Star Wars Roleplay: Chaos

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Approved Species Arch Psy-Pire

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Intent: To make a sub species of a species I already submitted, for purposes of both future roleplay and to create the variation for a new character of mine, as well as open up the potential for player characters to become arch psy-pires themselves by accepting her blood.

​Image Credit: N/A

Canon: No

Links: http://starwarsrp.net/topic/126341-psy-pire/

http://starwarsrp.net/topic/18050-tera-vampir/

http://starwarsrp.net/topic/109137-sanguinius-vampirika/

GENERAL INFORMATION

Name: Arch Psy-Pire

Designation: Sentient

Homeworld: Atrisia. http://starwars.wikia.com/wiki/Atrisia/Legends

Language: Basic, Atrisian

Average Lifespan: 4000 yrs( For both her and any arch psy pires that come into existence through interaction with her once the character is created for rp and active)

Estimated Population: Unique. One member only currently. (Player Characters can ask to be transformed in character)

Description: When fully fed, Arch Psy-Pires look young and healthy, though their height is generally that of average Psy-Pires with very dark hair and black eyes with an unsettling bright purple glow eminating from the center of the eyeball. They must feed or they become decrepit and old, and their eyes cloud over. Their hair becomes white and stringy. The blood is noted as a lavender color. Any humanoid species transformed would take on this lavender color to their blood. The transformation involves enduring an eight hour series of convulsions and hallucinations if one has the pre defined trait of a very strong immune system, that will trigger transformation into an arch psy pire instead of a regular psypire. Provided they do not expire during the process, the person who survives will become an Arch Psy-Pire

PHYSICAL INFORMATION

Breathes: Type 1

Average height of adults: 1.9 meters.

Average length of adults: N/A

Skin color: Fair. (Skin will pale if player character is turned into an arch psy pire)

Hair color: Dark.

Distinctions: The Arch Psy-Pire differs from regular Psy-Pires in that they lack certain abilities of the standard variant but have gained new, stealth related abilities, plus a weak, non lethal energy attack. Certain powers they do retain increase in strength and utility. But some weaknesses increase also. They are nearly immune to almost all forms of disease, engineered or not.

Arch Psy-Pires seem to instinctively flex their fingers, which is a trait passed from their progenitor to her "children". They seem to have more twitchy movements, almost like a bird in how their head moves. Their whole body tensing with shoulders haunching is a sign they are ready to attack. Their hands going forward and crooked is a sign they have detected potential prey. Their fangs are a dark, almost black, metallic sheen, though this is only color texture. They are retractable.

Races: any human or near human species could potentially be made into an arch psy pire.

Strengths: (All future Archs will have these same sets of strengths)



Sleep Regeneration: Arches posseses a more powerful version of regular Psy-Pire Sleep Healing, able to recover from severe wounds such as lascerations, broken bones, and even organ damage after about ninety minutes of medically induced sleep or naturally falling asleep.

Blood Hypnosis: A more powerful version of regular Psy-Pire Blood Mesmerism, Blood Hypnosis allows Arch Psy-Pires to smear their blood on any object. As with normal blood mesmerisim, any who spots the blood will be drawn to examine it due to the risidual psychic imprint for up to four seconds, from the moment the first spot it. Weak characters and npcs will be easily distracted. Those with strong minds can resist but will have a much harder time breaking the effect than with a regular psy-pire. In addition those who fail experience ninety seconds of mild lethargy.

Welcome to the family: By consuming Arch Psy-Pire blood, there is a fifty-fifty chance of one turning into a regular Psy-Pire or Arch Psy-Pire.

Near Immunity to disease: Arch Psy-Pires bear near total immunity to disease, with only Vong based diseases and diseases created in void space having a shot at killing them.

Sound Chameleon: Arch Psy-Pires can not only mimic nearly any voice or sound, they can throw their voice at very far distances with an eerieness that borders on the supernatural, up to thirty meters.

Psychic bolts: After eating enough thoughts, Arch Psy-Pires are able to expend an accumilated charge in their bodies as a non lethal, purple neuro electric stun of lightning like energy that can be expended as a series of bolts, or all at once in a constant discharge. Effects of being hit include migraines, muscle spasms, and a few seconds of bodily sluggishness and stiffness.

Naturally silent: Arch Psy-Pires instinctively know how to move to produce the least noise.

Like a Gecko: Through a special species based form of telekinesis, they can move on any surface with their hands and feet. This allows them to cling with their feet on objects which taper or narrow as well.


Neutral:

Bones are normal: Arches lack the bone weakness of the main species, though they are still just regular bone at that point.

Blood has fifty/fifty chance of making an arch or a regular psy-pire.



Weaknesses:

Advanced Garlic Weakness: Arch Psy-Pires not only experiences extreme pain at the touch of garlic or having it introduced into their body, they remain sick for days afterward, regardless of sleeping.

