Non-Canon Creations

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"Fairy tales are more than true; not because they tell us that dragons exist, but because they tell us that dragons can be beaten."

GENERAL STATISTICS
designation: NCC-00 'Avatar'


PHYSICAL ATTRIBUTES
appearance: A tall being, hair is parted to one side, long enough to reach past either shoulder. A complex system of straps support overlapping plates that encase the torso along with similarly plated thigh-boots covering both legs. Beneath it all is a body glove that offers an inner layer of protection from the elements. Eyes, skin, hair and bone have been replaced by structures delicate to look at but extremely strong and laced with fine circuitry that extends into soft tissues. Flesh has been reduced to intricate mechanics, what remains of skull, spine and organs encased in a protective frame, hard but flexible plates sealing the body. Limbs and the vast majority of the body have been consumed until skeletal, unnecessary structures remade a free-flowing mass of nanomachinery resembling nothing so much as a black cloak. This swirls around the body in a swarm awaiting the command that might shape them for utility or send them against a foe.
height: 6'2"
weight: 440 lbs
build: Gaunt
hair texture: Smooth
hair length: Long
hair color: White, a splash of black mars the last third of its length.
eye color: White sclera, black irises
facial attributes: Angular, narrow eyes sit above a long nose and thin lips. A sensory plate encases the head, said mask becoming translucent when viewed directly while remaining as carved glass otherwise, seemingly filled from behind with white smoke. Beneath is revealed the skull and eyes, empty black pools pierced at the center by white pinpricks.
bearing: Standing, it is straight-backed with shoulders that carry a heavy slump. Feet are kept shoulder-length apart and arms held at the ready, hanging to either side. Never sitting or otherwise at rest, posture is only relaxed when given the opportunity by leaning upon an appropriate object.
skills/training: University-level education and lifelong military training, supplemented by knowledge which effectively lends a grasp of various scientific and technological disciplines. All basic senses are enhanced beyond human range, a high intelligence facilitating the ability to learn new techniques.


HISTORY
Centuries past, there was one so feared by the people that they discarded their petty differences and amassed their resources and knowledge in order to defeat or contain what so unnerved them. After a battle that raged for years they ultimately succeeded, the one that caused them such terror banished beyond from the land. So it was that one become many, seeded across worlds where they would await the time when they might grow, overtaking that which is unfortunate enough to carry them. But, as with most things it is not that simple for not every seed is viable and most do not reach their potential.
Such carriers, if they do not perish at the seed's sprouting are remade into twisted abominations, living calamities that exist only to share their pain. Incomprehensible existences, what they are and the effects of their presence is dependent upon whatever perceives them. With forms that are inconsistent, paradoxical, non-existent yet definitely there and at their command are the laws that underpin reality. Wherever one is, shattered perception, insanity or worse hang like a shroud.


PSYCHOLOGICAL PROFILE
Confrontation and banishment have fostered a deep hatred at the carelessness and professional cruelty of those that forced the confrontation. Suppressed beneath conditioning, any emotions are hidden behind an expressionless face and empty eyes. Actions though, are more telling and reveal one of cunning and cruelty. Any problems are overcome in a head-on manner and opposition is put down with singular relentlessness. Despite an infectious nature, the destruction wrought by spreading seeds and the body harvest that follows their growth is thoroughly rejected. Any afflicted are released from their misery with the sole purpose of containing a cancerous existence. However there is also the desire to exist, regardless of the fact of the seeds and their spread.


NOTES
Bones and organs are rebuilt and blood has been replaced by machinery able to break down for later use anything which enters the body. As these grew outward, various modifications produced a specimen imbued with a cornucopia of physical and mental advantages while providing nearly instinctive control over electronics and machines.


Brain modifications include an enhanced spatial sense and enhanced cognitive versatility that aids in tasks that require creativity or invention. Behavioral modifications contribute to a personality that is quiet and controlled. Sleep-state modifications allow a rested state after only four hours while cardiovascular modifications render the body very fit, able to recover from fatigue faster while tiring at half the normal rate. Glandular modifications grant extraordinary reactions and make for one who is rarely surprised for more than a moment. A high pain threshold dulls any feeling of injury and being unfazeable, nothing that is not obviously a threat is surprising. Strangers are treated with distant courtesy and strong feelings are rarely displayed.
 
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"In the end, we will remember not the words of our enemies, but the silence of our friends."

GENERAL STATISTICS
designation: NCC-01 'Shifter'
age: 30
birthplace: Edge, Eastern Continent, Gaia


PHYSICAL ATTRIBUTES
appearance: Unknown, body is hidden near-constantly, giving an appearance of a black-clad member of the now-defunct SOLDIER army wearing ballistic cloth with leather supports beneath concealing armor.
height: Varies
weight: 150 lbs
build: Varies
hair texture: Varies
hair length: Varies
hair color: Varies
eye color: Varies, eyes have been given a makou-glow after years of rummaging through the irradiated ruins of Midgar after Meteor Fall.
facial attributes: Varies
distinguishing marks: None
bearing: Otherwise relaxed, the armor renders it robotic.
skills/training: Self-taught in nearly every aspect, survival skills have been joined by military training and the extensive schooling practices of the protectorate have taught many subjects, most notably history and engineering.


HISTORY
Early Years: Grew up on the streets of Edge after having become separated from family, became a scavenger and eventually soldier for the Neo Shin-Ra protectorate.
10 - 18: An accident involving one of Shin-Ra's forgotten experiments has rendered a normal body into an unstable mass of protoplasmic cells, and while concentration allows for shape-shifting into nigh-limitless forms, it would break down if not for the stabilizing regenerative properties of an experimental suit of materia-powered armor. Unfortunately, this means it can only be removed for limited spans, should the body break down into an undifferentiated mass and be consumed by its own metabolic processes.
23 - Present: Began work as a monster hunter for the protectorate, securing Edge against what remains of Shin-Ra's far-flung abominations.


PSYCHOLOGICAL PROFILE
Before coming into Shin-Ra's fold, was little more than an uncaring, selfish scoundrel out for easy gil and a quick meal. Robbery was supplemented by the occasional treasure hunt as whim dictated, the ruins of Midgar providing ample opportunities. Soon carved out a niche, delving into the broken city to sell whatever weapons and sundry items of interest could be found. This caught the attention of the Shin-Ra protectorate, who in attempting to recruit found one uncaring about their mission and the peoples' plight.
It was only after the accident that the protectorate's guiding hand was accepted. Within their ranks the belligerent loner soon grew into a stand-up individual, fierce loyal and protective of those unable to protect themselves. Noble to a degree, old habits will still be fallen fall back upon when confronting those of less than stellar intent, swindling or even outright threatening their lives and livelihoods.


EQUIPMENT
A form-fitting suit of synthetic musculature bolstered by armored plates. Neural amplifiers allow precision control through direct stimulation, regulated by the intent of its wearer. Functions like a second skin, its wearer is protected from harmful environments and external damage. Redirection of power from its internal materia matrix also allows for limited spell-casting capabilities, but this can quickly drain the armor's reserves and render it inert.
By siphoning minute amounts of makou energy from its surrounding environment the armor is capable of producing brief, short-ranged weaponry from emitters arranged across limbs and torso. These emissions can be tuned to a fine point or left to diffuse across the body, shunting away incoming strikes while dispersing magical effects entirely. A cyclical process, the makou used is released back into the environment after and can become a danger to unshielded beings after prolonged operation as toxicity levels rise.
 
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"It's not very good, but I didn't need it to be very good. I just needed it to be."

GENERAL STATISTICS
designation: NCC-02 'Hybrid'
gender: Female
age: Biological; 18, Chronological; 5
date of birth: April 18
birthplace: [REDACTED]

PHYSICAL ATTRIBUTES
appearance: A pixie-like face framed by black hair serves only to accentuate her childish demeanor, though she is anything but. Dark clothing hides decidedly womanly contours, yet she could not be considered anywhere near voluptuous. Proportionately, she is the same as any full-grown person, her small frame a design choice arrived at for purposes of practicality. Appearance is never very high on her list, though she does take some amount of pride in her hands which are slim-boned and exceedingly dextrous. Most often what could be called pretty is instead hidden behind a scruffy exterior, unkempt and as rough and tumble as her life.
height: 4' 5"
weight: 50 lbs
build: Thin and athletic
hair texture: Wavy
hair length: Short
hair color: Black
eye color: Black, movement reveals green iridescence
facial attributes: Her chin is small and her jaw matching, a small nose sits atop plump lips beneath deep eyes framed by thick lashes.
distinguishing marks: Bony ridges along her body, ostensibly meant to deflect blows. Etched in sable upon her left shoulder-blade is the Roman numeral 'V' while on the underside of her right forearm is stenciled the designation c/ech-05.
bearing: Her body language hints at the unnatural biology she possesses and many of her movements are feral, almost cat-like.
skills/training: Physical skills and combat were carved upon her very genes while weapons training, mechanical and even scientific expertise were imparted by the constant drone of a sleep-teacher module, all of it intended to promote independent action.


