WIP
Name: Sol
Age: 25
Gender: Male
Species: Streip
Appearance: Sol Is a Streip with Yellow eyes, chocolate brown hair that reaches past ears, with light skin tone color and crimson red markings. Sol Wears amulet around his neck with symbol of sun carved in it. Sol wears tribal leather military armor made from metal varmbrace's, sholderpad and hood with metallic foreprotector that he often keeps down. All three having carvings in them. On his belt with metallic twin horns buckler he carries a Vibroknife holster and on back a holster for his High Charger shotgun. He wears kneehigh leather boots with metallic protection covers on top with carvings on them. He's also wearing breeches with leather covers at side for protection.
Personality:
Skills, Talents, and Powers:
Sol Is skillful in use of Gun enhanced weapons his species uses in combat and is also good in barehands Close-quoter-combat, his skill with range weapon skills are slightly below the average Streip soldier.
Klashanamaar Trance
Through training Sol has managed to grasp the concept of activating Klashanamaar Trance that's considered dangerous amoung his people, due to hostility toward everybody and vast physical strenght increase that makes it even 5 fully fledged streip soldier to keep person down.
Halfway to Otherside
Managin to keep himself from going fully to Trance, Sol can keep his reasoning, and get strenght boost that isn't high as in complete trance. There is a danger of going into full trance if Sol takes too much damage.
Shamanic Sensitivity
Sol was born with sense for magic but chose military career instead of shamanic. He sense different forms of energies. If there is magic in the air near him, or if enemy is a magic user, he can sense it.
Equipment:
High Charger
Streip Shotgun Mace combination weapon used in melee and closerange, using the shotgun feature to either range attack or to give the weapon swing a speed boost.
Vibroknife
Offworld weapon that uses vibration to increase the cutting strength
Additional Armor Plating
Easily detachable and addable plates of armor that are crafted to be durable, light and easy to move in.
Kinetic Barrier Unit
Offworld technology for additional protection against physical damage. Surrounding body in unseen field of protection until it takes damage.
Brief Backstory: What they did before becoming a Herald and why did they become one.
SPECIES
Species Name: Streip
Home Planet: Corintahl
Appearance: A Humanoid race, recongized easily by their red areas underneath eyes and marks around their Necks and on their arms also being color of red. Other physical features Streip's commonly have are hard carapace at the end on Fingers and toes, having four toes on both legs. There are also Lines of carapace covering torso. Female counter part of Steip's Is larger in comparison to male ones
Brief History: All Streip Cities are Lead by a General who is in charge of City's safety and well being. Guided by two advisors, Above General Is Lord General Who leads holds. General of each hold is under service of Lord General in council, in up keeping the peace.Council Members are forbidden from taking military actions against each others but can engage those who are outside of the council. Outside generals have permission to engage in military campaign against council members in attempt to take their place and become the new member. When Lord General passes away new one is either elected or council war is started to find New Lord General to lead. Allowing members to fight against each others. Military weapons that Streip's use are often Melee weapons with gun enhancement in them to give boost in swing speed or damage output. Female warriors are most know for their great sword and gunsheat combination of using them with grace. Streips maintain their leader system in their own home planet and try to keep outside race away from their political wars. Those who lead their own people off home world are called Nomad Generals. Their job is to guide and protect their own.
Some Streip's also practice shamanism who performed healing, spiritual guide and magical feats. well versed in threads of magic in their homeworld, but also curiously learning from other worlds relationships to own magic. some among streip's have a sense for magic and often follow the shamanic path. While others Who have the sense, decided to join the military career.
Notable General Information: Streip's resemble human in many ways, but are easily recognized because of the birthmarks they bear around their body and face. By hiding their physical features around their body they can easily pass as human. Streip's are physically much stronger than average human, allowing Males to lift one and 3/4 amount of what normal human, females can lift twice the amount normal human can. can and can recover quicker from exhaust. Streip's may sometimes suffer from "Klashanamaar" Called trance that makes them violent and unpredictable, causing huge increase in strength but lose their reasoning for time. Making it hard even for 5 streip's keep the berserking person down.