Advanced Poison Weakness: It took an overdose of poison to fully unlock the mutated disease. Arch Psy-Pire. They seem especially weak and allergic to pharmaceuticals. Poisons can flatten an Arch Psy-Pire, even relatively weak venoms have more severe effects.

I never drink...wine: Arch Psy-Pires, like regular psy-pires, feed on mental energy for sustainance. The difference is that while regular Psy-Pires can eat food in an emergency, Arch Psy-Pires have no choice but to eat thoughts and memories. Regular Psy-Pires are usually restricted to two or three rich memories per feeding, Arch Psy-Pires can consume years of memories in one sitting from a single victim though only a months worth of memories would be sufficient to keep them healthy. Feeding on more than a year and a half of memories in one sitting will induce a fugue state, because an Arch's body needs at least four days to process that kind of nourishment without slipping into a fugue state. The effects of not feeding is that the arch will undergo accelerated aging and die in a matter of days

Overfeeding induces Fugue: While an Arch Psy-Pire can safely feed on up to a year and half worth of memories from one victim, feeding on more than that induces an aggressive, paranoid state known as "Fugue". In this state, they often behave like a cross between "Spiritual Shaman" and "Deranged Cult Leader" Their whims and motives can often become mercurial though any sign of threat to the coven is often instinctively dealt with on a basis of utter ruthlessness. Fugue states may vary between archs, some expressing more paranoia and not quite lucid thinking while others might be more violent.

Weaker in daytime: Arch Psy-Pires are sluggish and weak in daylight hours having access only to Blood Hypnosis

Advanced Sonic Weakness: Directed sound weapons cause severe blisters and near crippling pain to Arch Psy-Pires.

Vulnerable while feeding: Once an Arch focuses on feeding it is the only thing they focus on. This can be exploited.

Easily identifiable as a vampire: The eyes will be a dead giveaway. Though psy-pires often spare their prey, as much as simply because the prey won't even remember the details of their own feeding as much as the Psy-Pire preferring to not be a total jerk if they don't have too, they often face extreme fear due to what they take instead of blood. Arches must take special care, as once it becomes clear to the public what someone like an Arch can do, there will be more than a few "shoot Greedo under the table" mindsets when it comes to dealing with them.

Vulnerable to Ion Blasters: While not suffering the crippling, debilitating effects of exposure to Ion weapons that regular Psy-Pires do, the ion bolt inflicts a heavier, longer lasting stun then normal, and the Arch will feel a need to feed immediately after waking up, as it seems to "drain their reserves"

Everything is worse with Euk'gargam: Arch Psy-Pires, when their flesh is exposed to Mandalorian Steel, either pressed against, or worse, if cut, experience severe Migraines, and if introduced to the body will result in complete loss of equilibrium within minutes as long as it remains in the body.

Vulnerable to Force Light: The Arch-Psy-Pire, due to the way the first was created, is much closer to Sith Spawn than its primary species. While it is not truly a Sithspawn, traces of the evil that had a hand in making it remain in the blood. Thus, Force Light will inflict heavy nausea and eventual unconsciousness, though it will not kill them.

CULTURE
Diet: Thought, Memory


Communication: any language spoken by humanoids.

Technology level: Current standard.

Religion/Beliefs: Whatever they were raised believing.

General behavior:

Family Life: Variable.

Values: Like Regular Psy-Pires, Arch's even in a fugue state, aren't inclined towards killing prey, unless under severe circumstances. Even people who had a track record of employing violence against others find this willingness to kill at least muted slightly. It is surmised this is an instinctual pragmatism: A dead person, after all, cannot create new thought and memories to feed on. While an Arch is free to ignore this natural inclination towards mercy, it is notable in that a high percentage of them do not, even if they are aware of the reasons for why they may be inclined to spare prey. With a few exceptions, Arches are not inclined towards sadism, though there are always exceptions as there are with any species. Like regular psy pires they are happy to feed on the minds of animals, or weak memories, though due to their eating habits they eat more rich memories, as their dietary requirements can make multiple weak feedings impractical.

Attitudes towards young: Arch's are instinctively protective of the covens they form, any mistreatment in their ranks is dealt with harshly, to set an example to others.

Mating habits: Arch Psy-Pires prefer other Archs, though a very strong willed person can draw their interest.

General habits: Arch's instinctively always have one eye on their coven's well being. Their personal customs might vary, but generally most do not behave sadisticallly towards prey. Even if you do get fed on, you will survive ninety percent of the time, and as the strain is transmitted through ingesting large quatities of Arch-Psy-Pire blood, bites carry no risk of infection. They cannot blend in with society well due to their more obvious vampiric traits, such as their eyes, so when walking among society they must take extra measure to remain unnoticed. Bold ones who live in cities have innocuous occupations that allow them access to people.