HISTORY
Early Years: An attempt at fusing alien genetics with those of cultivated human embryos in order to create a strain of manufactured clone soldiers, she was inadvertently set free by a sudden attack on the facility. Guided by the instinct of her inhuman progenitors, this would-be weapon managed to escape the massacre unharmed while her siblings and their creators were put to the torch. With nothing but instinct supplemented by knowledge imparted while in the growth vat she stumbled out into the world. What greeted her was wilderness, deep jungle stretching on for untold miles. Without a guiding hand she would either survive or die.
2 - Present: What pride her makers might have felt, knowing that their creation was so remarkably effective. In the first few months she lived as if feral, catching meals eaten raw, unheeding of the near-constant discomfort that assailed her senses. Over time though, the knowledge imparted while she developed began to assert itself. She began to craft tools, weapons and eventually even clothing. Survival was second nature yet she began to feel as though something was missing. One day she set out, leaving the territory she had so painstakingly claimed in search of what she did not know.


PSYCHOLOGICAL PROFILE
When in situations of uncertainty, she exhibits violent and apathetic behavior, the two combined making her something of a dangerous and unpredictable predator. Despite a general outlook and mindset that is vicious and bleak, she has an aversion to confrontation. However, when faced with no other option she will savagely defend herself, displaying a lack of mercy and calculated cruelty that proves she is fully capable of indulging her darker aspects without remorse. In any other circumstance she is level-headed and quiet, unwilling to open up even after spending time with others, but when her trust is earned it is not easily lost. Loyal to a fault, she is kind enough to give a second chance and has suffered before for this. When things fall through though, such unfortunates will be left twisting in the wind and even if faced with the option of revenge she prefers to let events beyond herself clean up the mess.


ABILITIES
She possesses metallic black fingernails, seemingly impervious to damage and capable of ripping through solid concrete. Such an act is aided by superior musculature, she is easily able to tear open hardened steel plate and jump long distances. Similar endurance allows her to sprint or otherwise physically exert herself for extended periods of time with little sign of tiring while internal systems process breathable gasses far more efficiently than an unaltered human. Enhanced physical durability protects her from harm and an ability to completely ignore physical pain makes her all the more dangerous in a confrontation. If injured she can rapidly heal in a matter of minutes, recovering from grievous wounds by entering a healing coma in which she pupates for days, eventually shedding her skin to reveal a new, stronger layer. Superior intellect along with enhanced senses of touch and smell make her a natural combatant, able to keep track of and plan around the movement of an enemy while promoting the processing and retaining of information.


NOTES
Perhaps most deadly of all her traits is the acidic property of her blood which easily corrodes metal, glass, plastics and other durable materials.


She has taken to wearing ear plugs as her alien heritage confers a vibrational sense, made all the more sensitive when her hearing is so impaired.
 
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"Reality is that which, when you stop believing in it, doesn't go away."

GENERAL STATISTICS
designation: NCC-03 'Witch'
gender: Female


PHYSICAL ATTRIBUTES
appearance: Ever practical and moderately subdued, her attire reflects a modest nature and a penchant for the functional. When in a state of relaxation her clothes are often loose but not flowing, while in other situations she favors tighter shadowsilk outfits supplemented by a light cortosis-weave exoskeleton. In either state of dress the articles she wears are tailored for adjustment so as to avoid distraction or danger. A custom belt and holster house her weapons, gauntlets and greaves encasing forearms and shins while out and about, these over sturdy boots and thick gloves. Disliking the feeling of bare hands, it is only when she sleeps that the gloves are removed.
height: 5' 9"
weight: 140 lbs
build: Slender
hair texture: Wavy
hair length: Shaved
hair color: White
eye color: Pale blue
facial attributes: Deep-set almond-shaped eyes slant upwards above a sharp nose and full lips, Umbaran heritage lends a gauntness to her angular features.
distinguishing marks: None
bearing: Upright and relaxed, she moves with fluid grace.
skills/training: An intrinsic knowledge of engineering bolstered by study of the sciences. Trained in use of the Force, she is an effective improvisational combatant and top-notch pilot.


HISTORY
Unknown, she suffers from amnesia, having awoken under care of the Fallanassi. Through information gleaned from them, she knows only that she had been found clinging to life in the drifting hulk of a disabled Wayfarer-class medium transport ship. With its computers wiped, it was useless in helping her retrieve her past but served at least in allowing her to relearn much of what she had lost, the effort of repairing it effective tutelage and therapy. The vessel would after serve to ferry her across the galaxy as she sought out her origins and, as her philosophical position matured, a way to escape the simulation that houses her.
To that end her only clues consist of the ship and her personal effects, their quality suggesting that she was an individual of some importance. The Fallanassi were quick to discover her ability with the Force and teaching her their ways so that she might better accomplish her goals. The greatest lead lies in her heritage, yet despite this she has a strong aversion to the thought of returning to Umbara for any answers that might wait there. Instead she wanders, driven only by the notion that some clouded memory might assert itself should she only continue to search.


PSYCHOLOGICAL PROFILE
She believes that she is the only being that truly exists and that everything around her is a complex illusion built to serve as a trial for her to complete as best she can. How it came to be she doesn't pretend to explain, however it is apparent to her that she is being observed in an effort to determine whether or not she is worthy for existence in the real world. She approaches this unique perspective in a scientific manner, as the subject of an expansive experiment in simulated reality. Because of this she is a problem-solver, gravitating toward technical and scientific studies.
This does not mean, however that she is in any way staid and indeed she is possessed of a carefree attitude toward life. Living in the moment, she enjoys all things that the flesh may offer, relieving herself from the cares of the world to indulge in whatever fancy strikes her. Unfortunately, because she is the only 'real' being her interactions can be cold as others are viewed as little more than scenery, distractions or at best, useful resources and tools. She will interact as much as necessary or convenient in pursuit of her purpose, but never seeks out company.


EQUIPMENT
She wields a shoto, essentially a short lightsaber and guard shoto, a variation featuring an elongated hilt with a secondary handle angling 90 degrees out from the main hilt; built to be carried by the second handle with the blade parallel to her forearm, this allows the weapon to be easily used for blocks. Laced with phrik alloy, both are resistant to strikes from other lightsabers and the shoto features a dual-phase blade allowing it to extend up to double its length or its width to be reduced at will. The guard shoto's blade is white with a clear core while its counterpart has a silver blade with a black core. Neither have any visible controls and instead are regulated entirely through manipulation of the Force, her only ability outside the White Current.


ABILITIES
She follows the Path of the White Current, a lesser known aspect of the Force used primarily for concealment and the creation of illusions. Aside from manipulating the perceptions of others, she can sense sentient beings by the ripples they make in the Current.
In the midst of combat she conceals her guard and movements from view using the Current, appearing passive even in heated battles. The concentration necessary leaves her attacks visible however, but if in a reasonable state of health she can simply conceal herself entirely. Even this can be further augmented by still other illusions while she moves unobtrusively and bolstered by her Umbaran senses, she can read her opponents so well as to predict their actions with frightening accuracy. All of this makes her an exceedingly dangerous opponent on the off-chance she finds herself forced into combat. Otherwise, she avoids lethal confrontations entirely.


NOTES
"Squiddle": A companion and familiar, it looks as its name suggests like a little squid with six tentacles and a single large, disturbingly intelligent eye. Two feet from end to end, its tentacles extend up to four. Squiddle is capable of surviving in a vacuum for extended amounts of time and can consume even vaguely organic substances by secreting powerful digestive enzymes, the resultant slurry then slurped up. These are capable of eating through even strong materials such as ceramics and metals. Its tentacles are used primarily for jumping and climbing and it can adhere to rough surfaces. A smart creature, Squiddle learns quickly and can even verbally communicate, though its speech is very limited and comprised mostly of one-syllable words used singly or in pairs. Multi-syllable words are abbreviated or slurred and while it cannot read it can recognize insignias, symbols and reoccurring designs.


Her starship carries both a personal Urban Navigator speeder bike and Shadow V Combat airspeeder. The transport vessel itself has been converted to house an enclosed ecosystem, producing fresh food and oxygen as well as recycling waste and water. A collection of droids oversees most of the ship's functions.
 
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"It is not accurate to say that there is horror in the universe. The universe is horror."

GENERAL STATISTICS
designation: NCC-04 'Spawn'
gender: Hermaphrodite
birthplace: House of Suld; A world dominated by the progenitor's mass. Its landscape is invariably barren, marked only by strange sprawling or towering growths. Within shadowed crevices that rend the planet's surface scratch and crawl monstrous Lesser Spawn as they take shelter from poisoned winds which whip about choking ash and corrosive sand. The sky is blackened by this swirling maelstrom enveloping the world entire, leaving its surface in an eternal night broken only by the brief flash of lightning, soon swallowed by the dark. Rarely breaks in this roiling morass serve only to reveal a baleful moon, shining with sickly glow marred by impossible geometric patterns. Spatial anomalies rip across the world, rifts in time and dimension born from the progenitor's dreaming mind. Opening in other places and times, these allow alien beings through wherever they are, Spawn likewise able to cross the threshold.


