Star Wars Roleplay: Chaos

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The place I dump codex and factory subs while I work on them

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OUT OF CHARACTER INFORMATION
  • Intent: To create a new desert dwelling species for future roleplay and character creation.
  • ​Image Credit: Here
  • Canon: N/A
  • Links: [ Provide links to any relevant threads, characters, companies, locations, equipment, etc here. ]
GENERAL INFORMATION
  • Name: The Komo
  • Designation: Sentient
  • Origins: Outer Rim/Wild Space
  • Average Lifespan: Can live to 120 without much intervention, average male life expectancy of 45.
  • Estimated Population: Scattered
  • Description: The Komo are a near-human species of nearly human-like aliens, with scales covering portions of their body such as the jaw, cheeks, and neck along with their various horns in place of ears. This nomadic, technophobe species can be found on a number of different desert like arid planets, and vary mostly in their color of scales/horns and scale covering, i.e. how much of their body is covered. Aside from this, skin tones tend towards the darker end along with hair though pale and blonde members are a possible rarity, leading to the common belief of the Komo being sand dragons of some sort.
PHYSICAL INFORMATION
  • Breathes: Type 1
  • Average Height of Adults: 1.5 to 2 meters
  • Average Length of Adults: Tail length, additionally, ranges from a further 0.6 to 1 meter
  • Skin color: Most tribes have tanned or darker skin tones similar to certain humans. However some tribes have more pale tones, depending on a combination of scale coverage and historically how covered skin is kept during the day. Scale colors tend to be dark or light depending on the individual race of the tribe member.
  • Hair color: Commonly have darker hair tones, black predominantly. The lighter the skin, the more variance in shades of browns one may find. In exceptionally rare circumstances, the lighter skinned variants may in fact have blond-ish hair tones.
  • Distinctions: A sexually dimorphic species, the Komo females tend to be smaller than their male counterparts, while the males tend to be significantly taller, and consequently much stronger. Many full grown adult Komo are comparable in strength to Wookiees, certainly far stronger than the average human adult male. Scales cover various proportions of their bodies, the neck, cheeks, hands and feet as well as the base of their tail are commonly shared across species. Males tend to have more scales, and curiously seem to be more akin to a cold blooded reptile, relying on the sun for warmth. Females, while possibly significantly covered, tend to be on the less-scale covered end of the spectrum and similarly more warm blooded, as if to handle the night. The horns on their heads assist in hearing, providing a more detailed, intense sense of hearing. Enough to be more than able to hear the shifting of desert sands while hunting for their prey. Their tails seem to be very flexible, able of a number of fine movements, and provide a source of water storage, like a wide number of desert creatures who may find it difficult to handle drought. Aging women are noticeable enough, aging exactly as humans do. However when a male reaches older ages, such as 80, the only visible sign of this is their hair graying, or going near white. The exact reason for this is, unknown.
  • Races: Despite the potential variance of skin tone, the dominant feature determining race outside of one's tribal association is the difference of scale tone. Two different 'races' exist:
    Raeine: Komo of the Raeine race have light color scales and horns. These colors tend to be anywhere from cream to white scales, and at the darkest a bright sandy color. They claim this is due to their holy blood, a direct lineage to the first living god.
    Nuuxia: Komo of the Nuuxia have dark scales and horns, usually not black but a very dark purple, blue, or any other color that resembles black. They claim this is due to their bloodline coming directly from the first god-slayer.
  • Force Sensitivity: Rare
Strengths:
  • Great Strength: Komo, particularly males, are stronger than the average human. Females tend to be as strong or stronger than the average human, while the men can range from the strength of a Trandoshan to the strength of a Wookiee on average. There are exceptions of course, Females who inherit significant scale coverage and unusual height may reach the range of Trandoshan strength, while shorter, warm blooded males similarly more so resemble human peak limits.
  • Desert Survival: Due to their tails allowing the body to store additional water (think real world lizards and camels) they can sustain themselves through the drought that is living in an arid environment. They also have the advantage of having evolved specifically to handle the dangers of such an environment, including a dimophic species able to split activity across day and night with relative ease.
  • Regenerative Tail: While precious, a Komo's tail can get hurt, or worse, lost during activity such as fighting. Should this occur, most Komo will regrow their tail back, allowing them to continue to store water and fat in the appendage. In cases of low stress, this process can take up to about two weeks, to regrow an entire tail from base to tip.
Weaknesses:
  • Cold Survival: Due to being evolved for harsh deserts and arid climates, cold planets, or even cool temperate worlds, can become problematic. While warm blooded Komo can tolerate most temperature variance, heavily scaled Komo would require specialized equipment to survive, depending on how cold or tundra like the planet becomes. A cold blooded Komo for instance would never last on Hoth without a specialized environmental suit.
  • Slow Tail Regeneration: Regenerating a tail when lost is a necessary, almost inevitable occurrence, and takes a significant toll on the body of a Komo. Most of their energy is used to rapidly regrow tissue and replace lost bone with a cartilage tube to fulfill the same purpose. In cases of high stress, what can be a two week process becomes six weeks, seven weeks, even months of work.
  • Loss of Tail: If the tail of a Komo is lost, they lose a significant store of emergency water and fats, which can prove fatal in environments of scarcity. Not to mention the difficulty that is regrowing a tail with such stress. In a more immediate sense, for a while after losing the tail they will be, off kilter, off balance without the weight of it behind them. One who already has lost a tail may not be as affected for long, but it is still an immediate problem.
  • Energy Weapons: Energy weapons such as blasters are, difficult for Komo to heal from. Being injured by such a weapon is exceptionally difficult to heal from, for one reason or another.
CULTURE
  • Diet: Omnivore, with a tendency to high protein sources such as insects or meat. Anything poisonous to humans is similarly poisonous to them.
  • Communication: Communication between members is primarily achieved through various sounds, such as hisses, clicks, hums, growls, etc. alongside subtle and not so subtle body language, especially with the tail. They are however capable of speaking Basic in broken, fragmented sentences.
  • Technology level: Generally technophobes, most modern technology is completely rejected on principle. The many tribes tend to be close to ignorant on modern sciences, and even weapons technology only reaches an archaic form of slugthrowers.
  • Religion/Beliefs: Most 'religion' is dedicated to the parable of the Living God and the Godslayer. It is believed by the Komo that, long before any living history, there existed a warrior gifted by the Powers that Be and granted the power of a God, to bend the universe to their whim. This man had brilliant white scales that covered his entire body, creating an impenetrable defense none could best in combat. He grew strong, powerful enough to unite the entire Komo species into one grand, invincible tribe. On the path to victory, he conquered many tribes that would become Raeine, until only Nuuxia Komo remained.