HISTORICAL INFORMATION

The victim of Sith experimentation and exposure to bacteria designed to make energy vampires, Ni-Ne Li-Ves became the first Psy-Pire after an overdose of painkillers awoke a disease heavily altered by Sith Alchemy. As her condition progressed then stabilized she became the archetypal Psy-Pire, and her blood has mutated in stasis to the point her blod has a fifty fifty chance of making a standard or Arch Psy-Pire. Unlike the species she birthed, she must feed on thought and memory only to survive and is strictly nocturnal, and can overdose during feeding, leaving her in a dangerous fugue state that causes her to behave unpredictably. Any arches she creates would surely have all her strengths and weaknesses. But the blood of Psy-Pire, especially an arch Psy-Pire, is worth all the downsides...not that Nine Lives would agree.
 
[member="Maple Harte"]

Okay, so before anything else, I'm going to need you to make a decision.

Either this sub is for a unique creature (Nine Lives) *or* there can be more of them. Right now it reads as a weird hybrid of those two and I can't really judge it accurately without it being one or the other. If it's just Nine Lives, I need you to remove all mention of making more. If you want it to be possible to make more, then I need it to read like what they could do in general, rather than as a reflection of only Nine Lives.
 
Okay, [member="Irajah Ven"], heavily altered at all points based on your suggestions and altered and removed a few abilities to make a more niche type of species for characters to RP as should they be interested in becoming an arch Psy-Pire.
 
[member="Maple Harte"]

This still reads as primarily about Nine Lives instead of what the 'standard' could be expected to be.

I'm looking at description, average height, distinctions, half of the strengths and weaknesses, etc. There is *a lot* of "Nine Lives blah blah" rather than "An Arch Psy-Pire". If you want this to be a thing other people can use, you need to frame this as "Arch Psy-Pire" rather than "Nine Lives" and have it reflect through the submission. It's okay if she's the only one so far, but that sort of thing belongs in the history, not in the "This is how this race functions in total".
 
[member="Maple Harte"]

Thank you, let's get to the rest then.



​Image Credit: How to properly source your images
Minor thing, just leave this blank or put NA here or something



if one has the pre defined traits in their blood that will trigger transformation into an arch psy pire instead of a regular psypire.
What pre-defined traits? This is never explained.



As with normal blood mesmerisim, any who spots the blood will be drawn to examine it due to the risidual psychic imprint, in this case up to four seconds.
I have no idea what you mean by 'up to four seconds' here. How long they examine it? How long from when the blood is smeared it will do this? What does this mean?



Sound Chameleon: Arch Psy-Pires can not only mimic nearly any voice or sound, they can throw their voice at very far distances with an eerieness that borders on the supernatural
What kind of distances we talking?



but have gained new, stealth related abilities, plus a weak, painless non lethal energy attack

as a harmless, purple neuro electric stun

Effects of being hit include migraines, painless muscle spasms, and a few seconds of bodily sluggishness and stiffness.
Okay, so for this strength- this is not painless first off (migraines are HELLA PAINFUL). Nor is it 'harmless'. Either remove the 'painless' and 'harmless' or make it actually painless and harmless. Either is okay, just pick one.



I never drink...wine: Arch Psy-Pires does not have the recourse of regular Psy-Pires due to being far more closely related to standard enegy vampirism due to Sawa Ike's energy vampire disease and the subsequent alchemical experiments which mutated it into what it is now. Not only is feeding on mental energy their only recourse for sustainance, they must do so at a far greater rate and requires much more mental energy to sate them...up to a months worth per feeding, and often requiring up to ten solid feedings per day
This weakness is kind of a mess, with a bunch of stuff unrelated to the weakness and a very unclear explanation even after reading the original sub, of what 'up to a months worth per feeding' even means (a month of *memories* from someone? What are we doing here?). Can you reword this into something that clearly defines what this means to you? Also include what happens to them if they do *not* feed, since this is a specific weakness and is relevant.



as once it becomes clear to the public what someone like Nine Lives can do,
change this to Arch please



Values: As only Nine Lives is an arch currently, any values are up to whoever was successfully turned.
So one of the things that comes up in both submissions is that your Psy-Pires generally avoid seriously hurting their prey, will feed on animals if they can, etc etc. Is that something someone changed into a Psy-Pire/Arch Psy-Pire can expect to feel automatically? Is it a factor of the change itself? If so, stuff like that could go here.
 

Zeradias Mant

Democracy Dies in Darkness
[member="Maple Harte"]

You're either going to need to remove a handful of strengths or add a handful of weaknesses directly pertaining to a PvP environment. Nearly all of the strengths can be used in PvP scenarios, but all except for a small fraction of the weaknesses will realistically ever appear or are PvP related.
 
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