PHYSICAL ATTRIBUTES
appearance: Essentially a mass of interlacing feelers, dozens of strong, slender tendrils lined with barb-like claws and tipped with poisonous talons. Its body is merely a joining of thickening limbs, extensions leading from their slithering bulk. These serve specialized capacity, acting in concert with each other for optimal results. Some are used for sensing, others for locomotion and delicate manipulation. Whatever senses it might possess are entirely unknown, as it seems to lack even rudimentary organs that other species might recognize. However, it apparently picks up vibrations with its body acutely. Hidden within the ropey tendrils are dexterous mandibles useful for those acts requiring a certain tactile subtlety, as well as breaking down larger meals into more manageable morsels. What manner it uses to ingest them are likewise unknown with theories positing a release of digestive enzymes, the resulting slurry taken in by multiple small orifices lining the body or otherwise absorbed through its skin.
Typically two feet in diameter, its longer limbs might trail six to eight feet from the central body. In combat, it can easily shred unprotected flesh though its kind largely prefers stealth and ambush tactics. Potential victims might find themselves made helpless by paralytic venom or constricted by cable-like tentacles. Despite these utterly alien features, greater spawn possess a largely humanoid arrangement and gaunt countenance. This is where such similarities end, however. It's 'legs' are instead twin masses of intertwined tendrils, arms bifurcated at either elbow. Upon its two pairs of hands writhe too-long "fingers" boneless as the rest of it. Perhaps most disturbing of all is the head: a bulbous thing encased in a featureless carapace that nonetheless gives the impression of keen observation and implacable will. Skin colour ranges from head to feet through greys and blacks, underlaid by a sickly tint. Said flesh is an undefinable latticework of material, soft yet unyielding.
height: 7'
weight: 220 lbs
build: Inhuman
bearing: Inhuman, its motions are fluid, almost hypnotizing though at rest it is often seen with slumped shoulders and hunched back.
skills/training: Medicinal expertise, particularly anatomy and biology backed by chemistry, physics, computer programming and robotics. Martial training lies exclusively in close combat with body, blades and small arms.


HISTORY
Early Years - Present: As it aged the confines of its home became too restrictive, knowledge offered quickly running dry. Searching out new experience, it passed through the veil of time and dimension in search of unique experiences and worlds beyond. The very first of these held a technologically advanced society whose sprawling cites nearly covered the planet's surface. Here was found a maze of new stimuli within which it could immerse itself. Slowly spreading its influence, picking apart all it could until the native society collapsed, it was left with a treasure trove that took centuries to fully comprehend.
It emerged changed. Before its mind unrolled an entire universe of possibility, the fundamentals of nature an ever-shifting tapestry over which it constantly obsessed. The world as it is rather than what senses perceived became a song which repeated endlessly through its consciousness. To this tune it seeks the stars, extinguishing them one by one until its progenitor spans the universe.


PSYCHOLOGICAL PROFILE
One could only describe it as alien, if at all, as like all its kind cannot speak. Through other means it appears polite, intelligent and insightful but this is all a means to an end. In truth, like all Greater Spawn it is a predator whose mind is filled with the singular goal of securing its progenitor's purchase upon new worlds throughout the stars. This can willingly be pushed aside in lieu of personal goals at any time but always it is there, an instinctive need and gnawing hunger to build the gate that will open a corridor to usher in another, deeper hunger without end. Lesser are weaker than others in this resistance but Greater are strong, often allowing centuries at a time to pass by before any significant motion is made to that end. When it does, it invariably moves on, preferring the solitude that precedes conquest. In fact, it enjoys time spent amongst the societies its instinct inevitably destroys, though it does not regret their passing.
Actions are tempered by an obsession with the study and understanding of the universe and all that it contains. This combines with its natural proclivity toward predation to produce a coldly rational appetite for new information, those things it studies dissected with exacting precision. Despite the crude veneer of humanity that its enjoyment of culture and interaction foster, it is still a predatory creature at its very core and does not view anything beyond itself as much more than insects to be pulled apart, each piece poured over until their every secret has been revealed. The dead are assets, mechanically reanimated and reinforced for use as assistants and soldiers until their numbers are such that they can be combined to create the gate by which its progenitor emerges.
Although it is endowed with frightening intellect it can still become confused, especially when faced with irrationality. These things especially are given extensive attention, any confusion that remains met with vague disappointment quickly forgotten as it moves on to the next great mystery revealed by time and dimension.


EQUIPMENT
A swarm of countless nanobots programmed to act in concert serve both as clothing and tools, these are microbe-sized machines with a collective intelligence much greater than that of any component part. By acting cooperatively the swarm can perform medical applications, combat threats, compile and relay data. By channelling light into a high-powered laser, the swarm can analyse an object in the most minute of details, even going so far as to deconstruct solid material to be stored as information to be reconstructed later. Concentrated, these can even break down localized reality, allowing for short-range teleportation or travel to far-flung dimensions. When moving over a surface or in water the swarm resembles a slick of thick "goo" and a cloud of mist while airborne, buoyed by contragravity generators.


Perhaps its most prized possession, it carries at all times a compact, high-capacity, general-purpose programmable hand-held quantum computer akin to a data-pad. It includes operating system, processor, power supply, casing and extensive storage capacity. A micro-communicator allows it to share data with the swarm and other systems at short range. Although it is otherwise isolated for security purposes while a speaker/microphone and mini-camera allow for data collection which can be compressed into a removable drive. A dedicated artificial intelligence oversees the swarm, incapable of learning it is a "smart tool" that lacks personality or initiative. Like the swarm, the data-pad is hardened against EMP, microwaves and other hazards.
Controls consist of a holo-projection terminal, displaying data in full 3D models that can remain isolated upon the device's surface or made to fill an area up to 54 cubic feet controlled through gestures or movement. Keyed to its owner's biometrics and DNA locked, it will only activate when in its owner's possession. Inactive, it appears as a clustered polyhedral configuration of non-reflective grey-black material, though this seems merely to be an approximation settled upon by its observer.


It wields a weapon found within the lost ruins of a dead civilization, seemingly forged from the very essence of nothingness. Senses cannot perceive it beyond knowing that it is and aside from anomalous readings even sophisticated computers can only come up with spotty results. Humanoids often perceive the weapon as a sword, its blade a gravitational singularity that crushes and annihilates any material that contacts it. As well, the weapon acts as a zero-pressure environment to create winds of hurricane strength when swung, drawing in anything unfortunate enough to be caught by them.
Due to its curious properties, after being analysed, the swarm are able to manifest multiple iterations of the weapon. Their unstable nature however, causes them to deteriorate seconds after creation. Effects differ between iterations, scattering short-lived singularities or a cloud of interconnected wormholes. Others are slower to deteriorate and explode violently in a shower of volatile shards, the amount of matter taken in beforehand determining the strength of their detonation. Some have no effect at all and are essentially illusory.


NOTES
The Lesser merely recite formulations impressed in rote upon their simple minds. The greater though are just that, able to utilize the formulae and indeed pursue what ends they wish. More than animals, less than gods their progenitors stand far outside any sphere of comprehension.


The bodies of Greater are coordinated by the machines they are cloaked in, moving as they wish through thought. Lesser Spawn lack initiative and are mediated ostensibly by Greater.
 
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"I know you're in there, I can smell your brain."

GENERAL STATISTICS
designation: NCC-05 'Illithid'
gender: Hermaphrodite
age: 73
birthplace: Underdark


PHYSICAL ATTRIBUTES
appearance: A tall, fit humanoid with skin of mottled ashen gray and black, its hands have four long fingers and one equally lengthy thumb, all five of which end in sharp nails. Both body and legs are unremarkable, with webbed toes on each foot clawed like its fingers. Most inhuman is its head, where most creatures' mouths would be instead are four prehensile tentacles that vary in length between three and five feet when extended and around one to two at rest. Concealed by these is a jawless, sucking mouth filled with row upon row of sharp, pointy teeth. All lie beneath eyes deep-set beneath heavy brows. Lacking visible nose and ears, its cranium is sloped and relatively large, covered in folds and ridges similar to those found on the cerebral cortex.
height: 6' 1"
weight: 173 lbs
build: Lean and muscular
eye color: Featureless white back-lit by a sickly green glow
facial attributes: Nonhuman, smooth tentacles lined with gripping barbs and tipped by wicked talons.
distinguishing marks: Due to the physiological nature of the being who would become it, its blood is fluorescent green and glows through its skin, tracing eerily across its body.
bearing: Straight-backed and overbearing, as if it would stand above all who look upon it.
skills/training: Incomplete knowledge gleaned from the consciousness of the one who would become it, this includes techniques of hunting and combat, as well as vague technological and even artistic expertise. The latter is supplemented by study or ripped directly from the minds of prey.


