So like an atheist cult spread across Elysia that believes that The One isn't what their former kin believe it to be? Or did they find some other divine/demonic being they could worship in its place because whatever they are promises better in comparison?
All of the above. My basic idea is, the Astoriel being so ancient and prolific, they've had numerous fractures and reformations that have created splinter groups or seceding states. Thus the "Dark Elves" (working name at the moment: "Svariel") are just a catchall for members of their race that are outside the Enclave.
All of the above. My basic idea is, the Astoriel being so ancient and prolific, they've had numerous fractures and reformations that have created splinter groups or seceding states. Thus the "Dark Elves" (working name at the moment: "Svariel") are just a catchall for members of their race that are outside the Enclave.
Oh sure. Go nuts man. I'll ask the mods for a little editing on my culture just to include your idea at least.
Image taken by an officer prior to its containment. The officer was then promtply admitted to a mental institution there after.
Age: Unknown Gender: Unknown Race: Unknown Culture: Unknown Racial Features: From observation of this specimen, we have gathered a few interesting details about it. For starters, the creature is most definitely mystical in nature. We have compared notes to any known living flora like species in Elysia and from the samples we have gathered, it seems the results returned infantismal at best. However, one thing to note is that even when part of (what we determine to be its epidermal layering) the creature is removed, its sensory system still remains intact to the removed sample. This allowing it (the severed piece) to act freely if separated by dismemberment. As for its intravenal system. Its blood seems to be inky black or deep maroon in color. What we found however, when this blood substance is exposed to the elements (for control readings room temperature), the viscous black ink seems to evaporate when air molecules are introduced... Unfortunately with this discovery we have also learned that its blood acts as a defense mechanism; A toxin within the blood reacts to the air in the form of a fog that can cause bleeding of the eyes, anuerysm and asphyxiation. Two scientists dead and one in critical condition was the result. After conducting more appropriate and quarantined testing on the blood we have found that its blood's resiliency towards multiple toxin's is phenomenal. Multiple samples with countless known diseases have proven that for the most part it cannot effectively be poisoned or susceptible to disease.
Further inspection of its muscular system shows that there are no major bone structure yet from watching its motor functions in action, it is still able to independently lift and move itself about with ease. Having moved the creature into a pressure chamber we have noticed that it may even withstand max pressure (of the chamber) on its body with little trouble theorizing that the creature may be physically capable. As a thought, one of our lead scientists also attempted to place said specimen into a vacuum chamber to see how it would react to the effects of space. It can survive...We have also managed to test its durability and agility via live fire testing and has shown outstanding results. From small arms fire up to high caliber AP rounds and HE rounds it seems resilient to such kinetic energy and can move at nauseating speeds. We have learned that high frequency sound and UV light do seem to harm it, causing what we can only guess is akin to sun poisoning yet when removed from light and sound, it seems to return to more normal function. More casualties followed from this experiment and as such we have kept it in isolation under controlled UV light.
Over the time accumulated from observing and testing this thing we have learned of one other thing. It seems that from what we have gathered, this specimen is able to mimic personnel and somehow can change form to match that of who is observing it. One final note...We...aren't exactly positive about this but we believe it has attempted to communicate with us on multiple occasions. We have run its vocals through multiple language translators, frequency amplifiers and other means but once again...Results were infantismal.
Before I close this recording, I want to make a personal...unofficial note...Many of us who have worked with this....entity....this thing...The foremost mental note we took, aside from its looks...was its eye...there were about 20 of us when we first begun research on this thing...8 of us remain. Five total casualties, one in critical condition and the rest....Mental Institutions. Why? Because when this thing looked into your eyes...I'm sorry...I just feel terrible about it. That eye....That, insidious eye it has...How can something so remarkably beautiful have such eyes...Currently we have it sitting in CP-311-8 under level 2 UV control. For our next batch of researches coming along for the journey and who will inevitably deal with this creature...don't stare into its eye...Don't... Occupation/Concept:'I am...abstract incarnate." Training: It is not certain as to what Krygyl has training wise, but it has been shown through observation that it is capable of hastily adapting to its environment and quick to learn, its instinctual reactions other worldly. Powers: Unknown Equipment Unknown Airship N/A Motivation "To...live..." Personality Unknown Flaws Innate superiority complex, apathey towards others, cynical
There was a void, one that echoed with an unnerving, unyielding silence which only broke for the periodical dripping of viscous liquid un its abyss. The drip's echo carried on, almost never coming into contact with any form of mass. One could akin such silence to that of recorded space. The eriee silence matched with what some would say "The beautiful symphony of life itself". But here...amongst this endless void, it was maddening. If a single lifeform was to stay for no more than a minute or two, they would fall into many forms of a broken psyche; Paranoia, schitzophrenia to say the least aside from other phobias relating to darkness and tricks of the mind. But in here...the silence broke.
Soon, mass, darker than darkness itself begun to fill the void with a voice, tired and confused. Its voice broke the void's silence, still accompanied by the occasion phantom drip.
