I have some questions about the Qari race. I was hoping to make a spy for the Qari, is there any organization that she would be part of? Also what do Qari generally look like? From the description they remind me of hornless Quanari from dragon age. Lastly one of the gadgets I wanted my spy to have is a device that allows her to disguise herself as objects. This isn't just visual, but also affects other senses, so that animals can't simply smell her out and that while disguised she'd make "natural" noises, sound as leaves blowing in the wind. She's a very stealth oriented character.
@NorschtalenIf you look at my character in the character tabs you'll get an idea of what they look like. Other than that I can say they are tall (9ft average), slim body types, pale skin, white hair, and yellow or orange eyes. There is an Imperial Intelligence Agency that specialises in espionage, sabotage, and assassination. As for your gadget you would have to explain it's limitations as something like this can be used to evade almost every threat to cross her path. Things like the max size of an object she can mimic, how realistic does the hologram(I'm assuming it's a hologram, correct me if I'm wrong) look, is there a cool down timer, etc.
Alright, with that in mind I finished my CS. I hope it's okay with you. Also I'd like to apologize in advance of my image seems too "Fantasy", I just felt it fitted Navera after reading what Qari looks like.
Navera Doros
Navera’s cloak is a gift given to her by her mother and something she keeps close to her at all times. Thick and heavy to protect Navera from the sandstorms on Nalroka, as well as keeping her warm when the dunes get cold.
Navera dyes her hair black as a personal choice back when she regularly interacted with Qari people. Her natural hair color is an ashy grey.
Age
29
Species
Qari
Profession
Spy
Personality
Navera has to be affable and agreeable to others, knowing when to keep quiet and when to speak out to get into other people’s good graces. She earns people’s trust simply by being helpful and considerate. But her kindness also helps her find the secrets of others and while she can easily play the part of a caring soul, the truth is that she’s an information broker and no one is too close to her that she wouldn't sell their secrets if the price is right. Navera's two-faced but plays both sides well, so that she she can still take advantage of you while remaining innocent with plausible deniability. She ultimately looks out for herself. Anyone else she helps is just so Navera can make her life easier.
Biography
Navera was born on Nalroka, the home planet of the Qari. Her parents were active politicians who used their wealth and influence to make friends with more powerful aristocracy in the city, all the way up to the emperor himself. Navera was raised to be a devout patriot for both the empire and the Sifdai, however as a young girl Navera was much more interested in the Qari themselves. As a young girl Nevera quickly learned how to get along with others both young and old, and just as well she learned how to use that friendship to further her standing. At first she merely acted like a role model and made sure that misbehaving children didn't act out against the rules. But Nevera quickly learned how to use others to root out troublemakers while leaving her hands clean, pitting her fellow children against each other while she served as a much needed mediator between the various feuding factions.
Not much had changed as Navera grew up aside from the stakes being greater. She continued to make friends with other Qari both young and old, rich and poor, unknown or infamous, and used her friendly persona to get into their good graces and either help them achieve the goals to destroyed them from the inside. She took on businessmen with corrupt policies, politicians whose ideals went against Navera‘s personal beliefs, and even shared drinks with actual criminal and terrorists in order to bring them to justice. It was all the same to Nevera, and at some point she got so good at this that she was offered a job at the Imperial Intelligence.
Working for the Imperial Intelligence changed the game. Before Nevera simply went after people she didn’t like. But now she was sent to take down entire organizations, often on her own. She also learned many skills to help her complete her missions, including assassination. Nevera wasn’t too eager to do this at first, but she accepted the idea that sometimes, people had to die. Through Navera’s actions as a spy she also has worked as a saboteur and provocateur, destroying essential resources in order to incite hostilities which would allow the Qari Empire justification to come down hard any any rebellion or opposing faction from within. A lot more people became affected by the things she’s done and eventually it would come back to get her.
After causing an influential family to lose their status and wealth due to a scandal Navera coordinated, her identity was compromised and she was forced to flee from her home planet in order to escape retribution from her enemies. The Imperial Intelligence couldn’t help her directly without compromising themselves either because if they did they’d implicit themselves about Navera’s actions. So she took the first spaceship off Nalroka heading to a planet called Faren V. Little did she know, her enemies were close on her tail. What followed after that was chaos, so much chaos that Navera didn't know what was going on. All she knew was that she had to escape.
Equipment
Venom Dagger - A heavy ceremonial Qari dagger. It’s Navera’s weapon of choice thanks to it’s versatility and because she can store up to three doses of her own venom into the hilt which will inject the poison into any enemy cut by the blade. It can be used for chopping, slicing, stabbing, and even throwing. Nevera keeps a ten-foot wire attached to the pommel and her wrist so she could pull her knife back after she throws it.
Chameleon Stealth Device - A mundane looking bracer that’s actually a highly advanced stealth device. Instead of turning the user invisible, it can scan an object and allows them to disguise themselves as that object for a limited time. This allows Nevera to disguise herself as anything from statues, furniture, plants, even dead bodies if there happens to be an abundant amount of them. The disguises move naturally when idle so that if she becomes something fluid like a tree with leaves or a banner they will move with the wind.
Navera can walk slowly while disguised, but if she moves any faster or does any sudden movements the disguise shuts off. And while the disguised can pretend to be affected by natural forces like wind or rain, if anyone physically interacts with her disguise they'll be able to notice that certain parts don't exist as their hands or limbs would just phase through them. She can only remained cloaked for a total of thirty minutes per day, though she can divide the time used in one-minute increments. It will take at least ten hours for the device to recharge fully, and it has to not be used the entire time.
