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Futuristic Star knights- Cs

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Deepfish

The Fishiest of Fish in the Deepest of Depths.
Roleplay Availability
Cs Rules & Parameters
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1.) Every player must be a member of the crew of the Kerlassi Super Dreadnaught. This is nonnegotiable as it is required to keep the group together and maintain the plot.

2.) Characters who were selected for the crew must be a minimum allowable age of 18 years of age. With a maximum age of about 350yrs. As human lifespans have improved drastically.

3.) knights can have been a knight for a maximum of 11 years. Sorcerers a maximum of 15 years. While this does not effect the quantity of power for a knight or sorcerer, it does effect their reputation. A longer time spent with this power without abusing it is notable to the standard humans.

4.) I understand that characters are bound to have traumas in their life and struggles to overcome. But a bare minimum requirement to go on this expedition is a bit of mental stability, physical health, and an ability to work as a team. We will have plenty of time to go unhinged crazy over the course of the story. Please do not start as such.

5.) While we may have the capability to wipe out cities and kill millions, decisions like that must have gravity to them. I know this is a fictional story, but i would like to see some semi-realistic reactions if possible. For example, not to many people would be cheerful and friendly after having to flatten a populated city. If you were people are bound to ask for a psyche evaluation. Bear in mind we are human.
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The Cs Template

Appearance:

Name-

Age- (18-350)

Gender-

Romantic preference-

Proportions- (Height & Weight, build too if you like.)

Notable features- (Scars, piercings, tattoos, Cybernetic parts.)

Branch- (Star Knight, Cosmic Sorcerer, Planetary Assault Force, Stellar Navy.)

Occupation- (Knights are all considered Vanguard, Sorcerers are All considered Logistics Division.)

History-

Personality-

Likes/Dislikes-

Goals-

Combat style-

(*1) Equipment- What tools and weapons and armor is standard to your job/load out.

(*1)Clearances- What do you have access to that is not usually on your person. Includes vehicles and specialized weaponry. (nothing made of astral materials.)
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(*2) Armor specs- what powers does your armor have, this is of course in addition to the massive phsyical attributes that the suit gives you, but those dont need to be listed as its pretty uniform levels across the board for knights unless otherwise noted.

(*2) Weapon capabilities- The armor has its own power and so does the weapon. However unlike the armor the weapon’s abilities are ALWAYS offensive in nature.
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(*3) Favored Abilities- What “Spells” do you like to cast. Keep in mind anything you list here is something ALL sorcerers are capable of. The level of difficulty may fluctuate from individual to individual but it will not be impossible for someone to replicate or have their own versions of these abilities.

(*3)Unique ability- This is something only your character can do. As of now off limits powers for this are Astral Walking, Empathy, Telepathic communication, lightning, Fire, radiation generation/manipulation/absorption, flight, stabilization Bridge space spawning, and Force field generation as all of these are standard sorcerer powers (the element stuff falls under Energy manipulation.)


(*1)= parts exclusive to Planetary Assault Force and Stellar Navy.

(*2)= parts exclusive to Star Knights.

(*3)= Parts exclusive to Cosmic sorcerers.​
 
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Name- Regulous Vaxillus Promenade

Age- 297yrs

Gender- Male

Romantic preference- Unavailable (Married 246 years)

Proportions- 5ft 10in 159lbs.

Notable features- Deep scars on his chin split the beard, he evens it out on the other side. Two small scars on his cheek and corner of the forehead mark an old battle scar.

Branch- Stellar Navy

Occupation- Chief Officer of the Kerlassi.

History- Regulous was born into a military family, one who had served as defenders of Thandren since its foundation. Frankly he hated his family, his father was an abusive man to him, his siblings, and his mother. While his mother was a self pitying weak willed woman who allowed both herself and her children to face the consequences of her poor choices. This troubled upbringing would actually serve regulous well. As he would join the military for the sole purpose of outshining his father’s achievements, and he was very successful in that regard.

Starting in the academy he scored top marks, falling into an elite category only a handful of people In thandrens history have achieved. Eventually he would be put into the Stellar defensive navy. Where he would set the standard for naval battle doctrine after repeatedly repelling pirate and rebel forces, even two separate occasions where he faced fleets two and three times his owns size. At every turn, every possible chance to shine, he did just that. Becoming a legend amongst the Thandren forces and even living rent free in the sleepless minds of thandrens enemies. Prior to the forming of Sorcerers and Star knights He was the epitome of Thandrens military supremacy.

In the past century he has settled down a bit, being given a cushy position as the planetary defense secretary he has gotten his affairs in order. Having said nothing to his father in mearly two centuries, he had the man buried in a military grave upon his death, leaving on his stone the things he cared about most, his accomplishments in the service, yet the phrase father, or husband does not appear on the stone as per his instructions. His mothers passing did weigh on him and he took a year of leave to get his families affairs in order, but he had her sent back to Mars, where her family immigrated from, so that she could rest with people who loved her. He got two separate plots of land for his siblings and their families, and had villa’s constructed on them, all on his own dime.

Finally he was content, ready to retire and live out the rest of his decades in peace, yet the Call to duty is one this man cannot ignore, so when the planetary governor called upon him to take the helm of the Kerlassi and lead the crusade to save mankind, it was not something he could find within himself to decline. Thus he oversaw its construction, set the requirements that each crewman must meet, and publicly endorsed the operation. Now he stands with the weight of a world on his shoulders, the hero of Thandren, leading men who will be greater than himself, to a battle greater than any he has faced before.