'Whaaaaat.....What is this?....This.....Feeling?....I feel....whole....complete....
A single eye opened, a deep, dim Amethyst eye whose pupil glowed with a bright tanzanite blue. It looked about the endless void.
No....not complete....not yet....I am...I am missing something...Something about me is missing...what is it though?....These things....What are these things....They are attached to me....I reach out with them...I can feel....I shake....why....why do I shake....This place....it feels...hollow....empty.... Did I make this...this emptiness?...Many questions with many...unanswered...
The voice called out once more...
There was a flash, a blinding light that enveloped the void, causing the newly form being to shriek out in pain and agony. Its screams echoed through the endless black...Even after its form vanished. It screams and shrieks of anger and pain continued as it speed through space and time, like a meteor careening through space before it landed with a loud explosion within an opening of green, blue, brown and white. It did not know where it was as the white was blinding, causing it agony and pain. Its roars reverberated through the lake clearing where many denezens watched in horror as its tendrils lashed about, making impact with whatever it touched. Crushing men, women, children, the eldery. Its inky black tendrils whipped about in destructive defiance of this white pain. But...time progressed...and so the white became black once again...
"Dr.Wilde, Officer Pin'kok...tell me everything that happened here...."
Hi all, I've been lurking for a while, so I've decided to post this work in progress CS.
___Name:___
Jornwuld Ritaynur
___Age:___
1A (22 in base 10)
___Gender___
You'd be lucky to find out
___Race:___
Hominus Margo Sigasmarandum (Sigasmarandi Rim Dweller); colloquially: "Sig-Mar(s)"
___Racial Features:___
"Hominus Margo Sigasmarandum" is a species of Old Rim Human, found originally in an area of the southern hemisphere of the Elysian Mega-Cluster, in a region of low light reception from the inner worlds called Sigasmarand. As such the species has had to adapt to the effects of stellar darkness as a result of Cosmic Fog, evolving eyes capable of high degrees of low light vision and slight ability to detect heat signatures. And due to the colds of their extreme climate, the species has adapted an internal metabolic rate running at approximately double the median temperature of Human species originating from the more habitable Old Worlds (not only does this mean they need to eat far more, but it means that narcotics and alcohol have a weaker effect). However, as a closely derived successor species, they share almost complete genetic parity with the 'typical' human, though no offspring of the pair is known to have survived the third trimester of pregnancy. Notable physical differences that can be made from a cursory surface glance include: The inclusion of a sixth, fully functional finger on both hands (leading to maths being done primarily in base 12); noses that vary in length and pointiness, having a range of anywhere from two inches of extension past the nostrils to one foot, allowing for similar olfactory levels as 'typical' humans with the added thermosensory properties; similarly, longer ears are present across the species as a means of heat radiation and audiosensory increase. All this meaning, they've grown to have more reliance on their other senses, each adaptation allowing them better functionality in their homeworlds.
___Culture:___
The Sigasmarandis are scattered across a system of stellar debris of varying sizes, on the very edge of Elysia. They are the successors to an original group of colonists who settled the area long before the race had evolved/engineered its defining characteristics. Sometime during the collapse of the Outbound Tykassian League, the colonists took advantage of the situation and declared independence, not expecting the Senate Loyalists to retake control of the unruly Retainer States as soon as they had. After a succession of successful defensive battles, Sigasmarandi sovereignty was won, despite them having had to face off against a numerically and materially superior force. As such Sigasmarand earned a reputation for being the home of stalwart fighters, of excellent skill and unyielding nature, to an extent that the coming centuries saw the proliferation of mercenaries to far-flung systems.
However, as the loose confederacy invaded and defended against its neighbours, a deep resentment grew towards their cold isolated territory, away from the Elysian centre and on the edge of nothing. The cold forced them to bundle up, rarely ever showing skin (except in the presence of family, friends and loved ones), and eventually, this evolved into a culture of suspicion and mistrust; day to day meetings happenings happening from behind veils and masks and scarves; to an extent that parts of the body that did show despite the layers were painted or tattooed black. The almost sacred nature of identity plays into gender in some societies, from a young age, children get used to dressing androgynously, behaving androgynously, shaving all hair and doing everything in their power to appear sexless. Once hitting puberty, it is customary for females to bind their chests and men to tuck, or for both to wear padded clothing to obscure body shape (in more liberal families), and once voices start to break Sigasmarandis are often trained by their parents to speak in one tone and pitch. This voice, common to all of Sigasmaranda, is called Tonsloslillt and is used in day to day communication basically ensuring everyone sounds the same if not similar. The only time Tonsloslillt is not observed is when Wuld (which will be discussed later on) are being given, and only then.