Relationships
None
Other
As part of her conditioning as a spy Navera’s venom differs than most other Qari. Instead of a deadly poison Navera’s venom causes paralysis. The effects aren't immediately nor noticeable, but after a minute there will be numbness, followed by a loss of feeling in the affected limb, then completely inability to move anything around the infected area. The venom itself is more affected if consumed because then it spreads throughout the entire body much more rapidly. Navera’s venom is entirely tasteless and scentless thus allowing her to poison food or bait. However the effects of her venom is much shorter than Qari’s natural venom, lasting only minutes instead of days. After a few minute the venom would be purged from the body, though the victim may still feel numbness afterwards. It takes five minutes for the venom to completely take affect, and it would leave the body after ten minutes. Naturally, Navera is immune to her own venom.
@Norschtalen Most of it is fine except the end of the bio. Everyone was on Faren V for one reason or another, but we were all on the same ship which is why we all ended up in pods in the same solar system. If you were to put that she hopped on a ship to Faren V but was followed after arrival and from there her memory cuts out then I'll accept it.
Payne is a down-to-earth, reliable, and generally peaceable fellow. He tends towards patience, and careful consideration of his choices, before deciding what to do. He enjoys the company of others, but expects most people to be alienated by how different he is to them.
Payne also enjoys feeding people, sating their hunger, and creating a cozy atmosphere. Given the choice, he'd settle down in a nice civilized part of space, and probably open a tavern of some sort. Given the circumstances, Payne doesn't fear death, but if it's inevitable, he'd like to make the journey as comfortable as he can.
Payne has no tolerance for naysayers and nihilists, and he's a perpetual optimist. In his heart, he believes that if he could show everybody in the galaxy what it means to share tasty food around a warmly lit table with friends, that there would be no more war. And while his ultimate goal would be to make everybody happy, he has no qualms with using violence to put an end to those who terrorize others. He especially thinks poorly of large organizations, because he has a paranoia about them being inherently controlling and manipulative of lesser peons in any given society.
Biography
Time long ago, Payne was just makin' his way through life on Rukhkah, minding his own business. Unfortunately he got tangled up with one of the friends he probably shouldn't made, who convinced him to go catch a ride through the magma pillars. Suffice to say, he had to be dragged over, and when they actually managed to blast free out onto the surface, Payne was just about ready to turn right back around and find a way back below the surface.
Unfortunately, at this point his concern for his friend outweighed his need to return home, and so when this intrepid Urhusasja found an ancient ship and decided to try and make it work, Payne reluctantly joined him, assuming that the two of them would be trudging back to the caves in a few minutes after the inevitable disappointment. Then, the ground began to shake. Normally, underground this was no real issue, save perhaps for falling rocks and earth and such. However, the source of the earthquake was an erupting volcano, directly above them.
Needless to say, Payne was much more interested in getting the ship to fly, and miraculously, they managed it. Too well in fact, when the FTL drive engaged before they were out of the atmosphere. Before they even had a trajectory. Payne and his companion, catapulted out into space. Which would be worse? Being stranded with no fuel? Or...
Arriving right in the middle of a space battle. No shit.
But that's another story entirely. The long and short of it was that Payne ended up separated from his friend on the Qari side, and was quickly swept aside as the battle raged on. The humans were thrown off-guard, and unintentionally Payne and his companion had won the battle for the Qari, at least, that particular skirmish. The Qari intended to off-load the strange alien on the nearest habitable world they came across but immediately after the battle, they were called back to Nirola, heeding the call of one particularly demanding Captain.
Payne managed to convince the officer of his ability to assist the Qari Military, and in doing so, succeeded in procuring a new life. He was never entirely certain where his companion had ended up, but Payne being the optimist he was, assumed he'd gotten out of things okay. He started as a lowly servant, cleaning the ship, and eventually made his way into the kitchen staff, where over the course of long months he managed to show his proficiency for cooking, bartending, and general Martha Stewart-ing. The head chef took him on, and began to show him all the facets of culinary tradition, especially when they would stop off for regular visits to foreign or alien planets, with unique dishes.
Payne also began mixing drinks, and became so accomplished at this that he began to run an in-ship bar for those of the crew who wanted to unwind after a long shift. The crew nicknamed it the Payne Locker, owing to both the irony of their bartender's name, and the fact that Payne literally kept much of his stock in an unused locker. As it soon became clear that Payne was a fixture of the ship, the crew, and the Qari Military, he made a bold move, and asked sincerely to be given a rank and position in the military proper, even under the acting role of chef. After much consideration, and sampling of Payne's delightful mixed drinks, it was decided that the Urhusasja could be granted a lowly rank, but a rank nonetheless, so long as he continued to serve the Qari military loyally, and with distinction.
Thus procuring the necessary wages to actually truly invest in his passion, Payne purchased a very high-end matter analysis gauntlet, and a needlessly expensive cleaver, which he intended to hang on a wall and show off to guests. So expensive were these two items, that most of the backpay that Payne was granted was spent on these items, but Payne didn't mind overly much. After all, he'd heard word that they were setting course for a new planet, filled with new ingredients, new opportunities to experiment with the culinary art form! He'd resolved to go on expeditions and perhaps make use of his newly acquired tools, seeing as they might be useful should his guides prove less than knowledgeable about the environment they found themselves in.
