Star Wars Roleplay: Chaos

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Approved Species Daan'faer

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Daan'faer
  • Designation: Sentient
  • Origins: (No point of origin- Born through a calamity/tragedy)
  • Average Lifespan: 150+
  • Estimated Population: Rare
  • Description: Daan’faer tend to take on the appearance of whatever race happened to be the dominant of those struck by the calamity of their birth. If a million humans died, then that single entity would then look human.
PHYSICAL INFORMATION
  • Breathes: Type 1, but varies depending on the race in question.
  • Average Height of Adults: Depends on the race in question.
  • Average Length of Adults: N/A
  • Skin color: Depends on the race in question.
  • Hair color: Depends on the race in question.
  • Distinctions: The two things that defines the Daan’faer as ‘Other’ is their eyes and the fact they do not bleed when cut. Their eyes are inky black, no iris or pupil, just solid color.
  • Races: Depends on the race in question.
  • Force Sensitivity: All -
    A newly born fledgling begins only with an affinity for certain abilities. They tend to pick up Force Sense, Telekinesis and abilities like Force Dash fairly easily. Those that have lived a previous life can gradually recall their force training and speed up the process. Their 'shadow hopping' ability is likened to Fold-Space, Teleport or Force Travel. This is a skillset that can be improved upon with training. A fledgling without the benefit of past life experiences can potentially put on short bursts of unexpected reflex or may even to a brief extent precog, along with their natural racial abilities like just being stronger or faster a bit more than their birth race.

    1.) Newborns [Cull]: Due to the majority of Daan'faer being Cull class, they will pick up abilities that follow their natures, like telekinesis which would allow them to smash things or throw things, or the ability to Sense those who are stronger than they, but abilities that require patience or control like Mind Trick would be hard to impossible to grasp since they have short attention spans.

    2.) Newborns [Anthier]: After a few solid meals to recover and grow their strength, can over a period of weeks gradually recall their past training, if they had any. However they must still follow those memories of training and do the work to use that power again. Trial an error allows these mental or spiritual muscles to strengthen and depending on how much they devote to this solo training, can quickly regain the former robustness of the past.
Strengths:
  • Born of Calamity.
    These beings due to the events of their birth start with a strong Force connection. In ages past or in civilizations whom are primitive, they have been counted as either Gods or Demons. Not that they are that indeed, they can become Masters much as any normal Force user. However, they are drawn to places where force energy pools. Any such nexus is one that they can heal faster at, should they be injured. Same of any such places where untold lives had been lost, though these are few and far between as it has to have been a planet wide event. A place where a star destroyer ended a world, would qualify. A wound that would take months to heal, will take days, as an example. The exception to this rule is any bite from a Beast formed Lopara, a Lopara's bite depending on the severity can take upwards of a week or more to heal and it is a constant source of agony till it heals.

  • The Shadows, My Gateway.
    Shadows give them a means to slip from one place to another. The range depends on their level of Force training. A master can slip from one city on a planet, to say the shadows on a ship or shadow of a person with whom they are familiar. However, while a mere pupil can only move say a mile or a Master much further, this can only be done once a day. It only works as a means to get to a familiar destination and, emerging from the shadows in this manner leaves them vulnerable. In a way how its hard to pull one's self from a pool of water, the individual must pull themselves out from the shadows. On top of it, metal thrust into said shadow will unmake the Daan'faer and cast them back to the Nether from which they spawned forcing them to wait till the next calamity to give them a means to return.

  • The Night Holds No Mystery.
    They can see in the infrared spectrum, and with innate Force Sight, switching between these as needed. Night time leaves them more invigorated than daytime. While the day doesn't harm them, it does make them feel as if they didn't rest well. Like that feeling when you've only had a few hours rest.

  • What Was Yours, Becomes Mine.
    They have a natural affinity for abilities like Tutiminis. Any ability that allows them to take in energy or information, is easier to learn and gain mastery over. In that same hand, using abilities that take these things without consent have an addicting draw, making those who take the Dark path, more likely to become monstrous. Theft of this kind also takes in some of their victim's own essence and can leave the Daan'faer doing, acting like the one who they stole from. It can eventually erode their own thoughts and personality, making them paranoid, erratic and ultimately dangerous. No one knows why consent given does not have this effect, but is it not better to have been given of it freely?