Another result of being so close to the cosmic edge was the presence of a constant, corrupting fog, that manifested itself as grey, sooty mist, that made vision difficult to long distances. The Fog, however, has water like properties, in the sense that it exhibits systems of currents and tides; meaning there are times of more and less dense fog, and areas where the concentration and thus effects of the fog are more powerful. As well as this, the strength of the fog is also dependant on the distance from the cosmic void, with the Elysian center being completely devoid of its effects; despite this, the fog has inroads and tendrils in the dark places of Elysia and a weaker ambient fog permeates in most places farther from the center. The properties of the Cosmic Fog (though typically having minor manifestations in Sigasmarandi) have a powerful mutative effect on the flora and fauna of the outer system, spawning and melding beasts into increasingly more terrifying beasts. That being said, just as the fog has the capability to produce flesh-rending monsters, it has equal capacity to make creatures of little notability or even beings of awe-inspiring beauty.
Due to the ever-present gloomy darkness of the Cosmic Fog, song is the major form of art and follows a complex system of belief, identity and utility. In their culture, songs are called Wuld, and Wuld varies in style from planetoid to planetoid, with families having their own tones and rhythmic variations of the regional Wuld, and with everyone having a unique fingerprint to their own. Wuld are not typically lyrical (though some Wuld are worded), and vary from melodic tones to simple screaming, acting as an alternate form of communication that could cut through the fog and cloud mired terrain. Wuld are also deeply engrained in Sigasmarandi mythology; they are believed to be the borrowed voices of the Lost Good (positive spirits trapped in the cosmic fog), and as such lore dictates that Wuld outlive their Wuldors, so that they may make the journey back to their Lost Good.
With every death, families hold on to the Wuld of their loved ones by incorporating it into their own in some way. This is the reason as to why there is such a huge variation in Wuld, which can be heard on a daily basis, with brief Wuld being presented as greetings; longer ones being performed at weddings-births-and-funerals; and full ballads being passed between friends and loved ones in lieu of conversation, as an expression of affection.
Wuld forms such a core part of people's lives, that some Sigasmarandi believes that one dies when their Wuld leaves them, and not that the Wuld leaves them when they die. This has resulted in a tradition of yearly festivals, conducted when the tide of the Cosmic Fog is at its weakest, and culminating with ships setting off into the void - crewed by those who believe that if they can get permission from the Lost Good of their Wuld, that they will be able to hold on to their Wuld forever.
Wuld also has a more sinister side, various intonations, harmonies and incantations allowing the Wuldor to manipulate the properties of the cosmic fog and the beings corrupted by it. Aeyterwuldoree is the forbidden art of using those Wuld, though its basics are simply learned and sometimes practical (though usually useless and typically frowned upon for the connotations of using it). However, more advanced Aeyterwuldoree is considered a heinous crime, as its seen as cooperation with the cosmic fog, due to the process allowing mutations to happen more readily in the Wuldor's body. To an extent that people can be horribly disfigured/misshapen by its misuse, these individuals (Aeyterwuldor) are considered highly dangerous and traditionally have been hunted down and killed, or locked away and unstrung (the process of making someone mute), a punishment some consider worse than death.
___Appearance___
Jornwuld stands at four cubits tall and is rarely ever seen not dressed in their Hunter Garb. Rarer still are the people who have seen their face, or much of any skin really, with the exception of their nose which extends like the beak of a hummingbird a few inches passed their scarf. Floating in front of their face, between where the scarf ends and the brim of the hat begins, is a thin yet dense veil of shadowy mist, two small, luminous gold dots the only visible thing from the other side.
***Note, couldn't find a character with the desired nose length but you can use your imagination right?***
Though her face and neck are relatively unaffected, underneath all the clothes, Jornwuld is wrapped up tightly in stained, yellowed and blackened bandages. And underneath that still, is large splotches of cracked, blackened flesh, the dark (and sometimes deep) crevasses slick with a tar-like puss that slowly drips, emitting the faintest smell of burnt matches. The painful effects of Aetyerwuldoree. She needs to change bandages and bathe on occasion, in an acrid, chemical, sickly sweet solution, rendering her "healthy" skin dry, flaky and hairless. Much of this equipment she stows in her Rucksack.
___Occupation/Concept___
Beast Hunter
___Training:___
Aeyterwuldoree - At an Advanced Level
Piloting Light Vehicles Through Treacherous Terrain - Single Occupant Speeders, Sloops and Small Frigates
Small Arms Proficiency - Specialised in Manually Repeating Firearms
Wuldoree - The Study of Wuld Heraldry and Mimicking
Tracking - Using Environmental Ques to Find Animals, People or Vessels
___Powers:___
Fymlercaal (summon familiar) - A Brief, pulsing chirp at an inhumanly high pitch similar to that of a congregation of many birds, followed by a ringing echo. This call summons Jornwuld's familiar and secondary transportation, a giant Peldmaus (bat) with a wingspan of twenty long paces, affectionately named Tarkarus. Though giant and intimidating, Tarkarus is still flesh and blood, meaning that if summoned in the heat of battle it can die and making the Wuld unusable for a period of time depending on the severity of the death.