    During his conquest to bring war to the Nuuxia, he met a woman of dark scales, who won his heart through her intellect and grace. The two fell in love, though none agree as to why, and the tribes of black and white had an uneasy peace. Though hesitant, they believed the Powers that Be wished to bring an end to the slaughter, and spoke through the two. One night, she begged him to let her see his face, and so he removed the scales covering his features, but it was not enough. She begged to let her feel his heartbeat, and so he removed the scales over his heart. Still she wanted more, and begged him to let them stay the night like this, just once.

    In the dead of night, the woman, who heard the Powers that Be within her head, took her lover's life, before she too would slip into the afterlife, the balance kept. Naturally, war erupted, as each proclaimed the other a great hero and savior, the head of their bloodlines, until at last there were too few for the war to rage. Scattering into the desert, each of the many tribes took whoever they could into the sands, ironically ending the feud of Raeine and Nuuxia with the near destruction of the entire species.

    IN modern day, this is the parable used to explain their adherence to traditional structure, as a means of survival, as well as whatever oral history each tribe possesses. It also explains their belief in Force sensitive Komo being 'Living Gods', heralds of some great prosperity to come.
  • General behavior: Komo live in individual tribes, numbering anywhere from 40 to 50 individuals on average with vastly different individual tribal customs. In general however, Komo are nomadic tribes who spend very little time within one place, usually no more than a few days at most with a single camp. The tribe is everything, and all must be done to ensure the tribe's history is continued, and remembered. To this end, the tribe's chieftain has near supreme authority, and almost always is takes the role of strongest of the tribe's warriors. Generally speaking, the chieftain never lasts more than their forty-fifth galactic year, as individual tribes will often wage war with one another over resources, or they die in the night of cold.

    When a male reaches beyond this crucial year and begins to show signs of aging, generally they are treated with reverence and given place as one of the tribe's oral historians, to teach younger members their history.

    Generally speaking, finding mates is a matter of worth. Two members of a tribe may find they operate well together, or fall in love (they aren't heartless), at which point the two will work to prove to the family and tribe that it is a worthwhile relationship. Occasionally, when members are willing, mate-hood can be traded between friendly tribes in exchange for resources, and to keep the genetic pool varied.

    Speaking of, inter-tribe relations is perhaps the most curious of the social flows. On a planet such as, say Tatooine, there could be ten or fifteen total tribes scattered around the vast sands of the planet, or even more. These tribes often fall into two or three bigger camps of alliances, where they find one another amicable and worth trading with, while the others become fodder for inter tribe wars. On worlds with vast numbers of tribes, it's not uncommon for these alliances to anoint a member as a sort of Chieftain of Chieftains, for the purpose of protection and unity should the tribes face against one another in more than the small skirmishes and wars they are accustomed to. However, when it comes to outsiders, even the harshest of rivals seems content to work together for the sake of the species as a whole.

    Generally the warriors will hunt by day, these being any of the members who are primarily cold-blooded, while the home keeping warm-bloods tend to camp, set camp up should they have moved, and otherwise forage for supplementary nutrition. At night, the warm-bloods tend to fires, keep watch, and otherwise ensure the cold-blood warriors find the night peaceful, with hope they awaken. Thus the primary determining factor of social role comes from the blood in their veins, not the usual social determinant factors. When a woman is cold-blooded, she is a warrior. When a man is warm-blooded, he is tending the fires at night. A practical solution they believe.

    The tribes value courage and loyalty, making the worst sins cowardice and the many faces of disloyalty. To this, Komo have a distaste for ranged combat, viewing hiding so far away a sign of cowardice, while praising any and all combat that takes place within a short distance. Throwing one's weapon, a scattergun, these things are acceptable when used in advance, not retreat. Similarly, speaking against the tribe's chieftain is acceptable when done in service to the tribe rather than personal vendetta.

    Replacing a chieftain is often done in trial by combat, should the chieftain be showing signs of weakness or age. In the case of weakness, the chieftain faces his challenger, unarmed, and the two will fight, often to the point of near death. It is not uncommon for one member to survive these challenges. in the case of age, they pit the two strongest warriors against one another, though these fights tend to be less fatal as there is no honor on the line for one member.

    Severe crimes are often punishable by exile. The worst of these sentences tend to cost the exile their tail, where they are sent into the desert without their source of extra water and fat. Should they survive, they are often treated as stronger for it, even if they are distrusted.

    In the case of a force sensitive member, they are elevated to the status of a living god, and often made tribe chieftain. In the event that they are, for one reason or another, either unfit for that tribe's chieftain, or incapable of it, they are instead treated as a separate chieftain, until such a time that they amass the sufficient members to form their own tribe.

    The ultimate crime, to a Komo, is the ultimate honor as well. To kill a god. Godlsayers, revered and despised in equal measure. They are proof that Komo have surpassed gods, and that their greed has rotted their soul. Komo who kill a god had best pray the tribe believe the Powers that Be demanded it, or a fate worse than death awaits.
HISTORICAL INFORMATION

The Komo's origins are, to say shrouded in mystery would be an understatement. No tribe's oral history seems to span far back enough, least of all to explain why they came to live on whatever planet they inhabit. Scattered across many arid worlds, the Komo's technophobe nature doesn't contribute well to their expansion across the galaxy. That said, it's simple enough to guess as to why. Their desert dwelling nature would make excellent slave labor on whatever world for whoever had captured them, though clearly that did not last.

However, the few outsiders who have managed to study Komo to any detail have discovered quite a consistency in certain times of the year. For instance, despite being not only separated by lightyears, but among tribes within the planets, they seem to share a consistent sense of how long until the few ceremonial celebrations they share. Mostly, it seems, in regards to their first God and Godslayer, celebrating both for what they accomplished. Much of the theory as to this is lost, as over the years and centuries the many wars which raged left no time to study a nomadic sentient species content to never take galactic stage.

More modern history, after the Vong invasion specifically, tends to come from a single researcher, Dr. Steve Vurgrmeister. His notes detail some of the major phenomena from galactic history...