  • Life, Sustains Me.
    Though they can eat and drink, enjoying these things like anyone else, they feel far better having taken energy into themselves. In a way, they are like energy vampires, but unlike energy vampires any energy source will do. Life energy just happens to be far more fun to sup on, depending on the activities or manner from which it is performed or ended. Like with the above mention of theft, murder will taint the individual to a greater extent than simple stealing of energy or knowledge. In short, the greater the transgression, the worse the affliction.

  • Heightened Senses.
    Smell, taste, hearing, touch, awareness, are keen. They don't have to hear, to feel someone trying to sneak up on them. A shiver along the spine of danger is really all it takes. Doesn't mean they know a sniper on a roof is there, but a mugger in an alley will rue their choice of prey.

  • I don't Trust You As Far As I Can Throw You.
    A Daan'faer that looks human, does not have the strength of a mere human. In fact, said being can throw one human across a room without much effort. They are as strong as two of the race from which they are born and just as fast.

  • What Doesn't Bleed Can Still Die.
    Cutting their skin does not make them bleed, but it does still piss them off. It hurts, in fact, because their bodies are sensitive, it actually hurts worse than how it would hurt someone else.

  • Child, My Child.
    They can reproduce in the normal way of things, but that child will not be another Daan'faer. The only way for another to become thus, if for them to be drained of their life energy and a piece of the Daan'faer passed to the individual before they die. It means the Daan'faer must infuse them with their own energies. It is not so simple as something so trite as drinking blood or say, eating flesh. No. It means sacrifice. Giving one's own energy means weakening themselves to almost the destruction of their flesh. In short, they must almost die themselves and trust the one they have restored to not kill them when they can't defend themselves. This process puts the 'parent' into a coma like state that can last for a week or more, whereas the 'child' recovers within a day's worth of sleep. Upon waking the 'child' is wracked with pain as their body and spirit fights to cling to mortality. It tries to reject this alien energy and you can imagine all kinds of unpleasantness to this process. This torment can last for almost two days, but once over they gain the same advantages as their 'parent'. There is also a brief bond between the two, allowing for easier adaptation to these new changes. There is always safety in numbers...

  • Like Calls To Like.
    Daan'faer always know if there is another like themselves nearby and fledglings born of Calamity and not Gifted, draw an elder to them, if one is nearby to sense them. It is mainly a survival instinct because a Fledgling may draw attention to themselves, but it is also a means for a hunter to lure others for extermination as well. If one or more Elder arrive, often a fight for who will train the Fledgling ensues because only the strongest survive. However this 'sense' fades after a day, maybe two and if it attracts nothing, the fledgeling is on its own.

  • Of Our Weak, Mine To Control.
    Anthier of the Daan'faer gain the unique ability to impose their will on Daan'faer who lack sentience. The Cull, as these weaklings are called, are attracted to the Anthier and after a battle of wills, submit. From that point on they can be trained to a function, but nothing really sophisticated, the Cull are really only suited to tasks that don't require problem solving or finesse for they lack the critical thinking and emotional control that the Anthier retain.

  • Only Rest For The Weary.
    To sleep, outside of being weak, ill or injured, is really only to pass time or to conserve energy. It isn't really needed if the Daan'faer is in good condition and much can be accomplished in that time others are forced to bed.

Weaknesses:
  • A Barren Wasteland, My Hell, For I Thrive Among You.
    A place cut off from the force, this can leave the Daan'faer lethargic, weak and easy prey. This also is true for any place that has no life. The higher the life forms around them, the better they feel. They instinctively go to the places with the most abundant and varied life energies. Sentient life, is the highest form of energy and with it, food. Wild untouched places while beautiful, leave the Daan'faer craving higher life energies. A sudden event that severs the force has the immediate effect of severe weakness and illness until the effect fades. Protection against such things does work, but they still feel the loss and it is incredibly disorienting for a few moments. This can show in loss of balance, dizziness, fainting or being dazed.

  • Your Cruel Bite, My Undoing.
    They are as vulnerable to weapons of war as the race from which they were born. Nothing really special for the Daan'faer in this regard, but probably for the best for if they were harder to kill, there might be more of them.

  • My Every Sense, Unpleasant.
    With heightened senses, come distinct means of unpleasantness. Sometimes it does not pay to be so gifted. For example, with heightened hearing, comes the added danger of too much sound causing injury, unconsciousness or even death. Something only a little unpleasant as a smell to some, see the Daanfaer catching this scent stronger and finding it more repugnant.