Mahenschrye (splitting cry) - A sharper, shriekier version of Fymlercaal, this Wuld rapidly concentrates ambient Cosmic Vapours in front of the Wulder, gouging out a trench ahead of devastation in a cone ahead of them, obliterating most things in their path. The distance and severity of the effect depending on the prevalence of Cosmic Fog/Vapours and the effort put into the Wuld.
Demklverff (cast darkness) - Breathy, deep lulling followed by sultry whispers, growing in volume before reaching a crashing, loud crescendo. By drawing in the Cosmic Fog from the area surrounding the Wuldor and suddenly releasing it, the concentration can reach a level that can match the worst fog storms from Sigasmaranda, with the same flashes of lightning and roiling winds manifesting in the black cloud.
___Equipment:___
A Pair of Heirloom Pyroclastic Repeating Pistol - These pistols were passed down from first born to first born, with a lineage of generations behind them. To say however that they are the same guns that came from the manufactory when they were first made wouldn't be correct, as over the decades parts have been replaced and calibres swapped. The only parts on both guns are the silver, front sight beads.
Mother's Canary Dagger - This Knife, which is eighteen inches in length, was presented to Jornwuld's mother on her eighteenth birthday, It was shiny and new when she had first received it but over years of hard use it has weathered and tarnished but still retains a sharp edge. When made to leave, she gave it to Jornwuld as a parting gift.
Rusty Grappling-hook Adapter For Pyroclastic - A simple, spring loaded, grappling hook. The stem can be slid down the barrel of one of the Pyroclasts and fired out into most surfaces, sheet metal, light body panels, rock faces, wood, etc. A memento from a mission that involved a lot of repelling canyons.
Weathered Telling Stones - Are the equivalent of Data Loggers and PDAs in Sigasmaranda, smoothed down quartz pieces with runes scribed on them. Each one can perform a certain function, compass, audio recording and playing, data storage, image projection, communication, etc. They function by frequency oscillation of the quartz (and crafted substructures), the energy needed usually provided by a low drone from the user.
Jornwuld left Sigasmaranda by force and so wishing to return must find a cure for the effects of Aeyterwuldore, that means wandering aimlessly around Elysia, being told by shamans and doctors alike that the afflictions caused by the void are uncurable. Jornwuld is losing hope, and finding a cure has fallen down the list of priorities, replaced by more immediate things like money and comfort. And a longer-term goal of finding a place where the Cosmic Fog has no influence.
___Personality:___
Jornwuld doesn't talk much, not because they want to avoid social interaction but simply by choice, not at all objecting a trip to the pub or in some instances the nightclub, just not talkative due to a speech impediment. Having been raised in a society with a major aim of deceiving each other, Jornwuld suffers from extreme trust issues, often being very sceptical of other people and their intentions. As well as this, they suffer from a deep identity problem, linked with their untrusting nature this makes them prone to lying, and appearing shiftier than they should be given the situation. Otherwise, they're a sociable person, good at making talk but not quite as good at talking sincerely. This causes them significant frustration and troubles, as they'd like to shed some of the mistrust of their culture. Despite this, they're making progress, recently sticking to just one fake name as opposed to many.
___Flaws:___
Knisterlunge (crackling lungs) -
Lischtanghst (hyper light sensitivity) -
Mutschayor (mutant) -
Heiligendemk (dark halo) -
___Bio:___
Jornwuld was born on a farming rock, to farming parents, their mother, Jalaena, a runaway serf from the fiefdom of some Petty King, and their father, Hapferwuld, the son of one of the most powerful hunter clans in Outer Sigasmaranda, the Ritaynurs. The life of a Beast Hunter wasn't one Hapferwuld was willing to bare, so he gave it up and left his family in shame. Life in the little rock cluster was otherwise uneventful, Jornwuld spent most days as a child in the care of the Sisters at the Abbey, as most children did while their parents eeked out an existence on the bleak accretion cloud, learning to read and count and Wuld. At night Jorn would return to the commune to tend to the mushrooms and the Aurochs, while the parents kept their eyes trained on the skies. And life carried on like this, when Jornwuld was good enough at reading and arithmetic that they didn't stutter or hesitate, days spent at the abbey would be curbed to once a week, when high-tide came and everyone in the area would spend the day at the Abbey. Giving their Wuld together and taking aim from every window and arrow slit.
It was on one of those communal evenings, when the children were still too young to be expected to cover their faces, that Jornwuld saw someone die for the first time. A lullaby night, Wuld echoing softly in the din of the nave, tensions were low and guards were down. Then, sometime after midnight, the quiet was broken by a blood-curdling scream. The moment was unfolding mere cubits away from Jornwuld, a man (it could be discerned by the screaming) thrashed wildly, pinned up against a wall, something on the other side of the arrow slit pulling at him and making a ghastly noise. People jumped up, knives ready, there was no prying him away from the wall, they were going to have to separate him from his arm. The gaggle of people with drawn blades didn't get to the man. Fleshy, mucusy, tendrily tongues crowded through the arrowslit and wrapped around the man. He was pulled through the space, not much wider than the thickness of a fist, leaving a sickening crunch echoing behind him and the smeared remains of skin and flesh from where his body was smashed through the narrow gap.
