Star Wars Roleplay: Chaos

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Approved Species Ethereal Slaves

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Name: Ethereal Slaves

Designation: Semi-sentient: Requires a High Commandant to broadcast thoughts to the other twenty, and the Commandant requires orders from the residing Emperor.
Homeworld: Dromund Kaas
Language: They do not speak. They do however, communicate by nodding in approval/confirmation. Lack of movement and silence after a direct question usually indicates a negative response. They can when all twenty one are together, project visions and images that define something in the abstract, but it is usually misunderstood as an attack due to its nightmarish nature, and it drains quite a bit of effort for all of them to preform. Visions are reserved solely for those most deserving of their knowledge.
Average height of adults: 2 meters of Alchemized flesh.
Skin color: Black
Hair color: None, though if there were it would also be black.
Breathes: Though not required (as they can derive sustenance from the Dark Side of the Force), they breathe 'normal air' a human would be capable of.

Group Strengths: [2 minimum]
  • They are highly coordinated as a whole, and their mentally untranslatable thoughts are easily relayed, transmitted, and understood by the twenty one.
  • Incredibly stealthy as a group.
  • The group is, in general, strongest as a group. The reason being is that they feed off of each others dark presences, and feed better off of defeated foes as a group, lacking the individual strength to gain substantial sustenance from a foe(s).
  • No mercy upon a group of opponents.
  • Most if not all wounds can be at a point of non-battle be repaired; though during battle they have no form of mending wounds effectively. Their powers of repair even go as far as replacing a decapitation due to their slightly inorganic nature... however, the individual in question will experience severe deficiencies and if the decapitation is not resolved quickly (in the span of a day and at most two) the individual may simply die without the ability to be brought back.
Individual Strengths: [2 minimum]
  • Their bodies generate the illusion of being composed of shadows. This is not solely a force illusion, in fact, in addition to being force based, it is also an optical illusion based off of physical properties, and in part a nearly accurate depiction of their true form.
  • They are unnaturally fast, capable of moving, or appear to being capable of moving form place to place in the blink of an eye.
  • Even when their legs are damaged, they can still flee by use of their arms; damage does not produce actual pain, only sharp awareness of the targeted area. Their fleeing speed, is brought down roughly by a forth or more.
  • If all limbs prove inoperable in the face of death, they may shed them entirely (to be regrown later when in contact with the group) to flee via Force Flight. This significantly cripples their speed by at least two thirds, depending upon how much they can propel themselves without sacrificing their dependency on sustenance through the Dark Side or other sources.
  • They can survive in a wide variety of environments for long duration, such as the Vacuum of space, extreme temperatures, and all types of atmosphere (of a pressure they are used to).
Group Weaknesses: [2 minimum]

  • Though they work best as a group, they don't all gang up on a single opponent. They usually fight one after the other with some support of the rest of the group (providing strength) or in pairs (again, with the rest of the group providing support). Though when there are multiple individuals they ignore this 'code of conduct'. If the individual(s) fighting the challenger falls, the group recovers them, but being defeated once, they remain kneeling, and will not fight again, even as the rest of the group is defeated.
  • They can be convinced that the challenger is stronger than the Emperor, and thus will ceremoniously 'fall' as one in a circle around the Challenger and the Emperor if the Challenger is disputing over the Throne, though this is unlikely, it could happen.
  • Thoughts have a lag time when an individual is separated; additionally, the whole group suffers when the High Commandant is separated from the group.
  • The whole group suffers from an individuals decisive defeat, a pain-like experience may be observed in them if say one of them were to be effectively decapitated; this will disorientate, distract, and ruin group coordination to the point where they might all flee.
  • A powerful Light side nexus or extremely powerful Light Side Force User can slightly demoralize the group; it might cause them to fall more quickly and more likely to flee, as well as poorer quality group coordination. A powerful nexus however shall drive them away far many more times than an extremely powerful lightsider.
  • They are melee wielders, and have few defense's against massive blaster fire
  • They are ground forces, and have no capability in spacecraft. They also have a poorer grade of performance when operating in the vacuum of space.
  • Applicable individual weaknesses also contribute to group weaknesses.

