Longsent, Highlander, Proud Son of Kolai
Origin: Kolai (Tracking/Overwatch/Biologically Blind)
Class: Archer (Sniper)
Action Points: 1/1
Complications: Biologically Blind [Origin]; Prideful [Level 1]
OVERWATCH (Feat) [Origin]
Spend an attack action to prepare two Ranged Basic Attacks against the first two enemies that move out of cover. When you use a prepared action to attack a moving target outside of cover, increase the damage as though they were not moving.
FAST ARCHER (Feat) [Archer Level 1]
When you use an Attack Action to attack an enemy with your Ranged Basic Attack on your turn and the enemy is Taken Out, your Attack Action is refunded. Additionally, do not halve your damage when attacking enemies with the Mob trait.
SNIPER (Class Feature) [Archer Level 1]
Your range on ranged attacks is doubled. If you haven’t moved on your turn before you attack, add 1 to the attack roll if it is a hit.
DAMAGE BOOST (Role) [Striker Level 1]
When you roll a 2 to 5 on an attack, deal 1 extra damage to the target. When you roll a 6, deal 2 extra damage.
Hostile Environment Survival [Background]
Field Repair [Level 1]
Short-Range Deployable “Spotter” Drone [Skill, Tracking]
Longsent Sealed Self-Atmospheric Suit [Skill, Hostile Environment Survival]
Longsent Suit Basic Optic Camo Mesh [Skill, Camouflage/Stealth]
Longsent Suit Onboard Repair Suite [Skill, Field Repair]
Longsent Highlander Rank Medal [Skill, Soldiering]
Longsent Integrated Rifle/Helmet [Level 1]
Kolai Tech Machete [Level 1]
MELEE BASIC ATTACK (Attack Action, Melee, Damage 2)
RANGED BASIC ATTACK (Attack Action, Ranged 20, Damage 2)
CHARGE (Attack Action)
Move up to your speed to a square adjacent a creature and make a Melee Basic Attack against it. Each square of movement must bring you closer to the target. You cannot Charge through difficult terrain.
ASSESS (Role Action)
Roll a die and ask the DM that many questions from the lists below.
About an enemy:
• How many Hit Points does it have?
• Summarize its powers?
• What are its special traits?
• Is it carrying anything strange or unique?
About the encounter:
• Who is really in charge?
• What can I use against the enemies?
• What can they use against me?
• Are there hidden doors or traps?
• Are there hidden enemies?
QUICK SHIFT (Role Action) [Striker Level 1]
You may shift 1 square.
AIM (Attack Action) [Archer Level 1]
Instead of attacking, you pick any target you can see and aim at it. Aiming grants adjacent enemies an Opportunity as though you were making a ranged attack. If your next attack targets the same creature you aimed at, any range restriction is removed and you have Advantage for the attack.
FLARE (Attack Action, Ranged 20, Damage 2) [Archer Level 1]
E: The projectile attaches to the target and illuminates the area like a torch. The target can’t hide. The projectile can be removed as an Attack Action but otherwise lasts until the end of the encounter.
PIN DOWN (Attack Action, Ranged 20, Damage 2) [Archer Level 1]
E: If the target moves more than 2 squares on its next turn, it takes 3 damage. If the target had a prepared action, they lose it. If anyone was marked by the target, the mark ends.
AREA DENIAL (Attack Action, Ranged 20, Damage 2) [Archer Level 1]
E: Create a 3×3 zone centered on the target. Until the end of your next turn, any enemy that ends its turn in that zone takes 3 damage.
RALLY (No Action)
You may only use this on your turn, but you may use it at any point in your turn, even while incapacitated. Spend an Action Point. Regain 4 Hit Points and regain the use of one Encounter power from your class (not a Role Action) you have expended.
BULLSEYE (Attack Action) [Archer Level 1]
Aim and then make an attack against the same target.
STRIKE BACK (Reaction) [Striker Level 1]
T: An enemy hits you with an attack.
Spend an Action Point. Make an attack against the triggering enemy.
Two thousand, three hundred and forty-six Protectorate-Standard Years — and 5.3 standardized subcycles — before the war against the Annihilators began, the 24,594,657th star out from the galactic center was called Avaman, ‘Lightbringer,’ by the inhabitants of the third planet of its system, the world of Galatae, and they lived in great buildings that stretched up towards it in their sky, and it was, in a very specific religious sense, their god.
Then, in a violent, unpredicted and unprecedented wreathing of nuclear fire, their god took the sky from them, and scoured them from the face of their world. It was a sub-nova event; the star spewed solar fire, obliterating the first planet in the system, reducing the second to three great wobbling asteroids in mutual orbit, and igniting Galatae’s atmosphere, burning almost all life from its surface, and reducing that life’s works to scattered cinder dust. It should have ended their world; in many ways it did.