From that day on, the parents would tell Jornwuld to follow instructions, or else they'd get pulled through an arrow slit too. The years went on, Jornwuld grew taller and stronger, but the fear from that day never went away. Orders from the parents were followed, in fear of being
Welcoming @Lmpkio as our 2nd Co - GM cause honestly we are looking at 10 + people. Need to make sure everything stays on the up and up for you all to enjoy.
Culture: A people as ancient and prolific as the Astoriel have their fair share of dissidents. Whether heretics that forsake the worship of The One, or secessionists that desire an empire outside of the Enclave's influence, there have been those that have broken away from the greater whole of the Astoriel over the ages. These fragments and outcasts are known as Svariel, or the Dark Kin, and are sometimes called Dark Elves by more ignorant races. As they are a collective of numerous splinter factions, there is no cohesive culture among the Svariel, aside from their collective rejection of their peoples' collectivist values and religion. Common enough among them is the desire to use the magical and technological might their kind has cultivated over the eons to empower themselves, and subjugate other races. Dark Elves are frequently seen as untrustworthy or cruel by other races, and not without good reason; they are frequently pirates, marauders, unscrupulous mercenaries, or subjects of the bloodthirsty empire of Malerion.
Racial Features: Svariel are not biologically distinct from their kin within the Enclave, and are indistinguishable from them by an outsider. However, each "Elf" can intrinsically sense the presence of The One (or the lack thereof) in their kin, and can sense whether they are Astoriel or Svariel instinctively. Additionally, Svariel are far more likely to modify their bodies drastically through the use of transmutative magics or biological engineering; it is not unheard of for enclaves or covens of Dark Elves to possess wings, serpentine bodies, additional limbs, or any combination thereof.
Appearance: Lotan is a tall and imposing figure; his fey Elvish features marred by his pallid and sickly complexion. His hair has long fallen out, and a single eye as dark as a moonless sky stares imperiously. His pale, lithe flesh is covered in numerous dark tattoos; pirate symbols and prison markings. His presence is that of a predator, an ancient monster sat atop a horde of bones. In private company he dresses in rich, dark robes, which cloak and frame his lithe form voluminously. In more serious matters he wears an armored bodyglove, and cloaks and raiments that evoke the image of a warrior-king. He is particularly fond of a golden mask that depicts a high-crested, tentacle-mawed visage, further evoking the image of a hunter of the deep.
Occupation/Concept: In the uncharted and forbidden realms of Elysia, Lotan is a lord among lords. Among the many pirates, corsairs, privateers, brigands, and freebooters, he commands the greatest power out of any of them. A Pirate King the likes of which have not been seen since ages that have faded to hazy memory, he is the terror of the void and a blight on many worlds. He and the rest of his corsair warband, the Void Dragons, are known to strike without warning, and vanish without a trace. They oversee many illegal trades among their secret paths between worlds, and plunder the riches of empires as they see fit.
Training:
Deadly and experienced close-quarters combatant; adept with blades, whips, sidearms, and such.
Legendary pirate; expert in naval battle, boarding actions, and piloting small craft.
Master of ancient lore; speaks many dead languages and has great knowledge of lost empires, specifically their secrets and their treasures.
Powers:
Mind Flay: Lotan can invade his enemies' minds and assault them with waves of ruinous psychic agony.
Voidbolt: By conjuring a bolt of pure void energy, Lotan can tear his enemies apart or wrack them with debilitating pain.
Voidform: Lotan's flesh becomes one with the void, allowing him to survive in such lethal environments as open space.
Vampiric Touch: Sucking the very life energy of his enemy away, Lotan can heal his wounds and sustain his failing body.
Word of Death: Lotan speaks an ancient curse in a forsaken tongue: those too weak to bear its horror perish instantly.
Equipment:
Ghost Armor: A bodyglove adorned with lightweight armored plates that do not slow Lotan or restrict his movements. The suit has a light force-field installed, as well as an in-built holofield that can obfuscate his appearance.
Masque of Serakith: Lotan's golden mask, taken from the corpse of a favored Malerion prince.
Nidhogg-Scale Cloak: A night-black hide flensed from the flesh of a great void-serpent, it is durable against many varieties of weapon and energies.
Venom Blaster: Lotan's preferred side-arm, which fires crystallized shards of horrifically virulent neurotoxin.
Agonizer: An elastic, electrified lash, which buries into the flesh of those it contacts and overstimulates their pain receptors.
Nightfang: Lotan's personal blade, a chaotic relic forged from the bones of demons. Its touch envenerates flesh on contact, causing debilitating and necrotic wounds.
Airship: The flagship of Lotan's fleet and his most prized vessel is the Forever Worm, a lost relic of an Astoriel battleship. Blisteringly fast and armed with potent Darklight weapons, its true strength lies in its advanced cloaking technology, which can evade a great majority of modern sensors. Lotan's personal craft is Star Vampire, a custom craft capable of breakneck maneuvers and armed with miniaturized Darklight cannons.