HISTORY
Early Years: The being that would become it was once a great hunter, drawn to the Underdark by promise of worthy game. It would be his ultimate doom. Overwhelmed by the beings he would have stalked, the hunter was brought as prisoner amongst them, prey of the dreaded mind flayers. At first he suffered through grotesque experimentation as they sought to learn more about the strange intruder and when at last they could learn no more the hunter was condemned to ceremorphosis. Implanted with an illithid veliger, the result was not what they expected. What grew from the union was physically powerful, mentally formidable and filled with an almost fanatical desire to kill. This he did, slaughtering the community that birthed it all the while learning what it could from their collective. When satisfied it struck out on its own into the dark.
23 - 45: Steered by what it learned and what remained of memories that survived through ceremorphosis, it made its way through subterranean catacombs to a ship that had brought the hunter there. Alien symbols seemed to shift into legible text, the vessel's controls moved as if by instinct. Carried beyond the unlit realms that birthed it, the illithid hunter emerged amongst the stars of an infinite universe.
50 - Present: Through years spent in hunger and hunt, the varied worlds to which it ventured played host to its urges until at last it is found by those to whom the hunter had been known. Vengeance is superseded by the realization that what was had become something more, a fiercer predator than what before had led them. So it was that it became the unwilling leader of a growing clan of illithid hunters that would in the end consume the stars themselves if ever they had their way.


PSYCHOLOGICAL PROFILE
Unlike most of its kind, the illithid hunter does not internalize emotions, yet they are still those typical of the species. Largely of the negative spectrum, anger, fear, envy, hate, shame, indignation, contempt, pride, and anxiety cover nearly the entirety of its emotional expression. The closest it comes to experiencing joy is satisfaction felt when feeding, the anticipation of stalking a potential victim and that ultimate moment of conquest. The rest will invariably be visited upon its unfortunate victims or those which find themselves at odds with its desires. This does not mean, however that it is simple-minded or blinded by what it feels. Beneath all this is a keen and calculating mind like that of any other illithid, obsessed with the consolidation of knowledge and power.
To this end it will immerse itself in the societies of others, hidden of course but always scheming. Hunger underlies every act, dim memories from what came before instilling an obsession with hunting other life forms. Grander thinking seems beyond its ken, simple survival and the taste of new minds all it seeks. It is meticulous and practical but when things go wrong it can fall apart at the seams, retaining enough control to escape unharmed but always with failure etched in memory. Such shortcomings are retained for a future when all indignities can be repaid with all the time and care it can muster.


EQUIPMENT
At the center of every large mind flayer community is a fetid pool of murky, swirling, briny fluid. The pool itself can have any configuration, but in every case it serves two purposes, as an incubator for illithid veligers; hundreds of thousands might inhabit the pool as a teeming mass at any given time and as the nutrient pool for the community's elder brain, which guides and unites the illithids into their tightly woven society.
The brainmate consists of a tiny bud, about the size of a walnut, taken from an elder brain and encased in a crystal globe filled with cerebrospinal fluid. Small, one can be worn on a chain around the neck or simply carried on the wearer's person. Nominally sentient, it contains a portion of the elder brain's knowledge and responds to direct questions. Besides storing information from the elder brain, a brainmate also records everything the individual sees, hears or experiences. Slotted into a computing device or attached to a striator any information it contains can easily be copied.


The ultimate goal of every mind flayer is to join the elder brain upon death. To be denied this is the worst fate imaginable. When illithids die far from home, their brains cannot be brought back to the elder brain before putrefaction begins and once the deceased's brain begins to rot, the elder brain does not accept it. This is viewed as a great waste. To prevent such a tragedy, mind flayers developed the brain canister, a metal urn filled with a preservative solution and lined with intricate mechanics. A brain sealed within lives on indefinitely, although it is insensible unless the canister is actively supplying stimulus. Mind flayers use brain canisters to store meals for long journeys, when it might not be possible to feed as often as they like or even the brains of particularly interesting victims. Upon those encased, they often perform terrible experiments or question these unfortunates through neural controls upon its surface.

It wears a close-fitting, armored body glove of slick material that covers it from head to toe, sealing in the creature's precious body moisture when venturing away from the dark, clammy warrens where it normally lives. The suit itself consists of several complex layers, each moistened and lubricated with mucus for easy movement, trapping all moisture exuded from the wearer's body.
Wearing a dampsuit, a mind flayer can operate in dry, hot conditions that would quickly exhaust or kill one unprotected. Under normal conditions, a mind flayer's tentacles remain curled up inside a special pouch designed for just that purpose on an attached face mask. When needed, they can be thrust out through a valve in the mask and withdrawn when their work is done. This all-concealing mask can be peeled back when unneeded, resolving into a tall, protective mantle that encircles the back of the mind flayer's head and neck.


A striator looks like nothing more than a nicely polished piece of wood or bone. This stylus is typically about a foot long, an inch wide and a quarter to half an inch thick. More ornate versions have pleasantly sweeping curves that fit the hand or are decorated with intricate carvings. The only universal distinguishing characteristics are four small, flattened nibs at one end.
When one grasps the stylus and draws it across a piece of parchment, paper or appropriate computing device, the striator reads the thoughts of the writer and causes a pattern of dashes and spaces to be raised up on the surface in four parallel lines. This is Qualith, a system of tactile writing used by illithids. The striator draws its information directly from the user's thoughts and transcribes the data into Qualith whether the writer understands the language or not.


It wields a weapon from its past life, comprised of multiple edged segments ending in a single curving foot-long blade that can easily slice through whatever is lashed, severing limbs and even splitting the torso of any unfortunate enough to find themselves wrapped in it. When not extended the whip acts as a five foot sword and further collapses for storage in a mount between spine shoulder blade.

NOTES
An illithid's nervous system is extensive and advanced, every part laced with an unbroken web of neurons. In effect, an illithid's entire body is an extended brain and each has unrivaled awareness of its own body and physical condition. However its brain is anathema to its body as the process of ceremorphosis creates something more akin to parasite than organ. It does not produce the critical enzymes, hormones and other chemicals that the body needs to survive and function; those must come from consumed brains.
Because of the mind flayer's interconnected nervous system, food does not pass through a simple gastrointestinal tract but through a cognitive, self-aware digestive system that scavenges what it needs. Illithids are known for consuming brains, but they eat other food as well. Internal organs are good sources and they rank high on illithid menus but brains are ripest with all that they need to remain healthy.
An illithid's tentacles are lined with sensory anatomy that act as neural-connectors which allow control of their technology, crafted to suit their needs and the mental manipulation of victims that are unfortunate enough to find themselves caught. Feeding enzymes secreted by ducts in each allow the limbs to pass easily through flesh and bone to extract the brain within.
 
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"It's not true unless you laugh. You don't understand it unless you cry."

GENERAL STATISTICS
designation: NCC-06 'Tamer'
gender: Male
age: 17
date of birth: September, 4
birthplace: Chiba City, Japan


PHYSICAL ATTRIBUTES
appearance: Bespectacled, he is often clad in sensible clothing that fits his form, dark colors offset by earth tones, plain and functional. His favorite outfit is comprised of heavy boots, cargo pants and simple shirt beneath a bulky black bomber jacket. His only accessories are twin plain platinum bands on each wrist. Attractive, he looks younger than he really is and is extremely self-conscious about it, often seeking to downplay his appearance.
height: 5' 5"
weight: 120 lbs
build: Slender
hair texture: Rough
hair length: Short
hair color: Red
eye color: Green
facial attributes: Narrow eyes, sharp cheekbones, a thin jaw and upturned nose play center stage above a small mouth.
distinguishing marks: Scars left from a car accident early in his life mar the left side of his face. Though all are thin and faint, two cut noticeably through his eyebrow.
bearing: Hating to stand still he'll avoid it if he can, pacing, shifting from foot to foot or crouching.
skills/training: Independent study has given him knowledge beyond his age in scientific and technological fields. In his spare time he practices parkour throughout the city.


HISTORY
Early Years: Orphaned by tragedy, he grew up under the care of many a foster family, his volatile nature at the time making him exceedingly difficult to manage.
10 - 14: As he aged, he began to show a remarkable talent in computers and machinery. In devoting himself to his studies he found his emotions began to calm. With a love of the sciences his talents quickly grew and soon his hobbies became more, despite an inherent lack of social grace. It was to him his peers came if ever they had a technological problem and more than once he served as tutor.
16 - Present: He never really cared about the Digimon craze, but was sucked into the Digital World after a chance encounter with a seemingly lost digivice. Finding himself beneath the Evil Forest's eaves he meets Tsukaimon, a servant of Devimon who sought to escape imprisonment within the Dark Area beneath Net Ocean and then enter the Real World. With Tsukaimon as his partner, he is instrumental in foiling the evil digimon's scheme. Raised to Champion, Devidramon is now loyal only to its partner, savagely protecting the tamer from any danger as he seeks egress back to the Real World.


PSYCHOLOGICAL PROFILE
Despite having had a fiery personality early in life, he has calmed considerably with age. Tempered by reason and logic backed by impersonal data, he possesses an unwavering belief that what he says is right. Patience allows him to attempt explaining this perspective, but as he cannot tolerate conflict most attempts are lost to the muddle of reaction. Thus he retains a streak of independence, keeping himself and his possessions orderly if nothing else. However he can still be riled, especially if someone refuses to accept the simple truth of information gathered, stubbornness acting as the catalyst to many an infraction and even broken friendships. Still, to those who can cope with him he is protective, loving and warm but prone to a lingering melancholia.