Little did he know...
Equipment
Primary Weapon
Renalthis Metal Cleaver, a type of metal that never needs to be sharpened, due to futuristic forging techniques, can be used to perform most any action that requires a keen edge, or just an edge in general. Payne tends to make use of it whenever somebody challenges him in the kitchen.
Gadget
Matter Analyzer, a one-size-fits-all glove that allows the wearer to analyze matter. Much of the technology is hidden in the glove itself, as it is a marvel of miniaturization, however the basic mechanism allows the wielder to identify chemical composition, possible reactants, properties both physical and chemical, interactions with an individual's anatomy and even acts as a compendium, storing previously recorded information to be accessed at the user's pleasure. As a general rule, the longer the glove has to analyze something, the more in-depth the analysis can become. The glove is also solar-powered, and can perform analysis through direct/short distance (faster) or long-range/indirect contact (slower). The glove has an inner ear component for only the user to hear from, as well as a speaker for less discreet sharing of analysis results.
Relationships
Payne has solid relationships with the crew of the ship, owing to his running of a speak-easy type bar called The Payne Locker. He also formed a strong and eventually friendly relationship with the head chef, who was kind enough to give Payne the reins when they parted ways. Other than that, Payne is acquainted with the Officer who allowed him to board the ship in the first place, but the relationship itself is paper thin.
Other
In The Kitchen Theme - Smokestack Lightnin' - Howlin' Wolf
Barkeeping Theme - One Scotch, One Bourbon, One Beer - Amos Milburn
Payne's Theme - Let The Good Times Roll by Ray Charles
Payne has a plethora of knowledge about galactic cuisine, as well as the bevvy of beverages that are consumed from system to system. He's learned from some of the best chefs around the galaxy, and he's as competent as they come. He also professes to make a secret sauce for which there is no equal, and as of yet, everybody agrees; It's awful. Luckily, he only gives people who don't know that a chance to try it, as he continues to experiment with his recipe for the sauce.
Payne has a spice rack he wears on his shoulders, which also contains many assorted ingredients and flavour enhancers which can be transported in large quantities of little to no weight. He does procure all his fresh ingredients, well, fresh, however his back-rack, so to speak, can hold an impressive amount of contents and may even be able to help if the medic requires a certain herb or medicine, depending on its assortment of uses.
Payne tends to also carry around the rudimentary tools needed to make a basic meal. He's got enough of skill with his hands to work some of the tools he needs out from raw materials, but for example, there's no good replacement for a nice cast-iron pot. The eccentricities, and the rare things, are the tools Payne holds onto hardest.
Like many Kasi, Remu is innately a social creature and prefers being in the company of others than on her own. Her personality and attitude tends to shift to best conform with others she chooses to associate with though there are some basic ideals that she tends to keep. She vastly prefers cooperation over autonomy. Remu likes a relationship to be like individual organs who, while doing different jobs, work together to sustain a larger body. She gets lonely easily and thus seeks comfort in other people’s presence, even if they’re aggressive but not hostile. However Remu looks at the good of the group over the good of the individual, so if she has to Remu will remove anyone who may be an issue to them, even if it’s herself. Though she tries not to be a nuisance. Remu is hopelessly naive about other people and assume that they have the best interest of others at heart just like she does, and that they would also want to cooperate and help her just as she wants to cooperate and help them.
Biography
Remu is a Kasa from their home planet of Kasath, mountainous place located near a dying red dwarf. Her family was one of the few who remained on the planet for as long as they could in order to cultivate as much materials and preserve whatever cultural artifacts they could find. As a young kasi, Remu helped her parents as much as she could to save priceless heirlooms and natural resources onto their ship. It was during this time that Remu learned most of skills in archeology and forestry, preserving priceless artifacts from the ruins of civilization as well as harvesting natural resources.
Remu was only seventeen years old however when the dangers from the dying sun was too great for her family to stay any longer. They boarded the massive worldship, the Indari, and escaped their home planet before the sun would cause it to become completely inhospitable. She watched as the only home she knew grew smaller and smaller, until it became nothing more than a red dot in her memories. On the Indari Remu was given a basic education along with other young Kasi, though most of the teachings was slanted more towards Kasi culture rather than anything more universal. This made Remu hungry to learn more about other cultures aside from the Kasi, as she wished to see how other creatures in space has survived for as long as they have.
So around twenty years old Remu started to contact organizations and companies created by different races. In order to meet them, Remu wanted to work alongside other races and show them what she knows, as well as learn what they know. She used her vast skills as a forester to get a job as a pioneer meant to colonize new planets, and hopefully her relationship with other space faring races would build bridges to befriend one another. She eventually managed to get a job with a logging company heading towards Ferun V, so Remu packed all her things she could find before setting off on the ship towards this new and unknown (To Remu) planet.
Equipment
Plasma Saw - A chainsaw that uses both friction tearing and a plasmic field to cut through wood, stone, or even metal. While not originally intended as a weapon it is easily made into one with proper settings, which Remu knows. She has another Plasma Saw however it is too damaged to use, so she keeps it around as spare parts. The Plasma Saw is fueled by a Kasi powerpack, which is well known for being able to be recharged by anything that can produce heat, be it the sun, nonstandard chargers, or even placed in a fire (Though without careful watch this will damage the powerpack). Remu has two fully charged powerpack, one in her working Plasma Saw and another in the broken Plasma Saw.