I. The Gulag Plague and the 400 Year Darkness

The Gulag plague was a rough period for the Komo, forcing alliances to fight against the infectious disease. Purportedly, several tribes would be wiped out on each planet, melding into others in desperate attempts to survive. The age of darkness that followed the plague's inception were hardly a factor to the Komo but, once the age ended the surge of exploration did come to affect them. This was due expansion of galactic powers encountering rumours of the 'sand dragons' and forcing the Komo to become aware of the outside world to a greater degree.

II. Netherworld Crisis

When a number of Chieftains and members of various tribes were sucked into Netherworld during the Netherworld Crisis, chaos ensued across dozens of worlds. Dr. Steve's group, who happened to be situated in the dune sea of Tatooine, were one of the more fortunate groups who lost little, but became the subject of increased raids by other, less fortunate, more desperate tribes. According to their oral records, it took strong leaders to rise up and restore order, by words or force, to bring the desperate raids to a close. A number of tribes in particular would meld together, as they became too small to survive.

III. Insurrection

The Insurrection, though not having a notable impact that can be relatively generalized across tribes, had an effect on Dr. Steve's study group in particular on follow up studies. This group had encountered a some, difficulties when the Insurrection had inadvertently alerted them to not only the existence of sentient machines, but that the 'Living Gods' could be anything, and in fact plentiful. Until this point, evidently very few force sensitive individuals had encountered the tribe, likely due to their preferred places of living, and nomadic nature. However, it seemed to be this event had the timing to show the Tribe a fairly sizable group of force users preparing to confront the Insurrection by training on Tatooine. While he surmised this may not be a universal experience, it is entirely plausible to suggest most Tribes are unaware of the scale of the galactic population, and prevalence of the Force.


Outside of this, it's known that the tribes tend to avoid settlements, and with very little connection to the greater galactic stage most tribes can spend years without encountering a sentient species besides their own. It has been noted that some tribes on Tatooine, for instance, do encounter moisture farmers from time to time, but tend to avoid interaction unless absolutely necessary. Any significant contact would be brief, and often leave more questions in the wake of the Komo. The few tribes that do interact beyond this tend to be viewed with distrust by their own kind, leading to small numbers who may end up having little choice but to attempt to leave onto a galactic stage.

Though these rogue, tribeless Komo are rare, as they tend to live short lives without constant heat (when cold-blooded), and as such talk so little of their kind as to provide no new knowledge. It would take a very smart Komo, with great help, to survive for any significant time on a grand stage. Especially considering their almost allergic like reaction to blaster bolts.
 
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OUT OF CHARACTER INFORMATION
  • Intent: A long since bonded pet/companion for Azure Djitred
  • ​Image Credit: [ Link to where you found the images, or to the original artist if possible. TinEye or Google Image Search can help. ]
  • Role: A guardian/companion and War Mount
  • Links: Azure Djitred, Rancor
PHYSICAL INFORMATION
  • Age: 14 years
  • Force Sensitivity: Non-Force User
  • Species: Dathomiri Rancor
  • Appearance: By far not the tallest of rancors, at around 8 meters tall, Cuddles is still a towering figure over, you know just about anyone. The brown skinned rancor has a few battle scars across its thick skin, and has markings from the Bright Sun clan on Dathomir.
SOCIAL INFORMATION
  • Name: Cuddles
  • Loyalties: Azure Djitred
  • Notable Possessions: Very basic armor that covers vital points. Saddle for Azure.
  • Personality: Cuddles is exceptionally, anti social is the best word. She distrusts anyone that isn't Azure herself, and can be quite angry and aggressive, animistic even, especially when they mistreat her bonded rider. She isn't beyond learning to trust them, as she learned to tolerate other rancors as well as Azure's clan mates, but isn't quite there yet. On the other hand, the closest things the Rancor feels of affection and nurturing nature come out when handling Azure, as the semi sentient creature knows it owes much to her and cares deeply about her. But really, only her. And that, again, can be attributed greatly to the force bond they share. Much of the lack of that general animistic behavior can be attributed to her upbringing on Dathomir, as Dathomiri clan rancors are notoriously more closely sentient, and the bond with Azure limiting her rage and outbursts.
  • Training: Due to being a Dathomiri rancor mount, Cuddles is remarkably intelligent, for a rancor. She knows how to read and write, to a certain extent, and comprehends Basic relatively well. She is also knowledgeable enough to make and use basic armor and weapons
COMBAT INFORMATION
  • Combat Function: Being the smart, well educated Rancor, Cuddles's first plan of action is to smash something with a club or mace. If there is no weapon, a fist will do. Maybe claws, or teeth, to rip and tear something apart. All of course while her rider does whatever her rider wants on top, directing her on any more complex tasks that need accomplishing. Brute force, essentially, until the problem is mush.
Strengths:
  • Strength of a Rancor: You want to avoid being subjected to a Rancor's strength. It is not going to end well.
  • Endurance of a Champion: Being trained by Azure for a mount means Cuddles has a very, very sizable endurance.
  • Smarter than an Animal: Cuddles isn't going to come to some incredible, super creative solution to a problem. But she will be able to think "Well this plan isn't going so well, perhaps instead of my hands I should use this club to break the tank".
  • Force Bonded: Thanks to the connection with Azure formed while young, Cuddles can communicate with her rider without words, instinctively. This means Azure can relay tactics generally too complex in a manner that Cuddles can comprehend
  • Blaster Resistant: Due to, you know being a rancor, Cuddles's hide is somewhat resistant to blaster bolts. Not enough to stop thirty thousand, or a big old turbolaser, but enough that she can charge into someone trying to shoot her, or a squad, provided they're using standard weapons.
Weaknesses:
  • Tactical Blunder: Despite being capable of problem solving, complex subjects such as tactics are... not going to be a strong suit for a Rancor. Azure is needed to tell her where to go.
  • Big Fish: Basically, you're not gonna be an indoor pet if you're bigger than the freaking house. So getting around can be a problem.
  • Bigger Fish Principle: Being a relatively middle of the range Rancor means that even other rancors can outmatch her in size, scale, strength, etc.
  • Lightsabers: Blasters? Can handle. Lightsabers? That's gonna be a hurtful time. Especially right through the head, that's where the brain is and it doesn't take a lot of effort to stab a lightsber there.

