugation. Though you are not special, you are mine. My team, and you answer to me. You are to infiltrate their governments, their churches, their corporations, even the criminal elements, and destroy them from within. That is your only purpose. When enough damage has been done I will contact you again, but not before. Should you be captured, death is your only option. If you lack the courage, well as I said you are not special. Plenty of other teams will be waiting for the opportunity to do the honors for you. So failure isn't an option. Is that understood" The Praetor glares at all of you with a discerning eye that will accept no weakness or flaws. You are part of the Azlanti Star Empire, destined to rule all...

Hello all, Starfinder GM here with an Evil Starfinder Campaign. You will play infiltrators from the Azlanti Star Empire seeking to disrupt the pact worlds as much as possible to weaken it from within. If that sounds like something you would like to do then submit an application. This game will be theatre of the mind without combat maps.

Character Creation:
Evil Alignment, preferably Lawful Evil. 10 point buy. Any Race from the Core including legacy races. One Campaign Race will be included, and playable races from First Contact will be considered. Third party content will be considered if you have a source you can share. No Icons, but all other themes as well as a few campaign specific themes are welcome. All classes are fine, but No Archetypes. Again third party will be considered. 1,000 credits to start.Level+1 items only to start.

New Race-Azlanti:
Based on the content from Inner Sea World Guide Pathfinder :
Azlanti +2 to all stats. 4 HP

Uncontrolled Contempt -6 to all Diplomacy rolls when dealing with non-Azlanti. You can not hide your contempt for the lesser races.

Beneath You -4 to any skill that is considered beneath your attention. Examining a corpse, Haggling over a price, or physical labor are examples of this.

Playing an Azlanti you likely

  • See yourself and your race as far superior to others.
  • Have a lot of potential, but not much experience
  • Have owned slaves
  • Believe the expansion of the Azlanti Star Empire is destiny
  • Have purple eyes

Other Races Probably
  • Fear You.
  • Are intrigued by your legacy
  • Believe you are very arrogant (which happens to be true)

New Themes:

Azlanti Royalty- Azlanti Only +1 Int
Theme Knowledge (1st)
You are a Pureblood Azlanti and can trace your line to the original settlers of New Thespera.
Reduce the DC of Culture Checks related to Azlanti people and the Azlanti Star Empire by 10. Other races are of little notice to you, increase DC of all other Culture Checks by 5. Ruling by fear and intimidation is second nature to you, and intimidation is a class skill. Your intelligence is superior and receive +1 to intelligence.

Natural Leader (6th)
You know how to lead and it shows. Anytime you aid another on a skill you give a bonus equal to half your level. You do not suffer the penalties from “Beneath You” when aiding another in this way (you are leading them not aiding them).

Political Mastermind (12th)
The Empire doesn't sustain itself on brutality alone. Knowing how to deal with politicians is inevitable. Anytime you use Bluff to lie or Diplomacy to Gather Information, you may roll twice and take the highest roll. You do not suffer the penalty from “Uncontrolled Contempt” when using diplomacy in this way.

Dominance (18th)
Any time you successfully intimidate or deal the finishing blow to an enemy you regain 1 resolve. This doesn't count as resting for any other purpose.

Subordinate Race- Non-Azlanti Only +1Cha

Theme Knowledge (1st)
You are a subordinate race for the Azlanti Star Empire. Your loyalty is appreciated, but so long as you know your place. You gain +1 to all cha based skills when dealing with Azlanti so long as you are lower level than them. Reduce the DC of culture checks related to Azlanti Star Empire by 5. Your agreeableness gives you a +1 to Charisma.

Eager to Please (6th)
Centuries of being dominated by the Azlanti Star Empire has taught you that the path to happiness is through your masters. When an Azlanti is within 10' of you, once per combat you can reroll a single attack and take the highest result. When being aided by an Azlanti in a skill, you can reroll and take the highest result.

Personal Attendant (12th)
Your loyalty has not gone unnoticed and you are considered a great asset to your masters. Recieve a level 12 or lower item of your choice (with GM approval) from your masters. When healing or being healed by an Azlanti, add +1 to the wounds healed.

Second Class Citizen(18th)
You have earned citizenship within the Azlanti StarEmpire. Increase all item availability by 1 when within the Empire. When ever an Azlanti or another Subordinate Race within 10' from you regains a resolve point, you regain a resolve point (can not exceed max).

Tax Collector +1 Wis

Theme Knowledge(1st)
You are an official tribute and tax collector for the Empire. Your experience has given you insight into many cultures and finance. Culture and Profession: Tax Collector are class skills for you, if they are already class skills you gain +1 bonus to them. Reduce the DC of any skill related to a financial exchange (GM discretion) by 5. You gain +1 Wisdom for your financial savvy.

Quick Count (6th)
Anytime a skill requires you to count reduce the time by half. Many cultures still use hard currency and years of counting coins through your fingers has translated into other abilities- Any small arms or longarms weapon you are using is considered to have the Quick Reload special property.

Skimming Profits (12th)
You know how to make the books look good, and keep a little for yourself. Sleight of Hand is a class skill, if it is already a skill add +1 bonus to the skill. Anytime you hack a system using the Computers skill to falsify records, you can do so untrained and reroll and take the highest.

Corporate Liaison (18th)
You realize that the real money is in crony capitalism. Gain 50,000 credits from a lobbyist or government subsidy. Any time you make money equal to 1000xlevel from combat or financial exchange, you regain 1 resolve point.


This game will be largely player driven, so know what you want to play, but also how you plan on subverting the Pact Worlds. Recruitment open for 1 week. I will decide players on the 19th.