Gravity Lifter - Another marvel of Kasi technology, a gravity lifter appears to be four disks connected by a metal rope. These ropes can extend to allow the disks to be placed on different parts of an option, ideally in such a way that they would be distributing weight properly. When activated all four disks in unison can lift up to a total of ten thousand pounds anywhere between one to ten feet. While in this mode they can then be transported as easily as pushing them towards wherever they need to go. This technology is often used to lift logs and other heavy obstacles out of the way without risking the operators. The Gravity Lifters can be used for up to three hours at a time, but require specific types of generators to recharge them. Remu knows what generators are needed but she doesn’t know the exact specifications of said generators.
Relationships
None
Other
Kasi
Homeworld: Kasath
Kasath is once a mountainous planet flourishing with natural growth and life. The creatures who inhabited the world are best known for their multiple functional limbs compared to certain other species of similar origins, with the Kasi themselves being the perfect example. Kasath was once rich in mineral goods brought about due to their planet’s dense structure and and gravity, creating massive wealth in intergalactic trade. However Kasath met a fate not many other places do, and that was the fate of their star entering the end of it’s age. While their sun would not turn into a supernova until two hundred more years, it’s slowly but surely in the process of doing so, and and thus made life on Kasath inhabitable. To escape the destruction of their homeplanet the Kasi had amass as much resources as they could and created World Ships, continental space ships large enough to house entire nations throughout space. With their home world abandoned, the Kasi must now forge a new destiny in the galactic frontier.
Appearance
Kasi are bipedal with grey or tan skin, black eyes, and a smooth face without a nose. The average Kasi will be six feet tall, though the tallest have been seen at eight feet tall. They weight anywhere between 120 to 200 pounds. Most Kasi have long, tall skulls, however recently there have been Kasi born without an extended skull and the organ within. They are naturally lean but with sturdy bodies, allowing them to perform intense acrobatics even at a young age, as well as survive falls that would normally kill other species. Their most notable feature is their additional pair of arms located underneath their shoulders, which they are able to use with great fluidity and grace. Kasi have very little sexual dimorphism due to being sexually hermaphrodite, however they may choose to identify as “Male” or ‘Female” depending if they wish to bare a child or other personal choice.
Physiology
Kasi bodies are notable for their agility and dexterity, along with their endurance and durability. This is due to their bodies having incredibly flexible bones and shock absorbent flesh, allowing them to withstand impacts better while maintaining a fairly light weight. The kasi’s additional pair of arms also compensate for their arms individual weakness, often working in close coordination if brute strength is needed. What allowed the Kasi to truly flourish however was not their arms, but their minds. Nearly all Kasi are born with a unique sensory organ in their brain that allows them to sense other Kasi and enter a sort of “Mind Hive” instead of one mind in multiple bodies, the Kasi have many minds inhabiting the one body. Though this Mindhive Kasi can gain an innate understanding of each other and even utilize their memories and skills, thus each Kasi can individually focus on a specific skill and when in the company of other Kasi, each can share their knowledge with each other to coordinate their efforts.
However this Mindhive is as much a weakness as it is a strength, as opposing ideologies will also conflict and fight for control. Kasi who are not cooperative to one another completely, or at least those who cannot put aside their differences for a specific goal, will literally cause headaches for each other to the point of that they could cause strokes and brain hemorrhages. These mindhives also ensure that if any one member of the mindhive is threatened, it will bring upon the full force of the others, and when pitted against other mindhives this has resulted in genocides. Additionally Kasi who are outside of the mindhive suffer from a sever lack of intelligence and foresight, often coming off as naive and foolish to others due to a lack of coordinated thinking.
History
From the beginning, the Kasi are born from a species of insect whose empathic ability allowed each member to easily contact each other over a long distance. This natural form of communication allowed Kasi to easily become the top of the food chain on their home planet, as each kasi could easily coordinate their efforts even with complete strangers, amassing their strength and knowledge together to overcome any sort of creature. So it was little wonder that their greatest threats were eachother.
The Kasi may seem like the perfect civilization who are incapable of mutiny or strife, but this is only because that it is built into the Kasi to eradicate anything that does not conform to the Mindhive. Kasi history is filled with many promising and powerful cultures and groups of Kasi who have both assimilated into one another, as well as killed anyone who opposed them down to the child. The Kasi have flourished for as long as they have only because they remove any seed of dissent and doubt, not because they never had any.
It is for this reason that much of Kasi culture seems to have not changed much beyond increase their technological level. While other races would have different cultures and ethnicities even among their own species, the Kasi are so homogeneous that anything that wasn’t accepted into the Mindhive was wiped even from their own history. The balance of power heavily shifted to those in favor of the Mindhive, and rarely was innovation ever made without the consensus of the primary Yutani, the leader of the Mindhive.
Compared to other civilizations the Kasi are a fairly young race, despite having achieved intergalactic space travel before such races like the humans. This is thanks to their Mindhive which has allowed them to pool their knowledge together and discover that their sun was in the process of dying, which collectively encouraged the entire race of Kasi to find a way off their planet before they were completely eradicated. The state of their star did however protect the Kasi from conquering space faring races, as their homes would be of no use if they were going to be inhospitable within a few generations.