HISTORICAL INFORMATION
Cuddles was an unfortunate Rancor, at first. There was much misfortune surrounding her birth, including her mother's second child being killed in a freak accident and her own life nearly ending not too long after. Were it not for a young Azure Djitred, it is doubtful that she would have made it through the night. As it was, the two were still quite young when Azure saved her, and healed her from the incident, making the bond that formed unintentionally quite strong. Cuddles knew she was indebted to the young witch, and considered her to be as close as imprinted could be. She followed her anywhere she could, the bond shared between master and mount growing stronger as the years progressed.

Cuddles was also quite intelligent, for a Rancor. Learning from other, also more intelligent rancors some basic skills, as well as picking up details of things from the instinctual force bond she shared with Azure, the turn around of fortune proved to be highly beneficial. By the time it came for Azure to find a suitable mount, frankly the only real option for her was the bonded companion she'd accidentally found.

So naturally, wherever Azure goes, if possible, Cuddles follows.
 
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OUT OF CHARACTER INFORMATION

  • Intent: Personal Scattergun for Sterling Kinslayer.
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sterling's Komo Tribe
  • Affiliation: Sterling Kinslayer
  • Model: N/A
  • Modularity: Beyond ammunition, no.

  • Production: Unique
  • Material: Scattergun components, Leather, Wood, Phrik
TECHNICAL SPECIFICATIONS
  • Classification: Slugthrower/Scattergun
  • Size: Large,
  • Weight: Heavy
  • Ammunition Type: Slug shells / Scattergun ammunition
  • Ammunition Capacity: 2 Shells

  • Reload Speed: Fast
  • Effective Range: Average,
  • Rate of Fire: Low
  • Stopping Power: Very High to Extreme
  • Recoil: Very High to Extreme
SPECIAL FEATURES
  • Double Barrels
  • Variable Ammunition
  • Powerful Shots
  • Auto-Eject Shells
  • Mechanical Double-Fire Trigger
Strengths:
  • Stop, in the name of Violence: The power of the weapon is attributable to the strength of Komo, who are expected to wield it. Being a sturdy, strong race of warriors with the strength of Trandoshans or Wookiees, no punches were pulled making a weapon that could stop something, or send smaller enemies flying at close range.
  • Variety is the spice of Death: Little bit longer ranges? Load slugs. Closer range? Spread shots. The variety of slugthrower scattergun rounds that can be loaded provide a variety options.
  • Lightsaber Resistant: The phrik portions of the shotgun are able to block and deflect a lightsaber. Hopefully the weapon is loaded too for immediate karma applied directly to the face.
  • Two for One: The pressure on the trigger can trigger the weapon to fire one shell, then the other. If fully squeezed right away, both shells will fire near instantaneously, emptying the only shots in the gun for greater combined force.
Weaknesses:
  • The Ol' One Two: Two shots, that's it. Miss both, somehow, and you're out. It may be pretty easy to reload but, reload all you want, it's still two shots. There are plenty of situations where you won't get the chance to reload.
  • Goodbye Shoulder: While proper technique and being a species several factors stronger than a human minimizes it, this gun kicks. Badly. It wouldn't be surprising to dislocate a human's shoulder, or smack them in the face. Even if you are strong enough to handle that, it will kick like nothing else, throwing off a second shot if you try to fire it one after the other safely.
  • Overclocked: Firing both barrels together is a terrible, terrible idea. The force produced can damage the weapon, especially if firing some kind of specialty round. The best guess would be there is an 85-90% chance one or both barrels 'break', or jam in some way, requiring post battle maintenance to be fully operational.
  • Jammed Barrel: Even in normal fire, it isn't uncommon for specialty rounds (i.e. incendiary, explosive shots, mercy rounds, etc.) to jam barrels of the weapon, requiring manual unloading. This is due to the weapon's more archaic nature, modern specialty rounds are somewhat larger in size than the primitive rounds the weapon was designed for.
DESCRIPTION
There are few weaponsmiths among the Komo, perhaps five across dozens of tribes capable of making a masterwork of a weapon. Usually, they fashion clubs, spears, daggers, out of bones and scrap metal, but on occasion they acquire, more rare materials. This is one such result, a masterwork weapon created in a festival, as a symbol of power for the winner of a cross-alliance contest of strength. Sterling won this weapon from his tribe's master of crafts, through materials they acquired from several offworlder corpses. One of the few slugthrowers his tribe tolerated, it was made to be truly powerful for them and them alone.

The powerful weapon was made by a relatively primitive tribe one must remember, and as a consequence when offworld at last, Sterling found it difficult at times to use more modern specialty rounds. They often were just slightly too wide, able to fit in but expanding enough that they jammed, requiring him to pull it out. However, it more than made up for it in both the symbolic nature, and the fact it could probably knock a human flat on their back if he hit them right. So it really worked out for him, as long as he didn't need more than two shots.
 
I should say here RQ that this is Darlyn just, im too lazy to change accounts.

OUT OF CHARACTER INFORMATION


  • Intent: Personal armor for Sterling Kinslayer
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sterling Kinslayer
  • Affiliation: Sterling Kinslayer
  • Model: N/A
  • Modularity: No

  • Production: Unique
  • Material: Beskar
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: (Please choose a weight between Very Light, Light, Average, Heavy, Very Heavy and Extreme.)
  • Resistances (For each category choose from: None, Very Low, Low, Average, High, Very High, Extreme Ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.)
- Blasters (And other plasma type weapons): How much protection does the armor provide against this type of damage?
- Kinetic: How much protection does the armor provide against this type of damage?
- Lightsabers: How much protection does the armor provide against this type of damage?
- Other: How much protection does the armor provide against this type of damage? (Examples: Sonic, EMP/ION, Elemental. You must disclose each specific type that applies to this submission with its own rating.)