The inhabitants Galatae had always worshiped Avaman as a stern and unforgiving judge, who ordered all things according to their nature, and punished all things according to their crimes. And that, the powerful of Galatae told themselves, is how they ordered their society: the worthy lived in luxury in the tall spires of Galatae’s great cities, closest to their god, while the ugly, criminal, unwanted or merely unfortunate were sent away from his light, deep underground, into vast subterreanean mines and manufactories to live out their lives away from Avaman’s grace.
And so it was that they, and only they, survived the judgment of their species — the very real end of their world. But it wasn’t the end for them.
Avaman’s fires receded; the star stabilized instead of expanding. The atmosphere was posion where it wasn’t empty, but the planet began in some small way to right itself — and meanwhile, below the surface, anarchy reigned.
The foremen, wardens, and priests were the first to die — the former two for their crimes below the surface, the latter for Avaman’s crimes above it. And in many mines and manufactories — in many jails — the underworlders then turned on each other, destroying themselves. Those that didn’t still mostly starved or had their ceilings fall in on them as their planet rumbled in protest around them. But some pockets survived — usually those with underground hydroponics farms or similar food production facilities, that were lucky enough to both find themselves with strong leadership and avoid earthquake and collapse. And eventually, expeditions from each of the surviving bunkers found their way back up to the surface of their world — and before suffocating from the lack of atmosphere or retching up their own lungs from acute radiation poisoning, reported the grim truth back to their fellows below.
Their god was no longer in the sky — a thick, black cloud of ash and dust still lingered in the lower atmosphere. There was no way of telling, with their instruments, whether Avaman was still up there beyond the clouds; there was no way of telling if anything was. And so with the priests silenced, the surface unlivable and the sky choked in the ashes of their oppressors, the underworlders declared Avaman dead — long live Kol, ‘Void,’ the new ruler of the Above. May the ground always keep you from his baleful gaze.
The next thousand years are lost to history.
Some of these underground settlements survived, obviously, and some even thrived — and generations were born, raised, lived, loved, and died all in the same vast underground foundries as their parents, the old world of Avaman slipping farther and farther away. And eventually, enough of the underground tunnels between the buried industrial stations and mining platforms were cleared that underworlders discovered they weren’t the only survivors of the death of Avaman. And there was rejoicing, and trade, and war in turn.
And eventually the sky cleared enough, and they reharnassed the tools of their captors well enough, that the underworlders could once again brave the surface. A millennium after their god ended their world, the children of his wrath’s survivors once again walked its surface.
Those first children to step onto the surface of the world, with the hideous clouds of Kol still roiling above them, and roam it — reclaim it — fight and die for it — were the Longsent. Their solitary discipline lives on today in the order that bears their name.
The rest of Galatean — now Kolai — history happened after that: territorial claims, fights, eventual peace, eventual unity, some more massacres, great scientific progress, the rise of governments, the fall of governments — but they no longer killed their priests, so to speak. Their science marched onward. And eventually they were able to part the clouds, clear the sky, and gaze on their planet’s god once again.
They called that star Kol, because outside their most esoteric of libraries the name of Avaman had long since slipped from their world, and they imagined their relationship with their star as a far less trusting one than their predecessor. When, five hundred years later, they would achieve spaceflight — and when, two hundred years after that, they would become some of the newest additions to a Protectorate they found both alien and amusing — they would no longer speak of their star as a god, precisely. But to the Kolai, Kol will never be just another ball of burning gas.
And the surface of Kolai remains bare, save for a dusting of trade routes, a few independent starports and the occasional research station monitoring the slow return of life to the face of the world. The Kolai dig deeper and deeper down, further reinforcing and expanding their underground cities; they know now what Kol can do to them. They won’t be burned the same way twice.
In the centuries of peace leading up to the invasion of the Annihilators, the Longsent became something of a well-humored joke: a sect of oddballs with an unseemly nostalgia for the days when the Kolai first walked the surface of their world again, possibly because they weren’t fit to do contribute much anything else to modern society. Still, it was always good to remember one’s history, and occasionally it was necessary for some soul to don a Longsent’s sleek environmental suit and walk off into the great flatness of Kolai’s surface for whatever reason — to chase a fugitive or runaway, or locate something for one of the world’s many great underground research institutions. Working with scientists was the primary way most Longsent expected to make their living; many would never fire the lovingly crafted, obsessively maintained thermal-linked rifles that embodied their calling at anything but the occasional subterranean vorril that wandered up to the surface through a cavemouth and was quite unhappy with the lack of prey in the flat nothingness it found. Usually a shot in the air — or over their beast’s head — was sufficient to spook it.