Once the first Kasi were able to traverse space and meet other races, they opened up trade selling valuable mineral goods on their planet, emphasising their imminent destruction to purchase rare materials that will soon no longer be available. As more and more Kasi migrated onto World Ships, they also became selling salvage contracts to their home planet, allowing nearly any space-faring race to go to their home planet of Kasath and strip whatever materials they could find within the confines of the contract. These contracts promised much more wealth than merely buying the materials directly from the Kasi, even after they had already gone through the process of stripping their own homes of valuable resources.
Nowadays the Kasi continue to sell their precious goods to other space races, while also employing their workforces en masses. Kasi have a vested interest in colonizing a new homeworld for themselves and seek to obtain one through diplomatic and trade agreements, as they lack a homeworld to defend should they attempt militaristic conquest. That being said the Kasi are far from defenseless and their focus into deep space survival has allowed them to arm their World Ships to be comparable to entire armadas of other species navies, to not even mention the World Ships the Kasi have dedicated solely to military operations.
Religion
The Kasi believe in an afterlife after their deaths, where their memories and ideals are pooled together to create a new conscious in an ethereal plane unreachable even with their technological advancement. These ideals are not entirely unlike reincarnation, however there is a large emphasis on the fact that what one does during their life as a Kasi defines what their fate in the next life would be. To lead a rich life will result in continue that rich life in the next one, but leading with a poor one will have you start a poor life. Notable these ideals focus on what a Kasi is doing in the present, rather than what they have done in the past. What you have accomplished in your life before will not affect you in the next one over, but if you lead an empty existence at the point of your death, then you will be an empty existence in the next one.
Culture
Kasi culture is largely conformist, emphasising being able to stick with other like-minded individuals to achieve whatever goal or purpose the group is collectively pursuing. Due to this dogged mindset of collective achievement each member of the group is motivated to do more than their fair share of work, with each other as the only means to ensure that even gets an equal share without forcing the others into taking on a heavier burden. As the Mindhive will alert each other to when a member is struggling, trying to hide or make others do more work than one’s self is nearly impossible for the Kasi to do to each other.
This sort of thinking has led to many elderly Kasi to continue work even when they are physically unable to, and many often die in the line of duty as opposed to resting in their homes. It is considered a great honor to die in such a fashion that those who do are often celebrated within the community they died in. However at the same time, elderly Kasi who are still alive but provide nothing to the community, not even knowledge or wisdom, are seen in the same light as those who do not conform to the Mindhive and at shunned at best, or executed at worse.
Marriage is a concept that the Kasi have and it is said that the bond between to kasi allows them to achieve a connection known as an amalgamation, a fusion of the mind. This complex ritual fuses the conscious of the Kasi together and allows them to inhabit each other’s bodies, which is considered the ultimate form of union. Forced amalgamations are not impossible, as they are often brought upon when a single kasi is forced by the majority, however such fusions can and will result in death if one of the parties are not in complete agreement.
Having left their homeworld due to its imminent destruction, there has been a surge in patriotism among the Kasi. Seeing themselves as the last survivors of a lost world many Kasi have begun a Mindhive in favor of their own well being over the prosperity of other races. Currently there is no hostilities as the general consensus does agree that the Kasi must find a new home for themselves, however the Mindhives continue to discuss how this home would be found. Many are in agreement that they do not wish to threaten the safety of the Kasi to find this home, but have not yet decided where they must settle or who they must deal with.
There is a notable but not active Mindhive within the Kasi who are willing to conquer planets already colonized by other space faring races, or at least will have no issues against committing genocide against a species populating an unclaimed planet. This faction has neither been suppressed nor voice however, since there such an opportunity has not yet arisen.
The kasi are sexually hermaphrodite, with ideals like “Male” and “Female” typically associated with the role and purpose of the individual Kasi. “Males” are associated with industry and craft, often doing tasks such as manufacturing arts or resources, as well as creating stratagems and complex ideals and systems to lead certain governing bodies or organizations. Thus they are often craftsmen, laborers, leaders, or artists. “Females” are associated with protecting or caring for others, often making them teachers, doctors, and soldiers, as their duties focus on the safety and concern of others rather than simply achieve a goal. Homosexuality is an unknown concept to Kasi since sexually speaking two “Males” or “Females” are completely capable of creating a child with each other. That being said when Kasi come to mate, they typically seek out Kasi who do not share their knowledge in order to expand the range of their abilities, so ideally they do not work the exact same occupation and thus the same gender. Though they do still seek Kasi who personally conform to each other's beliefs, which is more common to find in a shared workplace.
Government
The kasi government is lead by the Yutani, the Mindhive leader. The Yutani essentially is a single Kasi whose sole opinion has gained the consensus of the Mindhive as a whole, as well as having survived the process of having potentially millions of other Kasi in heavy disagreement with the kasi in question (A process which can be fatal in such large amounts). The Yutani is thus seen as a supreme leader for the Kasi, and the general consensus is thus that the Yutani will lead and guide the Kasi as a whole. The length of these rules can vary depending on the success and strength of the Yutani; typically a new Yutani is chosen when the previous one either gives up the title, or more often than not, dies due to the stress of their duties.
I edited my Bio to mention that she was on a ship heading to Faren V, followed by some nondescript chaos, and the urge to escape it. I hope that's general enough to work.