  • A Growing Hunger.
    A Daan'faer gets hungry in half the time it takes others, depending on what they eat. Taking in energy can leave them not needing more for a few days, whereas eating a steak will see them needing another only a couple hours later. This however abates as the Daan'faer grows older, so with age comes benefits, but only to the point where they can go without a meal in the same span as the race from which they are born. A human Daan'faer who lives a long time can say, fast, as long as any human for instance.

  • Fear The Beast Clothed In Pleasing Flesh.
    The Lopara are the greatest threat to the Daan'faer. No one knows why it is so, the Lopara are in no way connected to them, but their bites take a long time to heal. Worse, until the wound closes, it is constant agony and it makes them incredibly weak with illness. Lopara also instinctively recognize the Daan'faer and usually a fight results because of territory dispute, not because of any inherited hatred. The wound also seems necrotic, making it hard to keep closed with stitches because the wound can get worse before it gets much better. A chunk of flesh ripped or torn into has a higher chance of this happening than lighter flesh wounds like a scratch or minor puncture.

  • What I Take, Without Permission, Consumes Me.
    As stated above, the greater the transgression against an unwilling spirit, the worse the consequences to one's self. Taking knowledge once or twice, the taint fades after a couple weeks, but continued violations stack this effect. Murder through theft however, leaves a permanent effect. These effects can range from invasive thoughts, unwanted mannerisms, contrary impulses, strange dreams, unwanted memories, seeing things, hearing things, erratic behavior, lack of emotional control and the list goes on. The exceptions to this rule however are in regards to self defense. One who has sought to harm a Daan'faer forfeits the rights that an innocent is protected by. Meaning, the attacker's mind, body and life are open to attack in turn and the Daan'faer faces no risk of taint.

  • My escape, but only the once.
    Shadow hopping while useful to run from danger, is not something that can be done more than once. It leaves the Daan'faer tired, but not terribly so, but making another attempt makes that fatigue grow instead of success. On top of it all, it doesn't work if they are not incredibly familiar with the place or person who they are returning to and in the case of slipping from someone's shadow? They must have a strong bond of trust between them and trustof that kind is not easily attained.

  • Pain Received Is Pain Doubled.
    Any wound, even a mundane paper cut hurts double. This is because their bodies are just that sensitive, a stubbed toe, the prick of a needle, it takes a certain kind of warped soul to enjoy such suffering. But hey, at least they don't bruise easy! This is an upside, right?

  • I Feel So Much.
    Emotions are intense things, hard to control, hard to master and just a burden yet both terrible and sweet. The stronger the emotion, the bigger the impact. It is not so simple to be 'sad' for a Daan'faer, grief over the loss of someone loves hits them with such intensity as to almost be crippling. Rage, true rage, can leave a swath of destruction before it fades. It fills them and without mastery of Self, becomes them. One weak of mind is easily led into obsession, only controlling one's self allows the Daan'faer to prosper.

  • From My Enemies, I Gain Strength.
    Daan'faer are not capable of retaining the use of cybernetic replacements. They are incompatible and the only way really, is to grow what is needed from their own dna. Nanites can extend the life of the cybernetics, but only from the Daan'faer are 'replacements' really compatible. Meaning, a lost limb can be replaced by taking one from another Daan'faer, which is really horrifying if you think about it. To make matters worse, any additions like adding two new extra limbs, do function. The body adapts the means to control the new properties.

  • Too Close For Comfort.
    Daan'faer are not able to breed in any capacity with their own kind. Strangely, the attempt almost always kills the female and what could have been the offspring of such attempts. One thing is likely the cause and it is probably for the same reason spare parts are possible.

  • Bloodless, but not immune.
    Daan'faer can be poisoned, put under anesthesia, become high from drugs and so on. Anesthesia works particularly a bit too well, it takes them a while to come up from it and can leave them drowsy for days afterwards and with is a numbness through their whole body. Bacta also has a hard time navigating the oddness that is their tissue, though it does slowly do its job eventually.
CULTURE
  • Diet: Other. Energies are their best and more sustaining source of 'nutrition' though they can eat the same things their 'birth' race can.
  • Communication: Telepathy and the languages of their Birth race.
  • Technology level: Depends on the race in question.
  • Religion/Beliefs: Depends on the race in question.
  • General behavior: This really depends on the nature of the individual Daan'faer. They rise from the calamity of their birth, an adult, with some basic inherited knowledge from the race that has so suffered. Usually this amounts to just the race's common tongue, since communication is essential. However in the case of a Daan'faer who had been a former living spirit, they retain the memories of their past lives, their life spent in the Nether along with what they inherit from their 'birth' race. It just depends on how much of their former life they manage to keep from losing between their 'death' and 'rebirth'.
HISTORICAL INFORMATION
Most races have a story told of those who rise from the dead. Though the Daan'faer aren't technically dead, it is from the dead that they are born. Any event that sends a shock wave of death felt far and wide to those Sensitive enough to feel it, creates a single Daan'faer. Like, if a city is snuffed out in an instant, this qualifies as the condition from which a single Daan'faer will rise from. It has to be a catastrophic event that can be felt through the Force, for only by shaking the foundations of life itself can a crack appear in the framework for something to squeeze through. They are a race considered cursed, hunted and reviled or worshiped and revered. Most however are considered beings of ill omen and are often hunted by anyone who knows how they were born, if they see such beings as things needed to be hunted.