Then the war came, and the Longsent’s dormant martial traditions woke up. In the vast empty ash-deserts of Kolai’s surface, back during the wars to reunify the world, the winner of a fight was the one who saw his enemy first. Distance was the ultimate tactical edge: being able to kill or incapacitate your opponent before he was even able to do the same to you.
There was a complication to this, of course: most Kolai, their kind having spent the past nearly two millennium underground (and the first of those millennium being spent with very little in the way of lighting), are functionally blind on the standard visible light spectrum Kol emits. And if they weren’t blind before, walking out into a Kol sunrise with their eyes open was a good way to finish the job.
Longsent lore claims that the first of their order embraced their blindness, and became so in tune with the surface of the world and their own rifle that they shot better than any Kolai who could see — above or below ground. These days, the Longsent have helmets that integrate into their light shoulder pad armor, down their favored rifle arm, and into their rifle itself. They ‘see’ through through kinetic, magnetic, and sound waves gathered by their helmet’s sensors and converted into an immersive model of the world around them, fed directly into the vision centers of their brain — which have been surgically disconnected from their weak eyes, and rewired to a port on the back of their necks that the helmet jacks into. As old-fashioned and odd as Kolai society at large considers them to be, they still respect the Longsent: just like they claim their predecessors were, they are truly and willingly blind without their helmets.
The Longsent have swelled in ranks as the Protectorate’s ‘war’ continues. New structures now dot Kolai’s surface alongside research stations and small starports: academies, training the scouts, snipers, and explorers of the world’s post-apocalyptic past into something that can fight to stave off another apocalyptic future. Their instructors train them not just in the flat expanses of Kolai’s surface, but in mountain combat (in the few ranges that still survive), urban combat (in abandoned or condemned undercities and vacant factory floors), and space combat (on orbital platforms no longer in operation for their original purpose). The Protectorate would not approve of such militarization — which is why the Kolai have kept their mobilization very small, and haven’t told anyone about it.
When the word came down that the Protectorate was fighting back, the entire order suited up to head out. But for the special spearhead of the response, instead of the requested team of commandos, they dispatched a single Longsent: Cabalak Lain. The elite of their order always work alone — something Lain knows well. He trained most of them.
Lain is a prime physical speciman of the Kolai people — a bipedal, carbon-based lifeform that developed along eerily similar evolutionary lines as the Annihilators themselves. There was no small amount of muttering in the Kolai’s homeworld press about the “specism” that had led other, more distinct members of the Protectorate to conclude that member species that looked like the invaders must be as well-suited as they were to combat; but then, none of those mutterers was willing to repudiate the skill of the Longsent.
The Kolai have tapered fingers, long arms, and strong shoulders, but what makes them such proficient snipers is the ability to lock the muscles of their bodies in place by starving them of nutrients, something they accomplish by holding their breath. Respiration is not a binary process for the Kolai — they are always cycling their breathable atmosphere through their body: in through a single nostril above the mouth, out through two gill-like vents on the sides of their torsos. By stopping this process, a trained Longsent can lock the major muscle groups of his body in place for a short period of time — too long will lead to cell death — with the only part of his body still able to move being, of course, his trigger finger. Lain is a master of this art, and widely acknowledged as the best shot in his order. He is also the namesake of the Lain Jump, wherein a Longsent on a platform in a very high atmospheric orbit shoots a passing satellite, destabilizing its orbit — then executes a HALO jump back down to Kolai’s surface, beats the satellite to the ground, and shoots it out of the air before it can crash. He was named Highlander, the highest rank in the Longsent, on the spot — and informed that if he ever did that again, he would have his commission stripped.
Between then and now, Lain spent most of his time as an instructor at the elite Special Service Academy, a mobile installation that relocates itself across Kolai’s surface constantly to challenge its enrollees with what biome diversity the recovering planet has to offer, occasionally heading underground or into orbit. In the time between one class’s graduation and the next’s arrival, he was given to taking oddjobs from research institutions to find this sample of flora or that sort of rock out in the unforgiving harshness of the surface; it was on one of these trips he met and ended up joining with one of Kolai’s foremost biochemical archaeologists. Given that the Annihilators will reach Kolai well within both their lifetimes, Lain was understandably quick to volunteer.
Skills: Spelunking, Tracking, Mining
Feats: Run and Gun, Fast Reactions (Overwatch?)
Complications: Biologically Blind, Fatalist
Skills: Stealth, Soldiering, Camouflage, Hostile Environment Survival
Resources: Scavenging (Finding) — There’s not a whole lot of ‘nature’ on Korai, but in its flat expanses, crumbled ruins, and underground warrens, the Longsent find ways to use the ways they find.
Tricks: Flatland Bump — A Longsent can remain prone and motionless indefinitely, and properly camouflaged is impossible to detect without specialized training or equipment.