Location:Atlus system/Xen sector Climate:Average Daytime Surface Temperature, 87°F/16°C. Average night -10°C Biomes: Vast deserts with golden sand and mountains dotted across the landscape and several cities stretched across the planet. Wild life:
Jakes: Scattered across the golden sands of Hale are packs of Jakes, they are Jackal like animals that roam in packs and are extremely aggressive to both offworlders and Halions alike, they have the intelligence of a terran wolf, they usually claim small oasis around the planet as their own and don't accept visitors unless they are members of their pack. If captured they can be domesticated and trained to be considered war hounds due to their sheer size of 3 ft 8 in on all four legs.
Cliff Chasers: Taurtic creatures that live within the mountains, they prefer to stay secluded and away from most other creatures, they can be very territorial and somewhat aggressive towards any living being that's not one of their own kind. Their intelligence is unknown, but they do use crude spears, sling shots, and badly put together firearms, they tower over most bipedal races at the tall height of 7ft or even 9ft, most of them are estimated to weigh from 840lbs to over 2,000 lbs. With their taurtic lower half, they easily scale up mountains and chase down their prey.
Appearance
Due to their creator's attempts to make humans, Halions from afar, look almost exactly the same as humans, but with many differences when seen up close. Most Halion adults average at the height of six feet or six foot and five inches for both genders, one of the first things many other races notice of them are the black scalara of a Halions eyes and the golden color of their iris, that glow a bright color when in darker enviroments. Most members of their race have a stocky build dude to their militaristic government's mandatory training regiments and the fighting of local wildlife or aliens that attack their planet.
Physiology
Due to the harsh environment of their planet, most, if not all Halions can survive on planets that have harsher environments than most others could, and do it with ease. Their forms are usually stocky and even bulkier with power armor, even without physical protection, Halions have thick protective skin across their body, while it won't stop a bullet from killing them, it does protect them from light cuts, scrapes or contusions. Over the years of eating other alien races, their people have slowly strengthened the acid in their stomachs to digest almost any alien that doesn't have poisonous skin.
But even with their almost invincible physiology, the Halions suffer from a short life span ending in their early forties with some females living to their fifties or sixties. One of the things that make the Halions a deadly and feared race is their beserker like anger, that makes them ignore physical pain caused to them, but it also makes them throw rationality and logic out of the window in order to sate their anger in the moment, while most of their people can get angry only some truly know how to use it to its fullest. Probably one of the things that most other races do not know about is their enhanced smelling, like a bloodhound they can pick up on smells that most others with weaker noses would never know of, but it comes with the downside of picking up scents or smells that could harm them such as poisonous gasses or bad smells that don't agree with them.
While most see their race as almost unstoppable, they have a couple forms of weaknesses, one of the most common is their hair and eyes glowing when they stand in direct moonlight making their heads clear targets to enemies.
History
Unlike most other races that were created through evolution, the Halions were made through several generations of mix breeding, one of the races probably being humans due to their looks. Once their creators had the perfect breed, they used the Halions as front line planet defenders against hostile alien forces and they were soon used to take control of the entire planet killing most other aliens that made their planet home beside local fauna, and for a while it worked for them. Their genetic creations fought for them being supplied by their creators and taken care of, but when peace began to flourish the Halions slowly began to feel irritable, the lack of combat began to make them question their leaders and creators that made them to only live for such a short time.
It didn't take long for the Halions to turn against their creators when their questions were ignored or explained away as something they shouldn't think about. The creators didn't last longer than seven hours against the Halions, they were dragged out of their homes and swiftly executed, government leaders were killed as they attempted to flee the planet and new leaders were put into power, leaders that would give the people what they wanted. Slowly they began learning and using their creator's technology to better themselves and learn space travel and once they did it the entire galaxy knew it, they created massive ships housed with dozens upon dozens of warriors the first neighboring planets that they attacked provided little challenge to them, it was only when they moved further into the core worlds when a real challenge shown it's self.
Humans and Qari provided a long on going war with them that sated many of their warriors after battles leading them to see the two races as great opponents as they fought both races for nearly a year with long bloody battles whenever they would encounter the two races in their home systems or colonies or even in space and allowing their opposition to escape before they could completely wipe out the squad or teams. After their debut to the two races, the Halions spread out around the galaxy fighting more obscure races and moving on from killing them on the spot to imprisoning weaker aliens and forcing them into hard labor. As odd as it may seem, the Halions fell back to their system with prisoners and haven't really been spotted fighting for a couple years after they showed up with almost relentless brutality. They slowly worked on "Re-educating" prisoners and aliens that submitted to them, due to the vast number of prisoners and aliens that submitted to them, they were forced to pull back and deal "Re-education" first before they would continue their warpath on the galaxy.
Religion
Halions believe in three or one of the nameless gods.
The first is the god of wisdom and intelligence. The most known and less cared about by a majority of their kind due to the fact that many believe that they do not really need wisdom or intelligence in order to fight someone, it's a pretty straight forward god to believe in, they accept all knowledge even if the knowledge could be wrong or if it's vague.
The second is the god of Battle and destruction. The well known and most praised of the three due to the majority of the Halions love of combat and destruction, like the first this god is mostly straightforward. Crush your enemies whenever or where ever they stand, fight every battle as if it's your last, and only show mercy to enemies that you respect.
The third is the god of death and reincarnation. The only god that is probably misinterpreted the most, unlike the first two the god of death and reincarnation is a god that was believed by the creators and the Halions that praise and pray to the god, do it for the wrong reasons. They pray to them to make sure they or their enemies are reincarnated stronger the next time they meet, to them death is like an injury that they will recover from in time.