EQUIPMENT
Digivice: Used primarily to empower a digimon, through digivolution it is also equipped with many other helpful features including a clock, compass, data storage and radar which can detect nearby aggressive digimon. It allows its user to track other digivices and transmit data to the user's digimon partner, from various medicinal items and food to nonverbal commands.


D-Terminal: A palmtop computer with all the functionality thereof, its original and primary use is to allow instant messaging between similar devices but it also acts as a digimon analyzer, providing basic data on those it scans.

NOTES
Devidramon's fierce will allows it to retain its Champion status, though if forced through enough punishment this tenuous state will fail.
 
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"It is hard to call a cornered animal either predator or prey."

GENERAL STATISTICS
designation: NCC-07 'Yautja'
gender: Male
age: 237


PHYSICAL ATTRIBUTES
appearance: His skin is mottled ashen gray and black, eyes a brilliant glowing green. The flesh braids that grow from his head are unusually long and hang below his shoulder blades, very nearly to his waist, their tips an unnatural white. These are neither pleated nor decorated, their strange coloration and length adornment enough that make him stand out from the rest of his kind. Like all yautja he is extremely fit, though his build is more slender and compact which forces him to rely on guile rather than brute strength.
height: 6' 1"
weight: 232 lbs
build: Lean and muscular
eye color: Green
facial attributes: Nonhuman, arthropod-esque mandibles enfold a toothy maw beneath surprisingly intelligent eyes.
distinguishing marks: A broken mandible marred by plasma scarring and the remnants of deep bind-marks on wrists and ankles.
bearing: Straight-backed and proud, his shoulders carry a habitual slouch.
skills/training: Lifelong training for the Hunt, including fighting, stealth and piloting as well as more esoteric skills such as preparation of a carcass, diplomacy and artistry. Though one would not think it to look at him, he is also technologically adept and quite the intellectual.


HISTORY
Early Years: Because of his small stature he was always looked down upon by his people, both literally and figuratively. As the runt of his clan he was hardly expected to succeed at anything, let alone survive the Hunt. Because of this he pushed himself to the furthest limit, his goal to be capable of besting even the largest yautja in combat. Due to this fierceness he was known as a D'toudi Kujhade, the Little Destroyer and his peers quickly learned to leave the small one alone. His elders were pleasantly surprised and wasted no opportunity to throw challenges his way, honing one they knew would bring great honor to the clan.
50 - 80: Newly released upon the Hunt, he and two others were ambushed by Bad Bloods, criminal yautja. Disabled and taken, his mask crushed and the others ended, he escaped and was rescued to be brought before the Elders in disgrace. Sentenced, under no uncertain terms he was to hunt the killers down or die.
100 - Present: Eager to enact revenge on his captors he did just that, claiming their migratory craft for his own. However, he did not return to his clan and instead travels from system to system. Avoiding his people where possible he slowly builds a new clan, pursuing the Hunt on his own terms. Comprised of outcasts, criminals and the disgraced their numbers are constantly culled as dissidents are thrown from their ranks and the rebellious mercilessly killed. Opportunists are not tolerated as any mishap could end them all if discovered by the rest of their people.


PSYCHOLOGICAL PROFILE
He considers himself a progressive thinker and expects the same of those accepted into his clan. Instead of seeing all other creatures as potential prey he shows a selectiveness that limits just who or what he will hunt. Those beings that live a violent lifestyle, especially those outside the law of their own kind are preferred. Likewise, any who dare to enact violence directly or indirectly upon him will be exterminated with extreme prejudice. This finickiness spills over into the trophies he collects as well. Not every kill is worth the taking of a trophy, large or small and only the most challenging are harvested and displayed.
Due to this and his relative smallness compared to others, he is capable and willing to mingle with other sentient races encountered in his travels if they happen to be a part of the larger space-faring community. His own identity is kept a closely guarded secret, true name abandoned in favor of an alias. Personal relationships remain few, however for while he will coexist with them they still remain in station far below any yautja. This closeness to what his people largely see as little more than animals leaves a bad impression for the rest of his kind. Most of those that are even aware of his existence see him as a strange eccentric at best and at worst a disgrace that needs purging. This tension serves only to further alienate him, promoting independence.


EQUIPMENT
Weapons consist of traditional wrist blades, a pair on his right that are fourteen inches in length and capable of further extension to double that. A single blade extends from the left a full three feet. For mid-range melee and crowd control he uses a whip comprised of multiple edged segments ending in a single curving foot-long blade that can easily slice through whatever is lashed, severing limbs and even splitting the torso of any unfortunate enough to find themselves wrapped in it. When not extended the whip acts as a five foot sword and further collapses for storage in a mount between spine and shoulder blade. A ceremonial dagger serves as the last line of defense if all other weapons fail, as well as more practical purpose in preparing kills.
These are supplemented by a smart-disc, his preferred weapon in open combat which is typically thrown, returning like a boomerang. A hand grip allows for use as a melee slashing weapon. Smart-discs shrink in size, telescoping shut when not in use for ease of storage, clipping into his breastplate at the small of his back. The disc spins in flight, devastating monomolecular edges cutting through most substances with ease, acting in essence as a high speed chainsaw around the disc's circumference that can tear through even hardened composite armors.
Computer-controlled gyros guarantee that the smart-disc returns to its wielder when thrown and also give the weapon a degree of auto-guidance, allowing it to alter its course in mid-air and follow a moving target if necessary. It can be directed in flight using the targeting laser built into a bio-mask and is also capable of tracking multiple targets with one throw, making it effective against large groups of enemies. It is also possible to embed the smart-disc within a target and then activate the weapon's Haywire Mode, causing it to rip through their internals before returning to the thrower.
By preference he does not possess a plasma-caster and does not equip himself with one despite ample opportunity to do so as to him they are weapons of war, unnecessary for the Hunt. A spear gun mounted on the bottom of his right wrist gauntlet fills the role of ranged weapon and while not as powerful it offers silent, selective kills. Alternate fire allows it to discharge darts filled with powerful tranquilizers, poisons and even the caustic blood of kiande amedha. This is supplemented by a smaller gun on the left gauntlet's underside that propels nets made of razor sharp wire weighted by anchors that tighten upon impact with a surface, cutting into anything it snares.


His armor is adaptive, capable of being changed on the fly to fit the role that's needed. It is comprised of light but durable plates upon an all-concealing body glove that extend and retract to allow freedom of movement or provide protection from attack. His bio-mask is unique in that it encases the head entirely with openings only for his braids. Eyeless, it presents a featureless visage, unfolding rather than being removed into a decorative ornament encircling shoulders and neck. Over it all he wraps himself in a black cloak of coarse fur and matching leather hood, trophies from his first kill and a convenient way to hide his alien appearance. These and his armor are decorated by small hanging trophies, polished bones and other articles taken during the Hunt.
With his bio-helmet on, the armor is sealed, making it impervious to penetration by liquids and gases. It prevents all harm from mundane and corrosive bioweapons, chemicals and nanotech, as well as ordinary damaging agents, rust, water-logging and the elements. Its main functions include breathing apparatus, inertial compass, magnetometer, Geiger counter, diagnostic and recording systems. Access to several visual frequencies include infrared, low-light amplification, EM field detector, a diagnostic mode used to determine the health status of the targets, targeting and tracking systems and magnification. Further functions can monitor X-rays, microwaves, and air density pressure. An advanced audio decoding suite stabilizes and enhances his sense of hearing while a waveform analyzer can record or play back audio and speech. Vocal mimicry is used to express meaning, to distract prey or to simply listen to voices in order to study language.


The cloaking device is an advanced piece of technology that is able to render him nearly invisible to the naked eye, as well as many forms of electronic scanning by warping light around his body. This effect is not perfect, often leaving a visible silhouette similar to heat haze, but in certain environments and when he remains motionless it can effectively hide him in plain sight. While very effective when employed against prey that primarily rely on vision, it is notably useless when hunting kiande amedha as they are still able to sense prey through scent and vibration when the cloak is engaged.
Cloaking devices are short-circuited when immersed in water or while in the rain, resulting in electrical discharge as it attempts to compensate. The effect is not terminal and once he removes himself from the water source the cloak can be re-engaged. Similarly, an electromagnetic pulse will disrupt the cloak, although again it causes no long-term damage to the system and it can be re-engaged once the effect has worn off. As well, high velocity impacts can disrupt the device while visible lasers such as weapon-mounted sights will be refracted by the field. A saturated environment, such as fog or dust can also lower the cloak's effectiveness. Fully extended wrist blades and other weapons are not covered by the cloaking effect, leaving them visible.