SPECIAL FEATURES
  • (Short brief detail list on any advanced systems with a respective link to the technology if available. What are the types of advanced systems that this armor has? This includes stealth, Bio-restorative technology, power armor, Force Enhancements, Alchemy Enhancements, Force Imbuement enhancements, or any similar or equivalent Force or technologies that may be rare or specialized. - If these are notable enough to be strengths, you must add them to strengths)
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission. Any resistance ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)(If your armour is vulnerable to specific types of attack (e.g. Ion/EMP/Lightsabers) please list these here)
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION

  • Intent: Personal Armor (and life sustaining unit) of Sterling Kinslayer
  • Image Source: Image Here, Recolor of Chaos armor (Final Fantasy 14) by Sanya
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sterling Kinslayer
  • Affiliation: Sterling Kinslayer
  • Model: N/A
  • Modularity: No

  • Production: Unique
  • Material: Beskar, Armorweave, Insulated Electronics
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Very Heavy
  • Resistances
- Blasters (And other plasma type weapons): Extreme
- Lightsabers: Extreme
- Kinetic: Very High
- Temperature Variations: High
- EMP: High
- Acid: Low
- Radiation: Low
- Sonic: Very Low

SPECIAL FEATURES

Helmet:
  • Retractable
  • HUD
  • AR view
  • Rebreather
  • Comlink
  • Can connect to Oxygen Tanks
Torso:
  • Shield Unit
  • Back-Mountable harness
  • Temperature Regulation Device
  • Under-skirt belt for small devices
  • Mag Clamps (back and waist)
Arms
Legs
  • Leg-mounted ammunition packs
  • Adaptive Boot Grips
  • Mag Clamps
Whole Body
  • Faraday Cage
  • Armorweave Bodyglove
  • Armorweave Skirt
  • Environmental Seal
  • Insulated Electronics/Wiring

Strengths:
  • Walking Fortress: Sterling's armor was designed with a single purpose. Take everything they throw at you, and don't care. Blasters, slugthrowers, and lightsabers are very highly protected against.
  • Beskar Fortress: Speaking of lightsabers, the armor's beskar allows it to withstand lightsabers relatively easily.
  • Firm Stance: The boots can adjust the style of grip, by slightly extending small cleats, to grip onto ice or rock walls easily. On metal the mag clamps provide a magnetic seal.
  • Temperature Regulation: The temperature regulation unit allows Sterling to survive extreme cold, and regulates against sudden temperature variation such as fire or cold spikes.
  • Retractable Claws: The Beskar Claws are both vicious weapon, and valuable climbing tool.
  • Environmentally Sealed: The suit is vacuum sealed to prevent toxins from entering the body and survive space for a time.
  • EMP protected: The use of several methods of insulation protect the electronics from EMPs and electrical attacks of that ilk. Similarly the shield gauntlets are their own isolated system from the full body system.
  • Personal Shield: Both the shield gauntlets can project their own isolated small shields, and the chest can activate a full body shield that amplifies the protection from energy based weaponry.
  • HUD: The HUD and Augmented Reality overlay compiles information from information connected to it, allowing Sterling to be aware of multiple pieces of information at a time.
Weaknesses:
  • Heavily Armored: This is true heavy armor. "Running" in this armor is still extremely slow, tiring, and would not be something done for a long time. This is not mobility armor.
  • Not EMP proof: While protected, eventual repeated direct EMP strikes will eventually cause systems to shut down. Should this end up shutting the Temperature regulation system down, this can be either debilitating, or potentially fatal depending on environment.
  • Acid: Acid attacks can eat at the armor more easily than standard armors.
  • Radiation: The armor soaks in radiation somewhat, causing such attacks to be more effective.
  • Sonic Weapons: This armor is only marginally better than being struck with a sonic weapon without anything on. Realistically sonic weapons are the number one bane to this armor.
  • Lack of Weapons: Unlike most Beskar'gams, this suit has only one 'weapon', the beskar claws. The rest of the armor is devoted to other systems, even the wrist launcher is unable to use traditional rockets, only specialized non-lethal gadgets.
  • Loud: The armor is heavy, and makes a lot of noise. Being stealthy in this armor is not exactly easy unless standing perfectly still, which isn't really possible.
  • Climbing Heavy: To climb with this armor, as it is not powered, requires immense strength. Even with such strength it is a slow process.
DESCRIPTION
Armor is a foreign concept to Komo.

Komo have little understanding of armor as most, and as such when it came time for Sterling to create his beskar'gam, it took much for Clan Solus to teach the man how such would even work. Scales of iron, was what they told him, and how the concept was explained. Finally he understood, and got to work on what he had in mind. Hours upon hours were spent pouring over the concept, design, making sure each and every piece fit what he had come to understand. Armor was meant to make flesh into fortress, and so that is what he would make. A suit to turn even the softest of flesh into an embodiment of a God's wrath, unshakable and unbreakable.

No thought was spared for how heavy the suit would be, as thick plates of beskar were forged to fit over his body. Beneath this, he had a device created to regulate his body temperature, seeing as he was cold blooded, and took extra care securing it from EMP shutdown. The other technologies only enhanced the basic design for the most part, shields upon shields to turn the armor into a six foot six fortress of empowered metal. A custom modified wrist launcher was created, though it was unsuitable for lethal technologies such as wrist rockets and would require its own custom parts.

When the question of mobility came, Sterling simply shrugged. He had no intention of being concerned with such, and when they pointed out the lack of vertical mobility, he simply created retractable beskar claws, stating that those and the boots would do. No one argued with the man.

Of course some concerns were raised, more exotic types of technologies were vulnerabilities to Sterling's armor, particular sonic weaponry, however try as they might they could not explain this to the Komo. So such issues went unaddressed... besides the point. Who would be stupid enough, he might say, to try and yell him to death?
 
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OUT OF CHARACTER INFORMATION

  • Intent: A rare artifact to be found within Anam City
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Anam
  • Affiliation: Closed-Market
  • Model: N/A
  • Modularity: No

  • Production: Semi-Unique (3)
  • Material: Songsteel, Candle
SPECIAL FEATURES

  • Soothing Light
  • Calming Light
Strengths:
  • Sacred Light: The Force Imbued Lantern produces a light, when lit, that calms troubled minds and helps to soothe pain. More lanterns increases the effectiveness of this effect. This effect for a single lantern is limited to approx. 5 meters, while a full set of 3 extends to 10 m.
  • Durable: Songsteel is a highly durable material, ensuring the lanterns remain beautiful and intact.
Weaknesses:
  • Null Field: A null field would negate the usefulness of this artifact.
  • Non-Combat: There is no combat use for this lantern.
  • Extreme Circumstance: While this lantern soothes pain, there is a limit. Extreme circumstances such as loss of limbs or complete body burns are only going to be made mildly less painful, in comparison to being shot or taking shrapnel.
DESCRIPTION

As the Anam were dedicated to the worship of healing beings, many of their force based endeavors were devoted to healing. These lanterns are one such artifact of this devotion. Infused with great healing magic, or rather with a calming effect a medic could produce through the Force, they were used to reduce pain and make patients more accepting of the work that needed to be done to them. The effect was somewhat limited, most serious injuries would require a full set of three lanterns to have a serious effect on any the amount of pain felt.