For all that they were born from a calamity, they need life to stay healthy and to thrive. The less lives around them, the quicker they start to be ill. Most Daan'faer are born of beings that had never been alive, who become monsters that quickly are killed. Some, a rare few, are not and it is these that survive the longest.

They aren't considered easy to kill because a fledgling born can to an extent augment for short bursts their reflexes or sporadically see their enemies moves before they happen when fighting whatever is hunting them, it isn't wise to do so alone however Anthier are not seen as enemies. It is just more often something vile that is spat from the Nether instead of something that had once been living. The longer one stays in the Nether before passing on, the more like the hungry spirits they become and the more likely they become a monster that needs to be cast back. To return thus, is to be seen as a monster that may not get a chance to prove their nature is not so. Add to it that depending on how long ago they died, things may have changed drastically and they will be forced to adapt quickly. This is why most fledglings are usually found just after their rebirth and killed, before they can adapt, but because they are so rare sometimes one manages to pass that critical period of vulnerability and dislocation.

The sad truth is, most Daan'faer are monsters born into flesh. Primitive, violent, uncontrollable and downright dangerous. There are as a result, two class of Daan'faer, the 'Anthier' and the 'Cull' within their hierarchy. The Anthier are Daan'faer born to spirits that had once been alive in a previous life. They know what it takes to blend in, to adapt and ultimately survive. These Cull who had never known what it means to live, are hardly more than intelligent beasts. They can speak, they can act, but without someone to guide their actions they are feral and dangerous. The reason the Daan'faer are attracted to Fledglings is because there is safety in numbers. The Cull will form packs and in this case, the more minds, the better the cooperation.

The Anthier being of greater capabilities can force one of the Cull into submission with their mind and take them as in essence, a minion. Cull are generally used as enforcers or laborers. They aren't good for much else and once they are subjugated, they know no other as their master. However most Anthier actually kill Cull they find, for there is not enough Anthier to control the number of Cull that are born and it is simply easier to eradicate a potential problem. After all, it is a kinder mercy to put down a rabid beast than let it suffer.

An Anthier that finds themselves with another like itself however, takes that individual under their wing and helps them adapt. Only Cull fight for dominance among themselves, the Anthier are not so base. Their games tend to take longer and have more sophistication and grace, even if you can still call it a dominance play.

In the case of love, only the Anthier being truly sentient, are capable of this. While the Cull have lustful drives, it isn't able to do more than simply seek to sate the urge, only a complicated mind can form bonds. Cull can make offspring, but well, the circumstances around that given their natures are oft unpleasant and bear no thinking on. Just one more reason to snuff their lives out, for it risks far too much to let them live.

It is possible to create Daan'faer intentionally, if one creates a hole or fracture to the Nether, but then they have to supply the flesh from which a body is created. This means that one would have to subjugate say, over a hundred people, make the gateway and then kill all those lives simultaneously. The release of that energy becomes both catalyst and lure, but the odds of an Anthier being reborn is one in one hundred attempts. One may be able to devise a horrid ritual to increase these odds, but to do so is a perversion against Life. One might be able to craft a body to draw a higher spirit into it without such gross loss of life, how else would stories of fools seeking immortality have started? To undertake such a thing might take someone their whole life to achieve and with a high risk of disastrous failure.

For the Cull to sense a Fledgling, they have to be on the planet that the calamity happened. If no Cull, there will be nothing drawn to that fledgling. Anthier have better range because they can sense, like say a Jedi, the event of mass death. After that, getting there really depends on inclination to investigate really as some Anthier may or may not care enough. One way or another, the problem gets sorted out eventually. It is not uncommon for an Anthier to simply survive on its own and never encounter another of their kind. The problematic history of the Daan'faer is really due to the nature of the Cull more than the Anthier. However it also isn't uncommon for the Anthier to die because they grow lazy and start tainting themselves so deeply they become Cull themselves and get put down in turn.