Motivation: While Lotan's wealth and power are both immense, he is living on borrowed time. Millennia of exposure to cosmic radiation, several lifetimes' worth of debauchery, and foul and forbidden magics have all taken their toll on his supposedly-immortal body. Only though stealing the life-energy of others does he remain potent; without this vampirism his health would quickly deteriorate and he would perish. As time wears on, it takes more stolen lives to keep him hale and healthy, and Lotan fears the end immensely. For these reasons, he seeks out a cure for his condition, or any other means of keeping his flesh from failing in perpetuity.
Personality: Lotan is considered by some to be more a force of nature than a man. Capricious and imperial, his sights and ambitions often seem to be set beyond the realms of mortals, and his motivations are often difficult to discern. While seemingly stoic and inscrutable, this is a veneer over his burning ambition and sharp cunning. Lotan projects a dignified charisma, with the silent majesty of a dark idol and passionate fury of a warlord all at once. In most pursuits he is vicious and unshakable, with the tenacity of a starving hound. He delights in dark decadence and long-planned revenge, and no values higher than his own freedom and personal power.
Flaws:
Cursed Flesh: Lotan's body is failing, slowly yet surely, and the end can only be staved off by sucking away the life of others.
Outlaw: A legendary villain, Lotan has a tremendous bounty in every government that has heard of him, and numerous other criminals (many among them his own underlings) wish to see him dead.
Villainous: Trusting no one and trusted by no one, Lotan leads a difficult and solitary existence. Amorality, vengeance, and paranoia rule his daily life, and not all of the knives he perceives pointed at his back may be real.
Debauched: Lotan has... peculiar tastes. Centuries of hedonism have driven him to extremes of decadence and debauchery.
Eye on the Prize: He has a hard time seeing things to his right.
Bio: Long, long ago, the man who would become known as the Black Dragon was born a slave on a pirate galleon. His ancestor had been an outcast noble among a lesser Svariel principality, and so his entire lineage was condemned to servitude. Lotan was born and raised on a slaver-vessel, and from a young age he was brought up as a slave-soldier. Vicious naval combat and near-suicidal boarding actions were his life from early adolescence onward, and his skills were honed to a razor-edge so he could as much as stay alive. When not raiding other vessels for wealth, his pirate masters forced him to fight his fellow slaves in brutal gladiatorial combat for their amusement. Even at a young age, a fire of ambition and malevolence burned in Lotan, and he planned his revenge.
He conspired with his fellow slaves over the course of years, mapping out their ship and the habits of their masters to plot out their revolt. When the fated hour came, many of the slaves faltered and betrayed their fellows to their masters. The revolt would have been a failure, with Lotan slain at the hands of a horde of turncoats, had he not Exalted at that moment, and driven the revolt forward with his own sheer strength. While the fighting was vicious and cost him his right eye, Lotan eventually won his freedom with a sword's edge.
For many years after he wandered Elysia, frequently as a pirate himself, or some other manner of sellsword. He sold his services to many crews and unscrupulous governments, and often enough ran afoul of the law and served time in some brig or prison before eventually springing loose. All the while he accumulated experience, wealth, contacts and power, and slowly ascended as a mighty pirate lord of his own right. All the while, he pursued a peculiar interest in empires that had fallen under the demonic sway, and the forbidden magics they practiced. This "void magic," which controlled such matters as dark energy and the mind often gave him an edge over his competitors, to say nothing of his latent power as an Exalt.
Lotan's true ascension came after centuries of piracy, as he set his sights on become the most powerful pirate lord of all; a king among kings. The mightiest pirates of the age had formed a triumvirate alliance, and Lotan sought their deaths. By cutting deals throughout the noble court, Lotan was able to infiltrate and abduct the crown prince of a mighty empire of the age, and framed the trio of pirate lords for the crime. The empire went to war over the slight, and the battle between them and the pirate lords was apocalyptic in scale. Once it had ended, all of his rivals were dead, and the empire's military had been crippled. Lotan struck then, consolidating the remaining power of the the pirate lords under his own banner, the warband then forth known as the Void Dragons, and plundered the territory of the weakened empire freely. This masterstroke cemented his status as a king of the underworld for centuries to come, and his infamy and power have only grown since that momentous ascension.
Extra Info: Lotan is sometimes accompanied by a bound Devil called Whisper of N'Zoth (often shortened to Whisper). A diminutive creature that often rides upon his shoulder, Whisper is a font of dark knowledge and terrible secrets. As its name implies, it often whispers to Lotan, telling him of methods of furthering his pursuit of void magics, or locations of relics and loci of power. These have been lies as often as not, as it seeks Lotan's death to release itself, but cannot act directly against him by the nature of its binding. Its true form is allegedly horrific and powerful, but none but Lotan have beheld it.