Entire sets were used in the operating theater to allow patients to experience minimal pain alongside their more traditional methods. These lanterns would also be carried by those who helped the terminally ill, as they would be able to clip the lantern to their waist and help their charge in daily life.
 
OUT OF CHARACTER INFORMATION

  • Intent: TO create a set of artifacts to be found within Anam City
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Anam
  • Affiliation: Closed-Market
  • Model: N/A
  • Modularity: No

  • Production: Semi-Unique (10)
  • Material: Durasteel, Various Jewels
SPECIAL FEATURES

  • Imbued "Force Bond"
Strengths:
  • Bound by Oath: The rings, when worn, allow a passive knowledge of the location of each other ring bearer with whom they hold a personal bond. This is, essentially, a Force GPS.
  • Think as One: If the wearers are particularly close, the rings allow one to communicate telepathically across incredibly vast distances.
Weaknesses:
  • Vague Directions: These vague senses of direction and distance become more and more vague as they extend. Within a single planet, it's a Force GPS. But as you extend outward it becomes significantly more generalized, as a sense of drawing closer or farther from the other rings. By the time you expand to the galaxy at large, beyond a single planetary system, at best one might be able to guess what section of space they are in, and roughly which end of the galaxy to go to, but nothing more until drawing much closer.
  • No Combat Benefits: These rings do not provide any sort of direct benefit in combat.
DESCRIPTION

Family and Oaths were serious matters to the Anam, and these rings symbolized and embodied that value. Oath rings were made in sets, batches of two or more, for lovers, brotherhoods, families, priests, anyone who had a bond worth keeping track of. These particular rings were made with the additional effect to determine which partner rings to track, by way of mimicking a Force Bond.

These particular rings are an odd batch, bonded to each other as a whole group of ten. This means that, if the wearers have a natural, personal bond, these rings amplify their effects accordingly. Particularly close bonds can even speak in natural telepathy, should they choose.
 
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OUT OF CHARACTER INFORMATION

  • Intent: The ultimate treasure of the Anam people.
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Anam
  • Model: N/A
  • Modularity: No

  • Production: Unique
  • Material: Gold, Daimond
SPECIAL FEATURES

  • Agument Force Heal
  • Force Calm (self)
  • Comprehend Speech
  • Accelerate Healing
  • Force Calm Aura (Five Meters)
Strengths:
  • The Five Treasures: Each gem of the amulet holds its own enchantment.
  • Treasure of Healing: Force Healing was a treasured gift, and the first treasure grants a boost to such Force gifts. This makes the use of Force Healing more effective.
  • Treasure of Steadiness: The Second gem is imbued with an enchantment that allows one to remain calm, and steady. It is essentially a strong calm effect.
  • Treasure of Tongues: A Comprehend Speech effect allows the wearer to understand most any language, even garbled.
  • Treasure of Health: An ill body cannot heal others. The fourth treasure accelerates natural healing, making injuries that would take a week for instance to talk half as long to recover.
  • Treasure of Serenity: Within about five meters there is a weaker version of the Steadiness treasure. The wearer has an easier time calming these people and maintaining order, as they are subtly guided to remain calm.
Weaknesses:
  • Null Fields: Ysalimir, and dampening fields like Voidstone, negate or weaken the abilities of the Amulet.
  • Force Dead: Additionally Force Dead people cannot gain the benefits of this artifact.
  • Pacifism: None of the effects can be used in a detrimental way to others. It has no offensive qualities.
  • The Five Treasures: Each effect has limits, as follows:
  1. Healing: Does not affect non-lightside healing. Does not make it less draining to use extensively
  2. Steadiness: Extreme circumstance can negate the calming effect (adrenaline). Additionally the effect cannot be used if the wearer is stressed before putting it on, and must calm first to gain any benefit.
  3. Tongues: Cannot translate the complete nuance of languages, i.e. subtleties, only the general meaning. Cannot translate languages such as sand people, as the culture is too xenophobic. Does not translate animals, though it can generally translate animal-like speak (refer to first limitation) such as Wookies.
  4. Health: Cannot reattach limbs, or recover from severely altering injuries. Can only accelerate the body's healing reaction. Example: Take a bullet, recover faster but not instantly. Will still suffer any normal consequences as a result of the injury.
  5. Serenity: The effect is not absolute and carries much of the same limitations as Steadiness. The only real difference is it requires more effort and effective leading to overcome while Steadiness requires more willpower of an individual.
DESCRIPTION

The Anam's greatest treasure, was this sacred amulet. The five aspects of healing, the five Treasures. Each gem was once, originally, a separate piece from the others, granting their wearer great ability. In the wake of their migration however, the Anam chose to combine all five into one sacred amulet, which would be in the possession of the High Priest, who would attend to their dragon gods directly. These five treasures would be instrumental to a Healer, and the hope was to allow the High Priest to attend to their ailing gods.

The treasure of Healing gave to the Priest the ability to try and mend the wounds and ills of the Gods, though it could not mend the mind. The treasure of Steadiness let the Priest stay true to their task, steady and resolute, until at last the end had come. The treasure of Tongues let the Priest talk soothing words to their Gods, to try and keep them company until they had been put to a long sleep. The treasure of Health let the Priest work themselves sick, and ill, and yet be able to tend to their duties. And the treasure of Serenity let them calm those who stood behind them, as the end drew close.

Ultimately it would become sealed in the depths of their temple, a monument to their failure.
 
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OUT OF CHARACTER INFORMATION

  • Intent: A unique artifact to be found within Anam City
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Anam
  • Affiliation: Closed-Market
  • Model: N/A
  • Modularity: No

  • Production: Unique
  • Material: Crystadurium, precious materials
TECHNICAL SPECIFICATIONS
  • Classification: Anti-Flame
  • Weight: Average
  • Resistances:
- Fire: Extreme
- Blasters (And other plasma type weapons): High
- Kinetic: Average
- Lightsabers: Low
- Electricity: Low


SPECIAL FEATURES
  • Protection from Flame
Strengths:
  • Sacred Mask: As the Anam believed flame to be sacred, they created a mask for their head priest during their most dangerous rituals. This enchantment/Imbument causes fire, and the heat from said fire, to bend around the wearer, parting it around them and allowing them to safely move through flame, or even sit and kneel within it.
Weaknesses:
  • Lightsabers: As this isn't meant to be a combative mask, it provides no real significant protection from advanced weapons such as lightsabers.
  • Electricity: The mask is detrimental towards conducting electrical currents away from the head. Additional precautions would have to be made against this.
DESCRIPTION


Fire gave life, burning forests to fuel more growth and giving warmth. Fire then, was equally important to the Anam, who worshiped their dragon gods. Thus they created a ritual mask for their high priest, so that they could be one with holy flames for important rituals. The power of the mask in that one regard then was incredible, as flames parted just around the wearer to keep them safe from themselves. This mask was kept alongside the greater treasures of the Anam, deep in their temple. When the Anam fled, it was sealed away, never again to bathe in holy flame.