----

The legend of the first may have been the first recorded arrival of the Daan'faer. No one knows which people from which this story came, but it started with the eruption of a volcano that smothered to death an entire city. From the mass of encased bodies, a single survivor managed to claw themselves free. He or she was treated as someone blessed by their fire god and for a time revered. However the strange powers and uncontrolled nature of their 'god given flesh' eventually brought a violent end to this First.

----

There are all kinds of stories that many view as superstition that tell of mass death giving rise to something Other. Some even tell stories of someone who was dead, rising up again, instead of just some stranger rising from the dead. A Daan'faer who retains a strong sense of self is very likely to be reborn looking like they had close enough in their previous life. Not every detail is exact of course, but the resemblance is eerily uncanny. However they are not the same person for death shapes all things how it will and the trials suffered have consequences. What ends, may only retain fragments and carry those scant fragments with them into Rebirth.

Anatomically speaking the Daan'faer are exactly as they were born in the likeness of. A Daan'faer Cathar will have all the proper organs and such, of a normal Cathar. Their hearts beat, their bones can break, a shot to the head can kill them, or any other method of death that can kill whatever race they are. Human Daan'faer are common, because there are so many humans in the Galaxy at large. About the only thing that can't kill them is blood loss, since they have no blood, but it is also a mystery as to just how they have functioning organs in the first place, but they are indeed quite alive. The Force is suspected at play in this factor, but who really can say for sure?

The strangest part of all is that, because of this nature, Force healing works exceptionally well on them and if a limb is severed, it can be reattached through surgery and healing of the severed area to restore said flesh to itself. It is unbelievably painful, oh yes, but it can be done. Severed parts actually end up rotting faster if not preserved compared to an ordinary person, artificial limbs also do not take easy if at all. Unfortunately this means that only taking from another of their kind or growing it from pieces of themselves can they really regain parts lost. This is just another factor that makes the Daan'faer seemingly cursed. It is also another reason to subjugate Cull.

So a Human Daan'faer can take the arm of a Cathar Daan'faer and have full use of the limb, albeit learning how to use the new functions of say, retractable claws, it will just look... Unnatural. They can even add extra parts even if they didn't lose any, the body slowly adapting to the extras. It is not an immediate process, this can take months. During that time they are burdened with extra weight, off balance and all the things you'd expect a body to go through as it adjusts.

When a calamity happens that leaves no land upon which a Daan'faer can survive on, death to the fledgling invariably happens. For instance, if a planet is wiped out and there is only debris floating in space? Who notices one more extra dead body floating among what had been other remains? Same is true of water, if a city is lost deep in an ocean, survival is unlikely depending upon the depth at which the calamity happened.

It is possible for those with the knowledge like the Solanaceae Witches, to walk the hidden pathways of the Nether. If one of the Daan'faer were to be taught such knowledge it is possible for them to return, though the question then becomes, why would they? In the end it boils down to personal choice, but it is possible that they can return to the Nether in a manner of their choosing and use it to travel. In fact, because the Nether is essentially their native environment, they might have a much easier time traveling.

As for how they get nutrition, an unwilling food source will find the effects to be paralyzing and unbelievably painful whether innocent or an assailant. However the opposite is true for one who consents, how else would the Daan'faer get steady meals? Moreover someone sick will provide an unsatisfactory meal over someone healthy and those that prey on the weak invariably become weak themselves because the saying 'you are what you eat' applies.

----

If I may get this into the 'Pending' pile at your earliest convenience? Srina Talon Srina Talon
 
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:: HERO of KORRIBAN ::
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Saer Lorian Saer Lorian

This is a great submission! There is really only one thing I'd like you to expand upon a bit more.

Under weaknesses you have:

My Every Sense, Unpleasant.
With heightened senses, come distinct means of unpleasantness. Sometimes it does not pay to be so gifted.

While I can guess what you mean by this, perhaps give an example for those who may not.

Give me tag when you're ready, and we will get this moving along.
 
My Every Sense, Unpleasant.
With heightened senses, come distinct means of unpleasantness. Sometimes it does not pay to be so gifted. For example, with heightened hearing, comes the added danger of too much sound causing injury, unconsciousness or even death. Something only a little unpleasant as a smell to some, see the Daanfaer catching this scent stronger and finding it more repugnant.

Judah Lesan Judah Lesan I hope that this is better?
 
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