@Dead Cruiser Oooh, this guy looks absolutely menacing as an antagonist. I’m liking him already!
But I have to note on two powers that need clarification:
Mind-Flay: What limits are to this psychic power? Does it take concentration? Does it effect everything living?
Word Of Death: I think this one is obvious. This is pretty much an insta-kill technique to almost everyone. Define those that are ‘weak’ and we’ll see if it can pass or if it has to be scrapped.
Make sure to hear from the other GMs their opinions as well.
@Lmpkio For reference, I intended his listed powers to be basically a sample platter of his abilities. Not definitive, just examples of the kinds of things he can do. Hopefully this was as intended.
Mindflay is a concentrated, line of sight sort of deal. As are the majority of his abilities. It works on basically anything with a sentient mind and can feel pain, so it doesn't work on things like robots, and is less effective on things like elementals or bugs or what have you.
Word of Death is a massed anti-mook power. It has little to no effect on Exalts, and even most relevant NPCs should be generally safe from it. Basically if the character doesn't really matter, it'll kill them. I understand it implications and I'm self-aware enough to not be a dick about it.
As a proper space pirate something I dont think we have, I'd say hes approved. With any additional changes you intend be sure to notify the GMs. And make sure he plays well with others. I know hes an ancient exalt but dont pick on your companions or steal their fun. You seem on the level so I'm sure everything's cool.
Indeed power word kill moves do not effect anything important and the way you put it there, it's also pretty indiscriminate. Watch what you say when you have friends around.
@ShwiggityShwah@Dead Cruiser Well if the GM agrees to this, I suppose it’s approved by me as well. I think you’ll deal with the powers responsibly so it’s all good.
There you go finnished, sorry about the compilations I guess i missed one of the rules
Name: Kindle 00365
Nickname Sir Kindle
Age: The exact date of when he was made is unknown but he was activated 20 years ago
Gender Appears to be male
Race: Android
Brand:Kindle
Culture: The Kindle are built as war machines meant to kill but at the same time to be sentient beings. The Kindle are very loyal to their Leader/Commander and will never refuse an order unless it will result in their own demise, then they will refuse the order. The Kindle will always go for minimal casualties and will never kill or harm an unarmed child, women or man unless they pose a threat to the Kindle and his allies. All Kindle are built with their numbers on their chest that they can be identified as. Whenever a commander is giving them an order he will call them by their number. The Kindle don't believe in a god, they know that they are real but they just don't believe that gods are not worth the trouble that people go through to worship them.
No Kindle knows how they got into this robotic body, but some believe that they were once humans or some other organic being that had its brain removed and placed inside a robot, some Kindle went insane about this and activated their self-destruct function just to end it all. The rest of the Kindle that haven't killed themselves formed together and fixed a flying aircraft carrier and called it "Home for all Kindles" or The H.F.A.K for short.
To make money they let smugglers and pilots land on the aircraft to repair and refuel. The Kindles will also do assassinations if the price is right. They also stand by one saying "A gun or a thought, a gun gives you the opportunity but a thought pulls the trigger"
Racial Features: The Kindle are built with a very strong outer layer and with many different defence mechanisms, such as electric hands to stun enemies and the built-in hub that they can see orders and other things that they put on there. They also have a self-destruct function, this function is used to ensure that enemies can't steal the tech of captured Kindles, once an enemy taps into the Kindle or starts to take apart the Kindle it will have the option to self-destruct.
Su-Pru.deviantart
Occupation/Concept Sir Kindle is the Captain of the H.F.A.K and is also the Commander of all Kindles on his ship. He deals with the smugglers and pilots that land on his ship and conducts all deals or contracts aboard his ship.
Training:
Barganing
Close Quarters Combat
Weaponized Combat
Piloting Large Aircraft
Hacking
Powers:
Lighting Bolt - This allows him to fire lightning bolts out of his hands.
Mass Discharge - Sir Kindle will let out a large discharge of energy which will stun or kill the enemies. (depends how far away they are)
Circuit Overload - When Sir Kindle is in contact with any type of circuitry, he can choose to overload it with energy, causing it to short circuit. (This will stun Sir Kindle for a little bit after its used)
Super Strength - This one is pretty self-explanatory.
Super Fast Reflexes - Also pretty self-explanatory.
Equipment:
(Warning they are all large images)
Chaotic Warfare
Sir Kindles PDA is built into his left arm, he can send out orders to the other Kindles on his ship and he can also use it to message follow allies and Kindles. or do anything a regular PDA could
The Battlestar Hand Gun is pretty much a more futuristic revolver, it holds 9 plasma rounds and can fire them at a speed of 1,700mph.
Kelvin Tan
The Bruiser of Mercy is a mounted laser that is equipped on Sir Kindles wrist, its mostly used to cut holes into metal but it can also be used as a weapon as well.