At the least, that was the thought...
 
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OUT OF CHARACTER INFORMATION

  • Intent: An Extremely rare artifact within Anam City.
  • Image Source: Here
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Anam
  • Affiliation: Closed-Market
  • Model: N/A
  • Modularity: No

  • Production: Unique
  • Material: Cloth
TECHNICAL SPECIFICATIONS
  • Classification: Other
  • Weight: Very Light
  • Resistances:
- Blasters (And other plasma type weapons): None
- Kinetic: None
- Lightsabers: None
- Cold: High

SPECIAL FEATURES
  • Face Obscuring Memory
  • Social Invisibility
Strengths:
  • Forget me: When worn and with the hood up, the face of the wearer refuses to stick concretely inside someone's memory. This creates a sense of deja vou when someone either already knows the wearer, or meets them again later for the 'first time'.
  • Forget I'm Here: The cloak gently encourages others to simply forget the wearer is even there without being interacted with. Thus allowing a social sort of invisibility.
  • Warm: The cloak is surprisingly warm.
Weaknesses:
  • Lightsabers: As cloth, there is no lightsaber protection whatsoever.
  • Blasters: ... Or protection from blasters.
  • Kinetic weapons: ... or anything really.
  • Combat: The effect neither helps in combat, nor does the cloak provide any tactical advantages in itself.
  • Social Abnormalities: Acts that are seriously against social norms, such as attempting to walk into a bank's vault or into restricted zones (without appearing to belong there) negate the social invisibility.
  • Cameras: Cameras can in fact, see who this is. So don't look at them.
DESCRIPTION

Anam matured slower than humans, and that lead to mischief at about the same time force sensitivity would be well harnessed by a few talented individuals. Such situations lead to the creation of tools harnessed specifically for that purpose. These two cloaks were created by a pair of twins, who would use them to eavesdrop and plan pranks on their family, friends, and the temple priests. A very solid plan was often best made if others simply forgot you were around, and as such the force was used to imbue these cloaks with simple mind affecting force powers. Just enough to make one forget you were there, or that you were doing something.

Mischief indeed...
 
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~~~~~~~~~~

OUT OF CHARACTER INFORMATION
  • Intent: A personal, long term antagonist for Sterling Kinslayer.
  • ​Image Credit: Here
  • Role: Brother
  • Links: Sterling Kinslayer
PHYSICAL INFORMATION
  • Age: 25
  • Force Sensitivity: Knight
  • Species: Komo
  • Appearance: Tall, and powerful. His body is well built, even if not entirely as well as his older brother, but his darker skin is more typical to the Komo race. He has black scales, which cover most of his body save his chest, face, hands and feet. His left eye is completely missing.
SOCIAL INFORMATION
  • Name: Slate Kinslain
  • Loyalties: Themselves
  • Wealth: Essentially broke, Slate steals what he needs without remorse.
  • Notable Possessions: Durasteel armor with temperature regulation device
  • Skills: Talented Manipulator, Physically strong. Knowledgeable of several routes through Netherworld to different gates.
  • Personality: Charming and delightful, outwardly. For a Komo he is relatively well behaved and capable of social conforming, but behind the smile or pleasantry is a cold, heartless mind calculating the best way to get what he wants out of everyone. Unlike his brother, he exhibits a cold anger, controlled.
COMBAT INFORMATION
  • Weapon of Choice: Claws, The Force
  • Combat Function: Vicious combat, using brute strength and endurance to simply outlast opponents. The use of the Force is extremely percussive, focused on blasting apart foes with raw hatred.
Strengths:
  • Force Powers: Despite not being traditionally trained, Slate is a relatively powerful force user when it comes to telekenetic abilities, including force Blast.
  • Physically Capable: High endurance and High strength make Slate a powerhouse in combat.
  • Undying Will: Despite being able to be killed, Slate's sheer willpower allows him to return to continue his sole purpose of hunting down, and hurting Sterling Kinslayer.
  • Calm Manipulator: Slate is more than capable of handling social situations, even being more verbose than most Komo, and using words to get his way.
Weaknesses:
  • Less than Invincible: While able to return from death repeatedly to try and kill or harm Sterling, he isn't invincible. He can and will die as easily as anyone of his position could, with the only caveat being someone is keeping spare hosts around so he can keep coming back. Stab wounds and Sterling himself have killed him before.
  • Single Minded: There is only one desire Slate has. Hurt Sterling. Which means he will only be a threat to Sterling, and those who hold him dear. Literally everyone else is only a mild inconvenience in his way, or might as well not exist in his reality.
  • Energy Weapons: As a Komo, energy weapons are particularly dangerous to Slate, and can cause wounds that refuse to heal.
  • No Defensive Powers: Slate completely lacks even basic protective powers.
HISTORICAL INFORMATION

All he'd wanted was to see him smile.

That was the last thought to go through Slate's mind, as his soul left the coils of the mortal realm, and into the shadow of the Netherworld. All he'd ever wanted was to see that smile on his face, hear his laugh. And he thought he was so close, so close to seeing it, making it true. He just needed more time, he would've seen it in the end how happy they'd both be.

But how was he rewarded? Death. The diligent younger brother was rewarded only with death. His brother had been corrupted, broken. Turned vile. It was the only explanation, the only way he could understand it. Silver, poor Silver had been turned into a shadow of his former self.

Slate couldn't help but hold onto those thoughts, as he worked his way through the Netherworld, holding onto his sanity by hatred or love, or both perhaps. He had been turning the Tribe into a way for him and Silver to be happy, to be whole. Make up for how his Brother had been looked down on compared to himself. But what he became had caused Silver to go mad, believe Slate to be the bad guy. And so they had to fight... and Silver had lost.

How long it felt, to be stuck in there. When at last he realized time mattered, he felt a strange pull. A guide. Following it, he found a gate, and when he stepped through it he felt his Soul and body reunite, or at least what felt like his body. He flexed his muscles, and looked around at the area, empty. What was he... doing here. He stood up, and did his best to ignore the pain scorching through him.