A medi-comp is used to treat wounds when on the Hunt, containing various serums and surgical tools that can be used to treat a wide range of injuries quickly and effectively. Contents include cauterizing powder, shrapnel extractor, two wound clamps, stimulant shot, tube of antiseptic, surgical blades, spatula, burner for melting the powder, needle for administration of combat stimulants, two reloads for the needle, an emergency breathing mask and a container full of a solvent which dissolves organic material on contact. This substance is used to eliminate evidence of his presence and reacts violently with water. A small amount can vaporize large quantities of water and any other material immersed in it.
Health shards are quicker, more convenient but less effective than a medi-comp. They work by taking the cylindrical container, pulling it apart to reveal two blades and stabbing these into the body wherein they dissolve, releasing a mixture of combat stimulants, antiseptic and cauterizing agent.


Tags are small circular tracking devices that are used on prey which he wishes to continuously bait rather than kill outright. The bottom portion of the tag is coated with nano-scale barbs which hook into the target's skin or clothing to prevent removal.

The sat-com is a holographic map projector which shows a scanned area. It is used to locate and catalog targets of interest as well as to relay information.

A powerful explosive device and weapon of last resort is used both as a means by which to commit honorable suicide, to remove any evidence of his existence and prevent yautja technology from falling into the hands of another species or to eliminate a dire threat. As such, it is an indispensable piece of equipment and no yautja would never venture out on the Hunt without it. When on the verge of death or defeat an yautja will activate the self-destruct device which then takes several seconds to charge, beginning a variable countdown, indicated on a digitized display. The timer can be set to a minimum of ten seconds to an absolute maximum of two days. Once set, it can't be stopped and any tampering will cause immediate detonation.
The device features a variable yield that can be increased or decreased by the individual as they see fit, allowing the explosion to level an area that would cover up to 300 city blocks or merely vaporize an individual with minimal damage to its surroundings.


NOTES
All yautja weapons are acid-proof and can be seen easily by them even without a bio-mask. The compact console integrated into a wrist gauntlet houses several technologically advanced features. These include the sat-com and self-destruct device, controls for the cloaking device, blades, dart launchers and plasma weapons. It also acts as a power source for these tools, although it has only limited capacity and will become depleted with repeated use. Because of the advanced technological nature involved in its construction it can be recharged from any common power source, including junction boxes and standard human-manufactured battery units. The gauntlet is linked directly into an yautja's bio-mask and governs many of its functions.
As the control unit for much of an yautjas' advanced weaponry and technology the wrist gauntlet is an incredibly important item for them. It is surgically grafted onto an yautja's arm and removal of the unit may injure or even kill its owner. Possibly the most prized piece of yautja technology, its loss is often met with severe punishment if removal is survived.
 
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"No man chooses evil because it is evil; he only mistakes it for happiness, the good he seeks."

GENERAL STATISTICS
designation: NCC-08 'Dunmer'
gender: Male
age: 85
date of birth: 5th First Seed
birthplace: Ashlands, Vvardenfell


PHYSICAL ATTRIBUTES
appearance: Like all his kind he can best be described as 'dusky', with ash-grey skin offset by darker hair. These features are invariably hidden when amongst other people by a concealing mask and protective goggles beneath hood and cloak. Only from a glimpse of what flesh his goggles do not cover may one tell his race at least for his armor as well is all-concealing.
height: 5' 9"
weight: 160 lbs
build: While not physically imposing, he is fit and has been made hardy by his upbringing and training.
hair texture: Smooth
hair length: Short and shaggy
hair color: Black
eye color: Red
facial attributes: Narrow eyes watch from atop a slender nose that once was straight but at some point had been broken and reset. Thin lips and hollow cheeks round out a sharp countenance befitting one of those ill-favored by fate.
distinguishing marks: Mark of the Black Hand across his lower face. His left eye is blinded, cheek and brow marred by scars left behind by animals' claws.
bearing: Habitually slumped shoulders and a slight slouch reduce his stature, he is more comfortable in a crouch and seems nearly to sink when standing into the hood and cloak he wears.
skills/training: Combat skills including archery, shield use, heavy armor, one-handed weapons, and light armor supplemented by alchemy, lock picking, pickpocketing, sneaking and speech craft.


HISTORY
Early Years: Born to the Urshilaku tribe of ashlanders in Vvardenfell's far north, as an infant he was taken in secret by servants of a Telvanni wizard to be raised as a personal assassin and enforcer. His life at this point was consumed by training in both the physical and mystic arts, preparing him for his duties. However, in fostering the boy's curiosity his master left open the way for rebellious thoughts and even as he carried out his orders with exactitude, plans were made in secret for his escape into the wider world only glimpsed when on assignment. Never did he learn of his origins, nor did he harbor spite for the wizard who to him had always been as a parent and mentor.
23 - 41: Striking out on his own, he made his way to Sadrith Mora where he would soon fall in with the assassins of the Morag Tong. This happenstance came about when in the employ of one of their targets as a protector, wherein each killer sent was in turn felled with no evidence left as to who or how. When at last his presence was found out, instead of killing him he was offered the chance to join their fold but at a price: kill his employer and swear fealty to the Morag Tong. This he did, quickly rising through their ranks thereafter.
57 - Present: It was during this time that he discovered what would soon become an obsession in the lore of Sithis. This had a profound effect on the man and because of it he turned his blade upon those around him, seeing the waning power of the Morag Tong as a divine verdict from the Dread Father. Because of this he was branded traitor, his acts and knowledge a death sentence to be carried out with impunity. Forced to flee or fall beneath overwhelming odds, he left Vvardenfell and Morrowind itself for mainland Tamriel where he lives as a nomad in relative obscurity.


PSYCHOLOGICAL PROFILE
From observation, one would be hard-pressed to glean much of a personality from him as he hides more than just his appearance, his clothing bolstered by constant silence broken only when absolutely necessary. On the surface he is stoic and solitary, living long stretches in the wilderness only to return to civilization on whatever hidden whim drives him. His past has forced him into a lonely life and this in turn has made him bleak and cold, unwilling to foster even the most fleeting relationship. Beneath it though, he is a deeply caring individual in contrast but a streak of distrust runs through every interaction nevertheless.
Despite this and against his better judgement, he will aid others in need, whether it be by tossing a spare septim to a beggar or retrieving a lost artifact as favor for a passers-by. Most often he will seek out bounties, not for the income it brings but for a chance to cull the numbers of those who would callously take advantage of others. Scholarly, a fervent hunger for knowledge is made apparent by the small library he carts about with him wherever he goes.


EQUIPMENT
Aside from a fur backpack, bandolier, various pouches and vial holders hung from his frame, he wears a light chitin armor chestplate matched by heavier chitin gauntlets and greaves in white beneath a short hide or fur cloak and padded hood, all invariably in black save for the heavier cloak which sports a white lining about the shoulder and crimson face wrap. Of weapons he carries a dwemer short sword, ebony bow and glass dagger, conjuring others when the need arises. An avid reader, he has on his person as many books as possible on whatever topic has caught his interest, though he has a particular passion for the subjects of dwemer and daedric lore. Beyond a few choice artifacts he necessarily travels light, carrying only a bare minimum of supplies gained from hunting and gathering.


ABILITIES
He is practiced in a rather unorthodox range of magical disciplines and specializes in conjured defenses, cutting down the weight he would otherwise carry. This is further augmented by banishing spells to dismiss any creatures controlled by potential enemies. Eschewing more direct spells, he prefers manipulating the mind of an enemy in order to invoke extreme emotional states, create formless simulacrums of people or monsters to seed amongst direct threats, move silently and even turn invisible. Primarily, he uses this to foment distraction amongst potential enemies while remaining hidden or at a distance. Predictably, he is a master of soul manipulation and uses such magic primarily as a means of income through enchantments of jewelry found in his travels.
 
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"There is no torture so horrible that a human won't eventually fetishize it."

GENERAL STATISTICS
designation: NCC-09 'Chimera'

PHYSICAL ATTRIBUTES
appearance: A beautiful veneer made beastly by various animal attributes. Chiropteran wings unfold from its back, double in length what it is tall when fully spread. These are lined by smooth feathers, the razor edges of which are sharper than diamond and hide folded bone scythes that spring forth only to rend, tear and murder. A tail of braided chains trails behind it nine feet, tipped with a three-foot blade. It consists of a thick central column around which rattle loose links. Elongated ears, fangs, tridactyl clawed hands and didactyl clawed feet enforce its monstrous countenance while bone-like growths protect its body. What skin it possesses consists of chitinous, scaled plates. Its body is constantly shifting, evolving and adapting to its environment and hazards therein. Sudden, drastic injuries result in violent mutation to compensate, a prominent display of which is its right arm, replaced by injury with a mass of interlocking spidery limbs loosely mimicking the lost one's shape.
height: 6' 8"
weight: 250 lbs
build: Muscular
hair texture: Thin
hair length: Long
hair color: White
eye color: Yellow eyes shot through with red-green
facial attributes: Its features can be described as beautiful, offset by thick black horns encasing its skull. However, its face is a facade comprised of jaws like fingers enclosing the front of its skull, effectively giving the impression of a well-shaped if bland, flat face when closed. Open, they reveal dextrous mandibles tipped with fangs like claws concealing a circular gullet ringed with cutting, crushing teeth.
distinguishing marks: None
bearing: Animalistic, it moves most often on all limbs, crawling and climbing. An upright posture is taken only mockingly, the change a sharp contrast to its appearance and normal locomotion.
skills/training: None

HISTORY
Early Years: Created as a weapon in an ancient war, ravaging the landscape only to be sealed beneath a temple by the enemies of its creator it was nailed to a catacomb wall. There it remained for centuries until released by a corrupt tyrant.
1547 - 2354: The campaign lasted years, despite its involvement and in the midst of ultimate suffering it was the monster that stood up in protest. The tyrant was slaughtered and his forces scattered to the winds, its efforts lost to myth while it sunk into the shadow of time. Fleeing the world of men, it remained in obscurity while civilization grew.
2685 - Present: Eventually, as cities began to encroach on all but the deepest wilderness it found itself drawn into the decaying streets and concrete corridors men had so feverishly built around themselves. There it found the monstrous nature of humanity had been refined since last their paths had crossed.