Culture
Being a culture of militaristic warriors, the Halions have a love of war of combat seeing fighting and or training as the ultimate past time for most of their race, with their daily morning routine being several exercises before doing anything else. One of the many things that Halions pride themselves on is their power armor something they claim are second to none and to be their second skin, the suits usually look bulky for extra protection for most ground troopers while spies, scouts, and officers have a thinner, sleeker, and more customized look to their armor.
On the home world and some planets close to it, Halions engage in open polyamorous relationships, but also have a form of marriage among their people, it's called The Oath, it's a series of trials involving pain, teamwork, and sacrifice, once finished, the couple would both present each other with a weapon that they must construct with their own two hands, when both are given their weapons they both must take an Oath to be loyal to one another and to never lose or break their weapon or their Oaths will be considered weak or easy to be misplaced.
Before aliens would submit to them, art was one of the many things Halions cared the least about, but when aliens began to produce art and dance, they slowly embraced art such as paintings and statues, creating paintings and statues of their most well known Generals. Public works of art such as statues or hologram displays are made to be pleasing to the eye, but also have a form of usefulness, such as telling the time of day or giving simple directions to stores many wouldn't find.
Even though their people have firearms, some of which are almost small Gatling guns and have their own category of weapon, a good portion of their warriors prefer to use metallic similar to arming swords or energy blades, the reason of their use is due to their berserk ability making them want to crush or break everything around them with their hands, with a sword they don't have to use their hands.
On worlds nearby the home world, the Halions and other locals adopt the customs of other aliens that they see as interesting or as better than theirs, they aren't against change and are willing to better their people in many different ways, one of the many ways they've tried to better themselves is by studying their creator's genetics and other alien genes in order to expand their normal life expectancy.
Government
Their government isn't an empire like Qari or a Federation like the humans. The Halions have a form of Stratocracy letting the government be controlled by a council of Military Generals who create laws and actions for the people under the government, anything that wishes to get turned into a law, a bill, or if some new form of rights were to be made, they would have to be approved by the council of Generals before anything would get done. Generals are often, but not always picked by troopers and some civilians for their wisdom and choices made during their time as former officers, but in order to become a general, they would need to first complete officer training and would have to see some form of combat and given orders to troops under them to show that they wouldn't be a hindrance.
Like her mentor, Quinn tries to do her best to come off calm, cool, and stoic, but struggles trying to do it and let her emotions out instead of controlling most of the time. Staying true to her people, she loves fighting and getting angry, well not really just the getting angry part the feeling after breaking a number of objects or crushing her enemies completely. One of Quinn's many wants is to become a weapons master and know how to use every piece of weaponry in the galaxy even if she dies attempting to do it, in hand of the weapons master wanting, she also wishes to have sort of an ark for weapons, two of each weapon, firearm, sword, bombs, if it kills then she'll want it.
Quinn doesn't understand the concept of wanting peace, just as most of her people, she revels in the chaos of battle, enjoying the almost deafening sound of explosions, the ringing in her ears, the sounds of gunfire, the spilling of alien blood on the ground, the fact that she could destroy something beautiful in a blinding rage. Silence is one of the many things Quinn hates the most, it makes her irritable and angry with her complaining that it's eating away at her.
Biography
Born on the Halion home world, as a child Quinn worked as a tank operator learning the ins and outs of heavily armored vehicles, once she hit puberty, she was told she would need to fight in front line combat due to her new gained height and weight. She underwent the intense training and went on a strict diet of foods, once her training was complete she was a only seventeen ready to see combat off world. In her first ever battle, the strike team, she was a part of were ordered to retreat against a group of Humans and Qari working together on a colony planet, the strike team leader ignored the orders along with the rest of the team and wiped out the entire colony leaving only ruins and burned bruised bodies.
When they returned to the general that gave them the order to retreat, they were told that they would be discharged for not following orders and wiping out an entire colony instead of taking prisoners. Their fire team leader went against the general and told them they were weak, retreating would be cowardly and the colonist attacked first, after the tongue lashing, Quinn stayed with her fire team leader who later became her mentor trying to teach her how to control her rage and use it as a weapon against their enemies. While learning under him, the two found themselves working security on Faren V, using brutal intimidation to scare off and crush pirates and other enemies alike with no mercy, when they were launched out of escape pods, her mentor disappeared and ever since her pod slammed into the planet she couldn't find him.
Equipment
-It's a sword, it's used for stabbing, slashing, and impaling enemies to death, nothing else really needs to be said.
-Jump pack, it's like those cool lookin Jetpacks, but it's just used to blast people to higher hights, do not confuse with a jet pack is written on the side in crude marker
Relationships
Mentor teacher-Roza Hji
Other
-While enraged she doesn't hesitate with her attacks, even if she's close to allies or non combatants -She thinks Qari is tasty when cooked and prepared correctly -She carries around a weatsone to sharpen her blade in her free time and as a way to concentrate and not let silence get to her. -Quinn knows how to upgrade and how to add components to her power armor
I have to add in some pictures and relationships but otherwise this is it for my CS. I have a question about the memory loss: Do the characters only not remember the events surrounding how they've found themselves on an escape pod or is the memory loss more extensive?