When he looked out, and around, he noticed the empty area wasn't fully empty. A set of.. plates. And description on how to put it on? His brother had taught him to read... so he followed the instructions until at last he was settled into it.

There was one more gift. A picture of Silver, wearing the armor of a demon, and a caption. "Sterling Kinslayer".

Hatred burned in Slate's heart, as he crumpled the picture in his fist. Sterling was the demon who had taken his brother from him,
 
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~~~~~~~~~~~~~~~~~

OUT OF CHARACTER INFORMATION
  • Intent: A unique Sithspawn to act first as PC, then NPC when the time comes.
  • ​Image Credit: Here
  • Canon: N/A
  • Links: Komo
GENERAL INFORMATION
  • Name: Ibnamairi (Obsidian)
  • Designation: Sentient
  • Origins: Unknown Sith Alchemy Lab
  • Average Lifespan: 150 years estimated
  • Estimated Population: Unique
  • Description: Seemingly feral, Ibnamairi is a vicious creature, who's very skin resembles blackened, jagged armor. It can barely think, hunched somewhat over as it sniffs and hunts its prey, or snarling and growling in feral like noises. Ibnamairi looks like an animal in a Komo like skin, if one even were to know what a Komo is. To a Komo it resembles their conception of a demon. The red accents seem to pulsate as though a glance at the blood flowing within...
PHYSICAL INFORMATION
  • Breathes: Type 1
  • Average Height of Adults: 2 meters
  • Average Length of Adults: Tail length of additional 1 meter
  • Skin color: Dark Black, Red,
  • Hair color: Black
  • Distinctions: Massive size, armor-like skin of blackest coloration. Facial mask/helmet seems to be an extension of the armor skin around it, folding out around it and away at will. Eyes are stained sulfuric yellow from darkside corruption, skin pale and deathlike. Unknown effects of aging due to unique species.
  • Races: N/A
  • Force Sensitivity: All
Strengths:
  • Agility: Has Enhanced Agility through force alchemy.
  • Strength: Has Enhanced Strength through Force Alchemy.
  • Armor-Skin: Due to the specifics of this mutation, the creature's skin is comparable to high quality armor of a beskar alloy, able to handle blasters, slugs, and lightsabers (for a time).
  • Semi Independent: Even without a Master, the spawn is able to act in its own interests and independently, so long as it doesn't disobey its master.
  • Bond: When bonded, the spawn can communicate telepathically with its Master, to receive orders as easily as if it thought of them itself.
  • "Collapsing Helmet": The helmet like structure around its head seems to be able to fold away into the rest of its armor skin, and is able to filter out airborne toxins.
  • Healing Factor: Short of a fatal blow, Ibnamairi is able to regenerate from damage suffered, including loss of limbs or tail, due to being mixed with a Trandoshan.
Weaknesses:
  • No Tactical Ability: There are two combat strategies this spawn knows. Rush forward to kill, and run away. It cannot come up with any other strategy, even slightly more complex than rushing or retreating.
  • Pain Sense: The Spawn feels any physical pain its Master recieves, as though it had been hurt.
  • Cannot Close Bond: And subsequently, the spawn cannot close its mind to this effect. While the Master may be able to resist feeling pain, the spawn is like an open one way street, it cannot prepare its mind even in battle to prevent feeling what the Master feels.
  • Reduced Healing: While able to heal from most forms of injury, all forms of healing are reduced on Ibnamairi. That's natural healing over time, Bacta, Kolto, Salves, Even the Force is significantly less effective. It may be able to heal from most non fatal injuries, but even simple bruises would take noticeably longer to recover. For a hard comparison, while both it and a trandoshan can regenerate a hand, Ibnamairi takes twice or even three times as long depending on how well nourished it is. The same is roughly as true for anything else.
  • Force Light: As a Sithspawn, Force Light is the absolute bane of its existence.
  • Ysalmari Bubbles: When subjected to a bubble which negates or inhibits the Force, the bond with its master is severed or muddied, causing distress, confusion, and again limiting its ability to think and plan.
  • Cold: Somewhat repaired from the Alchemy, the Spawn is not killed by the cold. However intense cold, such as that from fire suppression systems, Hoth like planets, personal cold weaponry, or even just prolonged exposure slows it down faster and faster, until it engages in survival hibernation until it can be warmed.
CULTURE
  • Diet: Carnivore
  • Communication: Animalistic clicks, hisses, body language, and telepathic communication with its Master.
  • Technology level: N/A
  • Religion/Beliefs: The Master's Will is Absolute. It believes itself to be a demon, and repenting through service to the Master. However without a master, it holds only two beliefs: That it must find a Master, and that Sith are demons like itself.
  • General behavior: Instinctively protective, and arguably possessive. When it has a master it does its best to protect and serve, and find repentance in executing its will. In terms aside from its Master, it prefers to hunt for sport, enjoying the act intensely, and will find the most dangerous prey it can as a target.
HISTORICAL INFORMATION

A Komo once said those who abandon their faiths are cursed to live as a Demon.

Such was the belief of the Komo once known as Obsidian, the man of arid, fire filled worlds. He believed that to leave one's faith was to become a Demon, and lamented the day he was forced to leave. A Sith alchemist had found his species, and became obsessed with them, their unnatural strength and power, their 'pure form'. He wanted to twist it, find a way to create a tool that he could use, and formulate a vessel to be strong himself. Against the desire of his Tribe, he went alone to turn his attentions away, making the corruption all too easy.

Obsidian was twisted by sith magic, turned into a living sithspawn for his 'master'. His scales became fused with his skin, hardening into jagged armor and becoming the very form his people feared. His head alone was spared, however an extension of the armor skin could fold over into a helmet like form, completing his visage. His mind similarly twisted and deteriorated, becoming more and more savage and simple minded, unable to think far forward. However unlike what his master desired, he did not lose it completely...

His master did not understand the mind of a Komo enough. The process ended halfway complete, one could give orders to Obsidian, now Ibnamairi, and push his will to the side using a force bond, but without the bond he retained a high level of independence. He could act, and as his master was unable to force a bond, he could not fully control it. He was displeased, but still had a tool. He would use it, just once, and find some satisfaction in the chaos his creation would cause.

He loosed it on a world he thought amusing, and left to find another... unaware he would set into motion Ibnamairi's journey towards one with whom it would bond.
 

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