Star Wars Roleplay: Chaos

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Approved Species The Weavers

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: The Weavers
  • Designation: Sentient
  • Origins: Greystone Mercantile
  • Average Lifespan: Highly variable; poorly-made Weavers may fall apart within a few years while truly exceptional ones might survive centuries or even millennia, assuming they are not destroyed by outside forces; even the Fleshwrought are mostly immune to regular diseases.
  • Estimated Population: Rare
  • Description: The epitome of dedication to their craft, Weavers are created by other Weavers to fill some niche of craftsmanship, usually for a mutual master/owner. They are singularly dedicated to this purpose, generally working sleeplessly in a hidden workshop somewhere, a steady stream of lesser products (or a trickle of proper artefacts) emerging for use, sale, or whatever else the master has in mind.
PHYSICAL INFORMATION
  • Breathes: Variable, usually N/A.
  • Average Height of Adults: Variable, usually around two metres.
  • Average Length of Adults: Variable, usually less than height.
  • Skin Colour: Variable, often shades of grey, purple, black.
  • Hair Colour: Variable, usually N/A.
  • Distinctions: Though known for their idiosyncratic physiques, some traits are nonetheless commonplace among the Weavers; they generally have spindly figures with multiple limbs, well-suited to manipulating matter in conjunction with Alchemy. More specialised Weavers, especially of the Fleshwrought variety, may have special organs for excreting and processing materials useful for their craft, e.g., the finest silk.
  • Races: Most Weavers are unique, being hand-crafted by others of their kind, a process that rarely includes an exact schematic.
    • Claywrought: First and most plentiful of the Weavers, the Claywrought are made predominately from Living Clay; they tend to be more resilient than the Fleshwrought but are more vulnerable to anti-Force effects. They often make excellent material alchemists.
    • Fleshwrought: Most who are not Claywrought are Fleshwrought; they may be grown, nurtured, or even shaped from the sundry parts of dead organics, but are almost always made by the Bioalchemists among the Weavers - and make excellent Bioalchemists in turn.
    • Otherwrought: The Otherwrought are the rarest and most unique of the Weavers, being made from metals or crystal or whatever other strange material the Weaver that made them opted to use. They often have comparatively weird specialities.
  • Force Sensitivity: All Weavers are Force Sensitive and all have an aptitude for Alchemy and similar practices, though individual specialities may vary; a distinction is often made between Bioalchemists and Material Alchemists but overlap or further specialisation is common. A few rare specimens instead specialise in reshaping minds, sculpting them as the potter does clay (NB! OOC Permission required for PCs/NPCs).
STRENGTHS
  • Master Artisans: Weavers are truly exceptional craftsmen, their incredible precision and innate aptitude for Alchemy making them well-suited both for the routine production of standardised yet high-quality items and more innovative forms of artifice.
  • Creative Spark: Insanely brilliant, or perhaps brilliantly insane, Weavers tend to excel at creative design.
WEAKNESSES
  • One Trick Pony: Force Users they may be, but Weavers are painfully specialised; they have very little potential outside crafting.
  • Fragile Forms: Weavers are inept combatants, ill-suited for the harshness of battle or persevering despite crippling injuries.
  • Anti-Magic: Anti-Force tech/weaponry work quite well on them... though you hardly need such tools, a blaster will do.
CULTURE
  • Diet: Electrovore; normal Weavers survive almost exclusively on electricity, though appropriate materials must be acquired to heal if injured. There is significant room for variability, however, with thermovores (heat-eaters) coming in a close second followed by more human appetites.
  • Communication: Many Weavers lack functional mouths/vocal cords, but most are capable of telepathy of some kind.
  • Technology Level: Esoteric; Weavers tend to have specialities unique to them, which can include the technological but is more likely to include all manner of eldritch weirdness. They generally possess significant Alchemical expertise and related knowledge.
  • Religion/Beliefs: Most Weavers are conditioned for absolute loyalty towards an individual or organisation, which may evolve into something resembling religious practices. Older Weavers, in particular if allowed to mostly do their own thing, may develop all manner of eccentric views.
  • General Behaviour: Weavers are generally kept in hidden workshops, slaving away on the projects of their masters or forging esoteric new creations springing from their own strange minds. Only rarely do they interact with the greater world, instead working on their projects or their subjects. They rarely congregate in groups outside major projects and are not known for their empathy or sociability.
HISTORICAL INFORMATION
Created by Alchemists indentured to Greystone Mercantile in exchange for the cancellation of their debt, the Weavers are a rather unusual form of "life" that may or may not be "alive" depending on the definition and the individual. The first of their kind were slowly shaped from Living Clay, a lengthy, complicated process that convinced Greystone to delegate the task to the Weavers themselves, in the future.

Though initially created solely from Living Clay, it quickly became evident that the Weavers were able to form more of their kind from a variety of materials, the singular certainty being that the process would be both time and energy-intensive, squashing Greystone's dreams of "entire factory lines of Weavers producing marvellous creations beyond number" in the "short-term".

According to current projections, the project will reach critical mass in a "mere" two hundred years, assuming no delays or external intervention; given the tumultuous nature of the Galaxy, even the most optimistic admit this to be more wishful thinking than realistic scenario.
 
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Residential Archfey
Kal Kal

Super digging the imagination in these. Just one thing:


PHYSICAL INFORMATION
  • Breathes: Variable, usually N/A.
  • Average Height of Adults: Variable
  • Average Length of Adults: Variable
  • Skin Colour: Variable
  • Hair Colour: Variable, usually N/A.

While variability is most certainly fine and dandy, I would like to see some common ranges and colours to flesh this section out a bit more.
 
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Collector Collector

I did... something, though their whole deal is that they're universally "tailor-made", so it's likely to vary immensely. The Skin Colour thing in particular, I imagine most will be bigger than humans but hardly to the point of that central image.

As for Breathes, I hope that's fine as is; most wouldn't need it, though some of the especially (conventionally) alive Fleshwrought might.
 
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