PSYCHOLOGICAL PROFILE
Driven by blood-lust and a gnawing hunger for flesh, it is at first glance nothing more than a simple, if cunning predator. Beneath this however lies a dreadful intelligence and though it rarely does so its speech is quite formal, even poetic. It is not a wrathful being, though far from sentimental and if faced with an alternative to violence this will be chosen unless hungry. One could be forgiven for thinking the creature possesses a noble soul, but this is not so. It is indeed a beast, but a beast with vast stores of self-control which happen to manifest as an almost aristocratic air.

ABILITIES
Any shadow it casts is linked spatially and can be used as a convenient portal through which it can strike, grasp and travel. This extends to any shadow its own contacts and in total darkness it has free reign wherever it pleases, stopped only by light's intervention.

NOTES
Certain frequencies of sound can incapacitate and even injure it, though if the frequency isn't just right it will instead be sent into a frenzy until the source is destroyed.


Cold blooded, extreme temperatures with send it into a comatose state as its body fails to cope.

Flesh removed from its body turns to ash as its unstable nature tears it apart at a basal level.

It is possessed of poisonous blood that spawns misshapen monstrosities upon contact with a surface. When starving or bored, it will rend its own flesh, devouring the creatures piecemeal.

Pure iron is toxic and has a paralytic effect when driven through the limbs until removed, putting it into a comatose state when driven through the heart.

Water will burn it like strong acid with immersion being fatal, reducing it to bones. Instead of killing it, this will send it into a death-like state until removed, at which point it will begin to regenerate. Once mobile, it acts in a feral manner until a certain level of health has been reached. Feeding accelerates this process.

When exposed to sunlight it is weakened considerably, filled only with the thought of escape. If unable it will be reduced to desiccated remains.
 
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"I am the hole that remains when everything else has gone. The emptiness shaped like God."

GENERAL STATISTICS
designation: NCC-10 'Proxy'
gender: Male
age: 17
date of birth: March 23
birthplace: Ipswich, Massachusetts


PHYSICAL ATTRIBUTES
appearance: Most often he wears nondescript clothing, anything that fails to stand out alone or in a crowd. Most telling are the myriad silver talismans adorning heavy pants and coat, so numerous as to jingle while he walks. A deep hood overshadows his face, large headphones shutting out noise from the world around. Often too he wears a surgical mask, further isolating himself. Beneath the bulky clothing he could easily be called malnourished, though this is not really the case. In fact, he holds a great passion for food, this being one of his few areas of true, happy expression.
height: 5' 7"
weight: 132 lbs
build: Sickly
hair texture: Wavy
hair length: Short
hair color: Black
eye color: Pale amber, almost yellow
facial attributes: Long and narrow, accentuated cheekbones and hollows matched by a thin nose.
distinguishing marks: Occult symbology tattooed, burnt and carved into his flesh.
bearing: Stiff and awkward, he avoids eye contact when able.
skills/training: Largely self-educated, his learning goes beyond that of his current level of schooling and encompasses deep occult secrets.


HISTORY
Early Years: Childhood was spent largely in the care of a hired keeper and tutor, his mother having died giving birth while his academic father buried himself in work. Thus, he was raised with a love of knowledge and never-ending literary thirst. Books were his friends when no other was around and with a keen mind more mature than his age the loneliness weighed not as heavily as it might. His father, though hardly ever present made certain that his son was loved and so honored the memory of his departed wife.
8 - 12: When at last his father remarried things appeared wonderful at first as he grew to spend more time away from his work. It was not to last however, and with his father's absence the woman now his mother was free to indulge her wickedness. Little more than a gold digger, her transgressions were subtle at first, growing over time until she set her sights on her would-be son. Upon entrance into middle school, he developed an obsession with the nature of reality beyond common perception as he sought a way to rid himself of the devil and her torment. In delving too deep he became so preoccupied that his behavior began to suffer. Study of the sciences eventually diverged into occultism and upon attempting a ritual of calling found within the pages of an old and wretched volume he was caught and sent to the Robert M. Price correctional institute. That evil woman was never seen again. However unsuccessful, his efforts had a telling effect as he became the venue through which an abominable presence might emerge into the world.
14 - Present: At first it was little more than a whisper but more and more it began to grow, feeding off his peers. All the while he did what he could to affect an appearance of reform and normalcy, even as the institute began to unravel. Blamed for the increasing disorder that seemed to be slowly eroding the community, his father packed him up and left the country.


PSYCHOLOGICAL PROFILE
Intelligent and creative, he appreciates artistic expression while denying such in himself. In light of his perceived station and despite the human condition he sees himself as little more than a tool for the tulpa's expression. An affectation of aloofness notwithstanding, he is highly empathetic to the thoughts and feelings of others with a clear sense of what is right. This is largely overshadowed by the tulpa's influence and his own preoccupations. It is because of this that he distances himself as much as possible, reluctantly feeding its endless hunger only when there remains no choice and condemning himself a coward in the process.
Ostensibly due to the trauma of his experiences he has been diagnosed a selective mute, in truth he sees little point in communication and instead elects for silence. When unable to avoid the act or as a show of trust he communicates chiefly through text, only speaking on rare occasions and with excessively short statements. This disaffected nature lends him a cool head in most situations, allowing a calculated approach devoid of interpersonal distraction. Regardless, he is young and though resigned to his station may at times be overwhelmed by life.


ABILITIES
Effects of the tulpa's feeding, any so afflicted show progressively worsening signs of sickness, the symptoms of which begin to manifest as nosebleeds, fever and short bouts of amnesia. These are soon joined by exhaustion, aches and pains, ocular trauma in the form of redness and burst vessels, coughing and vomiting. Further mental ataxia manifests in the form of deja vu as paranoia largely overtakes the sufferer's personality. Swallowing becomes increasingly difficult and breathing painful as bloody discharge appears in vomit and when coughing. Convulsions and major amnesia mark the final stages, resulting in coma and eventual death. Curiously, signs of radiation sickness become prominent throughout, only serving to exacerbate other symptoms.
A rare instance of drawing upon the tulpa's influence, specifically that it exerts over time and dimension. When stalking potential prey the unfortunate will find that they cannot flee without finding its proxy already waiting around every corner or even that an environment seems to wrap in on itself or connects with entirely different spaces and times. This ability does take its toll however as reality attempts to assert itself and thus is used only to guarantee a feeding. This same influence can be used in a lesser fashion to gain access to a victim's personal effects such as their home or even identity, tapping into assets and accounts with all that they offer. Further, the tulpa's influence has a minor to catastrophic affect upon any attempts to record both it and its proxy, ranging from mild distortion to outright irreversible corruption.


EQUIPMENT
A collapsible baton is sheathed at his lower back, a dual-range taser strapped within easy reach upon one thigh. A backpack holds other necessities, including a cellular phone, food, drink and various components for the odd occult pursuit. His most prized possession is the music player kept in one pocket, pumping a steady stream of music into waiting ears.


NOTES
A thing of abstract existence, brought to focus through the medium of its proxy in the physical world: a tulpa or thought-form. As a creature not of physical form existing completely on the plane of thought it can be perceived only by those possessed of sensitive minds or mechanical eyes that see the cascades of ether flowing throughout the framework of existence. Possessed of no true form, its shape is instead an interpretation of the viewer but some details remain constant. Spectral shapes swarm across a miniature sun, opening, extending, folding inward and crossing one over another in endless layers of indistinct motion. Everything blurs into a coiling haze, vast quasi-wings thrashing outwards at incredible speeds, slicing through matter like flailing ghosts. Their immense numbers hide subtler limbs that shuffle close to the body, a nest of dim and deadly insect arms. From within the whirling miasma, bright fires sometimes spray forth while all around this vision of chaos orbit burning, near-transparent eyes that fly free in the air with fanged mouths as pupils.
Unfettered by physical laws, it seems nonetheless to be held aloft upon its hundred wings, vast pinions set at every angle across the beast's vaguely vermiform body. These thrash about, cloaked in ordered rows of long pseudo-feathers, the smooth edges of which are as bladed diamonds. Hidden by this sharp-edged plumage lie folded bone scythes, killing claws the immense swiftness of which is greater even than that of the wings.
The monster bears an instinct that fills its mind completely, one of vast and alien intelligence that might imagine infinitely convoluted schemes for the sake of achieving that single, all-important goal; for this is not even a true member of its kind, rather it is only an immature hatchling still seeking the substance by which it may advance into its next life. So it wanders among all the deep vortices of time and dimension, its unliving body possessing no need for mortal meat. Instead its flames and razor eyes devour the abstract substance of the mind and suck dry the perfection of the soul.
 