Universal Translator
Jakub Javora
H.F.A.K: The H.F.A.K is a flying aircraft carrier that may look like an easy target but don't be fooled by its lack of weapons it's still as dangerous as any other airship in the skies. Almost all of the aircraft on this carrier is drones there are 6 main fights on this ship that could shoot you shoot down in a heartbeat. The H.F.A.K also has four main guns, all of which are three barreled, 127mm shell guns, there's two on each side of the ship. It also has anti-air guns on the deck of the ship.
But even though this ship sounds invincible it does come with many flaws such as.
Its very slow and can't turn very fast
The guns take a while to reload
The two air balloons that keep it flying are very vulnerable to attacks
Three of those fighters are Rahmos Fighters, it may look like they can be flown but they are actually drone operated
The other three of those Fighters are Sedales, same as the Rahmon Fighters they are drone operated
Motivation: Sir Kindle doesn't do this for the money or fame, he does this because he cares about his people and wants to protect them and make sure that they aren't hunted down like wild animals by The Fae'Rin Ascendancy. He also is searching for the answers to what happened to him and his follow Kindle and how they got these bodys and what were they before.
Personality: Sir Kindle is a "person" of order and discipline which makes him a great captain or at least that's what his crew believes, some might just say that he's got a stick up his ass but that stick up his ass is keeping the ship in order. He's also very caring but only for his own kind, the only time he will care for a being from another race is if their allies/friends. Sir Kinkle is a "person" with a lot of class, this is also the reason why he wears a top hat, he doesn't know where he got this fancy way of living but he believes it has something to do with his past life.
He is really protective of his ship, so if you damage his ship you better start running since you'll be the next one that he'll send to the grave, the same goes for his men if you hurt his men you will meet your demise.
Flaws:
Sir Kindle cannot make contact with water
Too Strict
Can not Cook
Terrible at Engineering
No Mercy
Over Protective
Bio:All Kindles were made by a company called SkyTech, this company made Weapons/Drones and Androids for the empires. In the later years of SkyTech, they turned out very successful and profitable after making a contract with The Fae'Rin Ascendancy, which they now made advanced weaponry for. Everything was going well for SkyTech, they even started making a new type of war machines called Kindles but their good fortune was going to soon run out.
Before the first batch of Kindles could even be shipped out, SkyTech was attacked, this group of rebels or something came in and killed all the workers and murdered the CEO of the company. This is where the story of the Sir Kindle began.
Sir Kindle doesn't know when he was made he just remembers when he woke up. Sir Kindle was on the first production line of Kindles, all of the first production lines was commander Kindles and behind them was all their men, Sir Kindle woke up hanging down from the roof by two hooks, Everything looked really glitchy when he was activated since his system was just starting to boot up. He looked up at the window in front of him, just to see somebody standing there looking at him with a big smile on their face, but before he could get a better look at the mans face, the man sprinted down the hall and out of sight.
As soon as Sir Kindle got down from the hooks and went into the room that the man was in and saw a console that was covered buttons and switches, each button was labelled, production line one, production line two, production line three, etc. Each button needed a key to be inserted and turned before you were able activate it, there was only one button that had the key already in the slot, there was a sticky note below it saying "You can thank me later". Once Sir Kindle pressed the button all of the Kindles on that production line was activated. There was about 40 kindle on that production line, only 30 of them didn't self-destruct. Sir Kindle lead them out of the factory and into the nearby forest, where they would soon find a town that they would stay for the next 6 years, working contracts and take bounties.
After a while, word spread to The Fae'Rin Ascendancy about the Kindles and they send a squad to take them out, but before the squad could even reach the town the Kindles were already long gone. Sir Kindle then decided to buy a ship that the kindles could live on, it was this old broken down flying aircraft carrier, it took all the Kindles working together (Aside from Sir Kindle Because he cant do Engineering) about 1 year to fix the aircraft carrier.
And ever since then they have been working with trading companies and smugglers letting them land on the ship to refuel and repair, and even sometimes Sir Kindle will accept assassination contracts, if the price was right. One day, Sir Kindle was asked to kill a being of extraordinary power, at first, this sounded like a bad idea but once they said how much they would pay there was no way he could refuse. So he went down to where the target was last seen, a very dense forest Sir Kindle didn't trust the look of this place, so he told his men to stay with the ship they came down on as he goes and investigates. Once he entered the forest he was greeted by this tall black entity, this thing hit Sir Kindle so hard that it threw him out of the forest, where he smashed his back against his aircraft, everything faded to black for a while then the words saying system reboot came up, He woke up back on his ship being repaired by one of the engineer Kindles. Ever since then he had these strange powers, apparently if it wasn't for the energy that Sir Kindles powers give him, he would have shut down forever.
Extra Info:Sir Kindle really loves his hat and doesn't want any Dragon blooded items on it
@Godlikeblade Tell me why... when I was considering doing a robot/android character, I almost considered using that picture. Either way, he looks pretty solid to me. Quite classy actually!
But before I, or basically any of the other GMs can approve it, it's just missing one thing. Not gonna say what it is, but you might wanna check the rules very carefully to make sure it's implied in there.