Individual Weaknesses: [2 minimum]
  • They "fall" before death, to signify defeat, and they will vanish from sight if you attempt to kill them in their defeat. A.K.A. cowardly conduct.
  • Their individual ability to harm is significantly worse, without the presence of the rest of the group supporting them (this indicates that their voracity is lessened alone).
  • Their stealth is degraded significantly alone, lacking coordination thus becoming more clumsy and unresponsive.
  • Individuals are, in general, weaker alone without the support of the group (this indicates that they fight harder when in a group)
  • They are slightly fragile for the sake of speed, thus protective but light weight armor is preferable to wear to ensure lengthy life times.
  • Injuries are crippling, they don't have enough energy to draw from in order to repair themselves; they can still have the likely potential of fleeing however.
  • Decapitation is a decisive defeat (but not necessarily permanent death however) and potentially death if the group cannot find the missing slave.
  • When engaged in personal combat far away from the group enough to be weakened by it, a Slave may exit out of the control of the High Commandant to defend itself more effectively. These attacks however are brutish, blunt, and often ineffective; additionally, it cuts it off from hearing any orders issued by the High Commandant during the time of its activation.
  • A powerful Light Side Force Nexus or extremely powerful Light Side force user can cause it to avoid contact at all costs and flee if engaged. They are especially weak against the Light Side.
  • High pressure and/or high gravity has the potential to be lethal
  • Any applicable group weakness's not specifically listed here continue to apply to individuals.

Distinctions: These tall, menacing beings of shadowy substance are of a more gaseous than physical composition. Portions of their dark flesh continuously flake off, but returning almost as soon. They are devoid of a face, minus their eyes, incapable of speaking by ordinary means, but yet capable if necessary to breathe through membranes throughout their skin. Their skin in actuality is a clearish substance, the dark black being seen by the color of their blood. The total of their mass has been decreased significantly for an increase in speed without losing muscular power, and their naked form can even harm by their spiked claws and other appendages throughout their body, kept sharp and durable again through alchemy. However, this would be a rare, desperate, and unfavorable existence that would be more likely in the slaves defeat unarmored.
Average Lifespan: Being just created, none have died yet, and thus their exact life span is not known. As ordinary clones, one would expect that at the very most they'd have an average human life span, but these humans aren't any more, and have been heavily altered by the machinations of the dark side. They do though, because of the nature of their change, have a high unlikelihood to die violently. If they die at all (besides combat situated death) it most likely be very sudden and seemingly unexplained, as their slightly inorganic nature has them to appear ageless, and do not weaken with age. They of course, will weaken to collective damage and are very much mortal.
Races: None
Diet: They devour the life forces of those defeated, the most sustenance being contracted when all twenty one are present. They have the ability to, but it is not required, to eat normal human foods and drink. They express general dislike, and even difficulty in feasting on foods of any kind.
Communication: They cannot speak at all, but gestures and body language is all one needs to see what they think. Visions through the force are also used at times when their receiver of the vision is of deserving respect.

Culture: The twenty one are mostly a hive mind, all organized and directed by the High Commandant. The never leave the palace, unless the Emperor chooses for them to accompany him throughout the Capital.

Technology level: The Sith Empires technology is at their disposal, but they do not ordinarily deviate from their chosen melee weapons without direct orders from the Emperor.

General behavior: The will of the Emperor is theirs, they've no conscious, and the only thing close to one belongs to the High Commandant, of whom only relays orders comprehensible only to these 21 language-less beings.

History: The Emperor's Ethereal Guard is the most Elite Sith force in the Empire, their sole objective in life is to ensure their Emperor's longevity, and in the event of his death, ensure he is avenged, or if the previous Emperor proved to be weak, ensure that only the strongest claim the title. They are to a degree Force Sensitive, but they are devoid of their own will. They act as one, because through Sith Magic's and Alchemy their minds are fused together mentally, virtually programmed with their life commandments. Their Armor is Alchemical, as well as their bodies. It is even rumored that they in their entirety are a result of Sith Magic and Alchemy, performed by Darth Voracitos himself, in conjunction with the Empire's best Alchemists and knowledge kept within Holocrons of the Archive (of which he has unlimited access to).

Notable Player-Characters: No
Intent: The intent for this 'species' is for a unique NPC unit that shall help to make an official guard of the Emperor that can't be ignored or bypassed without being confronted first. Additionally, these are to be viewed as the epitome of the Sith Emperor's supremacy, any and all who decide to challenge him in his own capital will parish by there hands, unless they are worthy enough to take the title directly from the Emperor.
 
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