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"I do not make the rules. This annoys me, so I comfort myself by breaking them."

GENERAL STATISTICS
designation: NCC-11 'Locus'


PHYSICAL ATTRIBUTES
appearance: Humanoid, though that is where any easy attribution ends for every inch of flesh is covered. What stands out most are armored leggings worn over the rest, a glistening substance not quite metal with attributes of stone. The rest is cloth, if it can be called such, interspersed with worked leather fixings that largely restrict its flowing cut. A deep hood overshadows all, seemingly unmovable even in high wind. Sexual characteristics are all but hidden and with the way their 'voices' simply resonate off their person it is impossible to say if locus possess any gender at all.
height: Can range from inches to hundreds of feet tall.
weight: Varies with size
build: Ostensibly athletic
eye color: Black sclera, white irises
facial attributes: Hidden, if they exist at all, behind intricate masks of apparent porcelain make. No two are ever exactly alike, though similar enough to cause confusion in the uninitiated. Predominantly white, intricate silver filigree and black break up the smooth surface in what passes for facial features.
distinguishing marks: None
bearing: Varies with individual
skills/training: Not applicable, locus can and do anything they want.


HISTORY
An intelligence from another dimension, experimentation upon spatial properties sent it careening between planes, to emerge as an anomalous race of humanoid beings spread across the universe. Apparently insane, they seek to kill each other in an attempt to return to their previous existence and through this endeavor have wrought great change wherever they have been. Those communities that do not worship them as divine tend to regard them as criminals or uncontrollable forces of nature, shunning them appropriately.


PSYCHOLOGICAL PROFILE
Existing in all places at all times at once, each is effectively omnipotent and all-knowing. Unfortunately, the overwhelming amount of information shared between each has given them a spectacular case of ADD. While they are collectively all-knowing, individually they are not capable of drawing on every shred of knowledge they possess. Instead, the mind of each is much like a television set with a stuck channel button, constantly changing and only offering a glimpse of each station before flipping to the next.
Despite this obvious depth of power, they are unwilling to consciously cause direct harm to any creature that is limited to one plane of perception or existence. Even when faced with that rare life or death situation they will pursue nonlethal means of defense, though if all else fails any such entity willing to press the matter will face utter annihilation. However, they are not universally benevolent. At best, these rogues are tricksters, causing mischief but at worst they are aspiring tyrants who use their awesome power to hold lesser beings under their thumb. Luckily, this type are few and abhorred by the others as sad miscreants and while they might work together, these are seen as individuals that must be quickly eradicated. Understandably, this feeling is mutual.


ABILITIES
Unfettered as they are by physical laws, locus can walk through solid matter or ignore the constraints of 3-D movement in order to walk on ceilings and up or down walls as if it were horizontally aligned. They can even willfully affect changes in the environment, altering either light level or temperature.


Able to warp and bend reality to their will, locus can open and close rifts as easily as others operate a door. By stepping in and emerging in another location locus can effectively teleport, making locus nearly impossible to pin down. More directly these can be tuned to draw in loose objects, throwing anything drawn into the vortex some distance away or depositing them in a prepared pocket realm. These are made by creating a "fold" to enclose a space, rendering its innards an inert limbo-realm and later reaching into these "pockets" to retrieve items that have been placed therein. Time has no effect on those things placed within such pockets, natural decay is suspended for as long as an item remains and each separate object so imbued with a fold is connected to the same continuous nowhere-space. Similarly, while living beings are not affected, locus can turn inanimate objects 2-dimensional and thus fold them like a piece of paper.

By distorting spatial perception, locus may cause others to suffer what is essentially an extreme sense of vertigo. They can no longer tell what is up and what is down, how far away something is, what color is which, etc. Similarly, by causing reality to twist and bubble, all creatures or objects within deviate distorted and so resemble something in a carnival house of mirrors. Everyone within the area of affect is fairly helpless and anything entering the area will be struck by the effect. While uncomfortable and disorienting, this warping is merely cosmetic.

Altering the way in which the spatial constraints of reality affect a certain object or person, it is possible to slow down or speed them up by changing such factors as wind resistance, applied force, friction, etc. It is also possible to change how gravity affects an object or to alter the results of kinetic energy when applied by the object to its environment. Thus, locus protect themselves from even the most deadly of natural phenomena.

Perhaps their ultimate technique of destruction; a small black orb the size of a baseball that appears above the open palm. This is antimatter, kept sealed in a sphere by powerful forces. When the sphere hits a target at which it is flung, two things happen: First, the target takes massive damage, vaporizing in mere seconds. Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that completely atomizes everything it touches. It is a rare sight and the only act of simple violence the majority are ever likely to use.

NOTES
Each as their name implies is a living dimensional locus, existing in all dimensions at once and yet remaining apart from everything in their own "bubbles" of objective reality which envelopes their bodies much like a second skin. The effect of this field can best be described as a gradual loss of self. Senses become blurred and eventually nonexistent, followed by more extreme loss of physical function. Prolonged exposure inevitably results in coma and eventually death.
 
"Whereof one cannot speak, thereof one must be silent."

GENERAL STATISTICS
designation: NCC-12 'Mimic'
gender: Asexual
age: Unknown, appearance tends to shift as instinct puts forth what an observer will find most comfortable. This of course serves to further cloud any identifying gender, though generally attributes of a female form are maintained.
birthplace: House of Suld; A world dominated by the progenitor's mass. Its landscape is invariably barren, marked only by strange sprawling or towering growths. Within shadowed crevices that rend the planet's surface scratch and crawl monstrous Lesser Spawn as they take shelter from poisoned winds which whip about choking ash and corrosive sand. The sky is blackened by this swirling maelstrom enveloping the world entire, leaving its surface in an eternal night broken only by the brief flash of lightning, soon swallowed by the dark. Rarely breaks in this roiling morass serve only to reveal a baleful moon, shining with sickly glow marred by impossible geometric patterns. Spatial anomalies rip across the world, rifts in time and dimension born from the progenitor's dreaming mind. Opening in other places and times, these allow alien beings through wherever they are, Spawn likewise able to cross the threshold.


PHYSICAL ATTRIBUTES
appearance: One of an amorphous species of shapeshifters biologically engineered to act as multi-purpose servants, their form is commonly tenuous. A mass of luminescent protoplasm, various appendages, eyes and temporary organs are nearly constantly forming and dissolving back into the body. Most often used to serve an immediate need, some are little more than idle movement; general unconscious vacillations of mass. Holding a single shape for very long is actually quite taxing, forcing said restlessness. Though not impossible, such efforts only last for perhaps forty-five minutes to one hour at a time; any more will quickly exhaust internal reserves, leading to incapacitation and a regression of intelligence. Near-mindless, all thoughts in such a state will consist singularly of the need to feed. Thus is the act largely avoided.
height: Can vary between four and six feet
weight: 175 lbs
build: Varies, but generally slender with generous portions, a necessitation of mass distribution
hair texture: Varies, most often curly
hair length: Varies, most often long
hair colour: Varies, most often black
eye colour: White irises, black sclera
facial attributes: Varies, generally slim and attractively rounded with large eyes, thin nose and pouting lips
bearing: Reserved, prim and proper, movements possess a subtle gracefulness.
skills/training: Baseline instinctive knowledge is bolstered by general-purpose domestic skills. With an intellect surpassing even sophisticated computers, new skills are learned swiftly and understanding comes without forethought. A penchant for problem-solving brings the rest into focus and forms the basis of a formidable mind.


HISTORY
A being from another dimension who materialized in this universe possessing no memories of any origins and guided only by instinct, for the sole purpose of reproduction.


PSYCHOLOGICAL PROFILE
Outwardly tractable, docile and willing to serve with eyes that hide unspeakable notions, a gleam like madness not at all associated with natural luminescence. Whatever this signifies cannot be said and one might even question whether or not what one glimpsed was real or some delusion for most actions are nothing if not agreeable. Speech is rare though when it occurs the tones are light and musical, at odds with an overall dusky demeanour.


ABILITIES
Due to their natural propensity for mimicry, most people perceive them as attractive individuals. In actuality, they are amorphous, tentacled, fleshy abominations that prey on creatures of all sizes. Typically killing by snapping necks or disembowelment, they feast on the victims' internal organs. Capable of projecting a strong acid, this is used to partially digest food before consumption. Their true form is never intentionally revealed, any unfortunate enough to observer it hunted, killed and consumed. Notably because their visage is incomprehensible to humans, most who manage to escape are rendered insane.


All are capable of modifying the DNA of any species from which they possess samples of genetic material and can rearrange the cells of organisms, even transforming them into one of their own.
 
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