Star Wars Roleplay: Chaos

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Tserimite Ghouls

OUT OF CHARACTER INFORMATION
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GENERAL INFORMATION

  • Name: Tserimite Ghouls
  • Designation: Quality dependent. Rarely ever exceed semi-sentient.
  • Origins: Vran’Ti necromancy
  • Average Lifespan: Standard is from 30 to as many as 150 years (approximately 5 times on average a species decomposition of their skeleton if they have one)
  • Estimated Population: Planetary (A Large Concentration on a single world or system, rarely found off-world),
  • Description: Tserimite Ghouls are not technically comprised of a single origin species, though generally are based off humanoid or Vran’Ti originating species. They are essentially a particular form of zombie, already dead and decomposing but are granted an extended decomposition rate of about 5 times generally before they lose viable functions. For this reason Tserimite Ghouls range in appearance from just deceased to mere skeletons and all the stages in between.
PHYSICAL INFORMATION

  • Breathes: Does not need to breath
  • Average Height of Adults: Based on Source
  • Average Length of Adults: Based on Source
  • Skin color: Based on Source (and decay
  • Hair color: Based on source (and decay)
  • Distinctions: Standards for source. However a Puppeted Ghoul may be more likely to have glowing eyes, or even a visage of their puppeteer that may appear over them.
  • Races:
  • No appearance differences. But some may be commanded by different necromancers based on who created them and how.
  • Force Sensitivity: All (Sustained by the force and require it to move and even use sense. Does not mean they can all use it). Rare to be able to revive actual force wielders.
Strengths:

  • Lack standard racial needs like food, have a greater resilience to most environments or temperatures.
  • Magick imbued: Each Tserimite Ghoul has to be powered by magick. They as a result may prove stronger in places strong in the force or in magick, and can be easily empowered by a user intentionally filling them with more energy through magic. This also means that rather than needing to eat, they simply need to go inactive for a time. And that when their actual eyes or ears fail, as they may do so quickly due to decay, they rely on a force sense/force sight automatically. And their movements do not require muscles or tendons intact, mostly just the skeleton. Their particular imbuement makes them somewhat more resistant to standard anti force/magick methods so they can’t be instantly downed by things like force wall or an ysalimir field, but these things DO still weaken them and can eventually sever them.
  • Puppeteered: Any ghoul could be puppeteered by their maker, but most would end up being only barely better than normal. Some can be further enhanced on creation to be better suited to the task and to let their puppeteers powers flow through them like a conduit or a familiar. They also may permit the puppeteer to apply their own image over the ghoul. USing this skill in general is almost always easiest when the puppet is closer to the puppeteer in race.They may also be only partially puppeted in the sense the puppeteer is only seeking to perceive through them.
  • Although extremely difficult to create, and costly, and require more time to rejuvenate, sometimes a necromancer can revive a ghoul that was once a wielder of force powers with some of their skills intact. This is a tedious, difficult, and risky process and does not guarantee success. They are also almost always far weaker than their original, meaning only the strongest are worth attempting such a skill on.
  • Although to a somewhat less difficult extent than reviving a magic/force wielder with skills intact, they may be able to imbue them with sufficient magic they can replicate things they could do when they still had organs. Primary examples of this is a Vran’Ti Sky Dragon still being able to breath fire, or ghouls being able to speak (usually only useful when being puppeted)
  • Total obedience to their creators.
Weaknesses:

  • Reliance on magic/the force to even sense means that they can be easily deceived through the right means. If someone can disappear to a miraluka, they can dissipear to a ghoul though they may understand something is there.
  • Things like force wall, ysalimir fields, or other anti force/magic methods still pose a serious threat to Ghouls as they do rely on magic/the force. The first thing they began to damage is any direct connections they’re holding with their maker, making such a connection far more difficult to hold. As well as making imbuing them further almost impossible and preventing them from regenerating any energy. But further exposure/attacks can eventually break them down and sever them completely, potentially unable to be revived again by the same technique. Leaving not only a corpse but a corrupted one.
  • Limited intelligence: It’s nigh impossible to revive full sentience and bringing something beyond the intelligence of the source is nearly a waste of time and resources entirely, risking destruction of the source. Even when somehow reaching higher intelligence they are usually extremely limited in the range at which it can be used, typically being just devoted to understanding their situation and how to serve the specific purpose they were created for. Another issue is they often struggle greatly to learn anything they didn’t already know before death, meaning using a slave as a warrior is almost impossible even if brought to semi-sentience.
  • Weakened recognition of injury: Especially for a standard tserimite ghoul, they are likely to keep trying to move as if they have every limb. Lose an arm, and they may still try and swing the stump as if they had a limb there. Maybe a dozen times over before they finally adjust strategies.
  • Total obedience to their creators means they may not even recognize anyone elses orders. This can make it almost impossible to give them to anothers command.
CULTURE

  • Diet: Feed off the force itself, need to rest after extensive usage to regather energy.
  • Communication: It is extremely rare for them to actually have any way to communicate. If they do, it’s because it was ordered. And likely done through the way they knew before death.
  • Technology level: Based upon source or creator
  • Religion/Beliefs: N/A
  • General behavior: Total obedience, little to no creativity, likely seen as mindless drones.
HISTORICAL INFORMATION

Tserimite Ghouls are a subset of Vran’Ti Necromancy, named as such primarily due to becoming a common usage of Fe Tserim and her family for a few decades, while most of their traits resemble standard zombies they do possess some extra resilience to anti-force techniques and can almost function like Familiars to the creator. Not a all Tserimite Ghouls are created by Fe Tserim, as while she may be one of the most prominent users of the technique, she is not the only one. Many may also prefer living, as the ghouls are very difficult to imbue with real intelligence. Making it often easier to just employ beasts, skipping the extensive magic processes and still achieving a worthwhile combatant. Or use real soldiers, allowing for greater adaptability and no inherent need for a leader to pay any real attention outside of just letting them guard an area or a vague direction to attack a target. On Vran’Ti the usage of necromancy is hardly frowned upon, however extensive rituals to create them is not always seen as worthwhile either. Still, many Tserimite ghouls may exist on Vran’Ti as they can still serve as acceptable guards since they lack the need to eat and can see via the force/magic making it harder for the vast majority to try and get through them. Additionally, as the Vran see the Soul as a physical thing often removed from a corpse, and the Spirit as lost from the body on death, there is very little taboo about using corpses of sentient or non sentients as servents or soldiers.
 
Codex/Factory Moratorium

It is also that time of year that Staff tends to remind everyone that the Factory and Codex will be temporarily closing for the Holiday Season. This information can be found in the Invasion Rules section but it also applies to our creative creation areas to allow our Judges a well-deserved break during a time of family, friends, giving, and massive amounts of hot cocoa.

As with every year, from 12:00 AM EST December 1st 2023 to 11:59PM EST January 8th 2024 the Codex and Factory will be closed for any new submissions.

During this time the following will be in effect:

  • No new submissions will be accepted or judged, any submission that has not been approved will be held in the forums till January 9th, 2023.
  • This means you will not be able to introduce any new submissions into live roleplay until the Codex and Factory open gain on January 9th, 2023.
  • Submission modifications will also not be handled during this time.
  • This does not impact the Pre-Factory/Pre-Codex. As they are no longer monitored you can still use them at your leisure.

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This has been moved to the Pre-Codex. You may repost it to Live Judging after 11:59PM EST January 8th 2024.
 

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