Syviis "Syv" Athimmi
Syviis is on of the Cat Caste Azaali, who are most similar to Wolves. They retain the same balance of strength and speed, the exception being that they are shorter and slimmer. Because of that, compared to Wolves, Cats are weaker and more agile. Their build also means they have less stamina compared to Wolves. They have the same sharp senses, however Cats can also act on that, giving them an edge in reflexes. Similarly to Wolves, Cats are good fighters and survivalists, but are more suited to stalking, ambushing and short pursuits compared to the direct confrontations and long treks the Wolves are capable of. Obviously, their masks are cat-like. Syv is 5'5 feet (1.65 meters) high and although his mask is mostly cat-like, its ears are larger (like those of a Wolf).
Age
97
Species
Azaali
Profession
Hunter/Racer
Personality
Like most of the Cat caste, Syv is independent but can enjoy social connections as much as he does solitude. He is courageous, adventurous, curious and comfortable with himself, which gives him a calm and relaxed confidence that can often soothe others in need. His hunting experiences have only helped his patience grow and Syv has no problem observing quietly and unobtrusively – he knows when to preserve his energy – and then acting swiftly and decisively at the right time. The Wolf ears on his mask are also indicators of his adaptability (his instincts can offer him a good grasp on a situation, but there is always the danger of interpreting something wrong, which is not unlikely considering his cultural heritage), sociability and intelligence. He’s definitely a man of action rather than intellectual pursuits, but he does strive for knowledge in his occupations (hunting and racing) and can also be rather analytical when the situation calls for it.
Biography
Syviis was born on Shae to a Cat Caste father and a Wolf Caste mother, both hunters, and was Registered in the traditional ceremony. When Syv’s mask formed, it took the shape of a Cat but with a Wolf’s ears (larger than a Cat’s) which the community took to mean Syv would make an exceptional hunter. Following the profession of his parents, he learned the ways of scouting, tracking, stalking, trapping and various other hunting techniques as well as general wilderness survival skills and fulfilled the expectation of being an exceptional master hunter, at least on his planet. In adherence with the belief of The Spacial Home, Syv’s first expeditions into the galaxy were to further his hunting skills on other planets.
Syviis was able to get by with just as a hunter for a long time and he was happy even his job was self-sustainable rather than being profitable, because even like this, he was able to travel and explore worlds. Sometimes he hunted alone, sometimes with other Azaali and other times with other species. His contact with other species was what made him aware of the concept of endangered species and while it seemed foolish to him that others would endanger the cycle of life with such reckless hunting, he did his best to correct the situation. He educated himself and others about endangered wildlife, taught the proper hunting techniques, even wrote a paper on the etiquette of hunting and made some speeches about it and never accepted jobs from clients who would waste his prey (e.g. he never hunted for those who were solely interested in having a trophy).
However, his curiosity and thirst for exploration grew further and he was no longer content simply with exploring the galaxy’s wildlife. He wanted to familiarize himself with other species’ technological advancements and become familiar with those parts of worlds that he hadn’t much paid attention to in the past. In one of his expeditions to what he considered technologically advanced communities, he had the pleasure of experiencing hoverbike racing. The combination of risk, reward, skill, and thrill involved were just the right to get him hooked. Syv started racing as a hobby which allowed him to better experience The Spacial Home, but eventually he won enough high level races to be recognized by others, which opened even more opportunities for him. He discovered that racing was a very popular and extremely varied sport and made it his secondary goal to race at least once in every type of non-lethal race (he found very soon in pursuing this hobby that racing often promoted lethal aggression between the participants, and he always avoided those types of races) there was, while hunting remained his primary pursuit. During his career as a racer he picked up some basic mechanical skills, enough to be able to do standard repairs to the hoverbike he was eventually able to purchase.
Syviis now lives a satisfying life of pursuing his two passions across the galaxy. He has recently been on a two-month long hunting expedition and was on the way to Faren V to sell some of his goods, where he also intended to sign up for an upcoming race.
Equipment
- Hunting rifle: can kill or paralize. Syv keeps the weapon on a sling on his back.
- Repair multi-tool: A device with settings for various (repair) tools that can be extensively modified and upgraded (though doing so is costly). Currently includes an assortment of screwdrivers, pliers, wrenches, a blowtorch and a knife. The device can fit comfortably in Syv’s hand; when not in use, he keeps it belted on his left hip. - EVA (WIP on the pic)
Syv is accepted, I am very happy that you were able to keep your character in line with a very complex, and heavily thought out race such as the Azaali. Syv will be interesting to see in progress, and please don't take this the wrong way, but as the Azaali are my love child and pride and joy, in the future I may happen to message you or speak with you on how the Azaali work or act.
Outside of that, before you ever decide something that isn't already mentioned about them, before sure to pm me about it and ask.
@ManoftheNorth Alright. I'm just glad you feel my character is in line with what you've written about the Azaali (and I really like them conceptually too). Sorry if I took too many liberties with the Cat Caste thing but I thought you'd probably tell me if I were out of line. And I think whatever you message me will be helpful.
No, as it goes you were coincidentally on the mark with them. Though some of the other castes(which are primarily unnoted for now) are very distinct in certain ways. The Cats were going to be obvious, like the other samples present, and you managed to get them more or less on the nose.
Thanks, should I post my race sheet with my character sheet?
Also feel free to make Kasi characters yourself. They're still individualistic and wayfaring enough that you could meet more who aren't like Remu, even antagonistic ones.