Personality-Regulous is a no nonsense man to the point of it being a joke that he hasn’t smiled in 300 years, even though everyone knows he isn’t 300 yet. He takes his duty remarkably seriously and with good reason, his word can doom or preserve 22,000 people in the short term, and the entire human race in the long term. He is punctual and stern, but not unreasonable. He had maintained a successful career by assessing the strengths and weaknesses of those under his command, and putting people in the positions that best utilize their skills while minimizing their weaknesses. He doesnt care for his own medals and accomplishments, but he proudly tells all who will listen about his subordinates successes. While he does enjoy his job, he has not been shy about saying he is looking for a replacement.

Likes/Dislikes- +Punctuality, +professionalism, +Cleanliness, -Nihilism, -Laziness, -Not having enough intel.

Goals- To Secure the “First ring” of worlds around Thandren, Find a replacement, whip this generations soldiers into great warriors, and retire into victory and glory.

Combat style- In the rare event that the admiral finds himself in a direct confrontation he fights in a rapid lethal style. He always aims for the heart or the head sometimes both and is known to do so with a straight face that doesn’t falter and only a glance is needed to find his target. He prefers Mid range engagements to long or melee ones as he can best take advantage of his accuracy and quick target acquisitions. If forced into melee engagements he will use pressure points and takedowns to line up headshots for a quick finish.

Equipment-

APB-07: The Astral Auto Blaster model seven is a state of the art astral weapon. Essentially a elegant weapon made of Batteries and capacitors directing power through a astral gem which strikes a conversion unit to be turned i to plasma, and a trigger that opens the barrel in a rapid motion like a camera shutter unleashing Powerful bolts of plasma at a lethal range of nearly a hundred meters and an alarming rate of around 1700 Bolts per minute. Its battery can allow up to 2000 shots before needing to switch, however this cannot be done all at once, more than four seconds of sustained fire can melt the barrel of this weapon making it only safe to use in short accurate bursts.
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Clearances- The Admiral Has and Grants clearances, if it is in the ship and not personal property, he can call for its use. Even if it is personal property, many would still offer him to use it if asked though he would never.

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(Travel Form)
Name- Landry Climpt

Age- 66yrs

Gender- Male

Romantic preference-Heterosexual

Proportions- 6ft 3in 210lbs

Notable features- Landry’s eyes have an ethereal glow to them and his skin is a good deal paler than it was before being Knighted.

Branch- Star Knight

Occupation- Vanguard/ Crowd control.

History- Landry was never much of a stand out in his life. He made average grades, played with his friends, had a loving family. He was the poster child for a standard happy life, which unfortunately would leave him woefully unprepared for his life. When rebels slipped the defensive grid and launched raids on his city he was only fourteen and he witnessed people dying all around him. He was lucky himself, as was most of his family, but his older brother lost both his legs, and the joy that used to light up behind his eyes. Landry decided that such a thing would never happen again, he enlisted as soon as he could with the goal to protect people and prevent anyone from losing a part of themselves.

It was here that he began to shine. He wasnt the strongest, nor the smartest in his bootcamp, but he was absolutely the most motivated, no one else in the academy had seen the fires of war, no one else had watched their neighbors explode in front of them. These memories drove him to give his 110% to every thing, even scrubbing the decks. It paid off too, he was made a squad leader of an experimental peacekeeping force. He would go theough fourty years of stellar service before he would be sent to the Stone river asteroid colonies to investigate reports of rebel faction activity. He prepared his unit and together the made a landing on the Demits central colony. As his men exited the ramp he could feel the hairs on his nape stand up and then he saw them, rebels hidden amongst the trash and debris barely visible if not for the glint of their gun barrels.

He shouted a warning but as soon as the words left his lips the air ignited with laser fire and plasma bolts. He saw his men begin to be torn apart and respond in turn shredding rebels in puffs of red mist. Yet more kept coming, they could not secure their Lz and he knew that they were fish in a barrel. Thus he gave the order to push through, it cost him another six units but they breached the rebel circle and on his orders scattered into the city colony to perform guerrilla tactics until evac could reach their location. Thus began six days of hell.

The colony had whipped its population into a frenzy, men women and children were armed and sent around the city to look for the thandren soldiers. For six days Landry hid in cramped spaces, under piles of garbage, and upon rooftops. He found himself fleeing from Preteens who opened fire on him, yet he couldn’t bring himself to return fire. Occasionally he would hear the braying for blood and the screams that let him know one of his brothers had been found, sleep came in bursts when it could. By the fourth day he was rattled and could not properly think. Fleeing became return fire, his hiding holes, became traps rigged to explode. When his blaster ran out of ammunition, he would take his trench knife and recover weapons from the enemy. By the time Evac came, he had nearly forgotten they were even going to be there.

They found him thanks to his Dogtags unique signature and for a brief moment his heart welled up with hope. He was going home. But he found himself to be the only survivor of that experience. Once the adrenaline had subsided, he was able to rest, and got a decent meal in him…he finally broke down. He had wanted to be a protector of people, a hero. Yet he lost all his friends who put their lives in his hands, and worse he became a monster. Many would say he did what he had to do, he had no choice. But he knows he did, he could have let himself die, instead he killed men, he killed women, he killed children. It didn’t matter to him that they were firing first, or trying to skin him alive. He still did it.

Landry would resign from his service after that and was given full veteran benefits. But he never really recovered, he would have night terrors, and even suffered waking hallucinations of the events that occurred in that six day stretch of hell. He knew he was broken, but couldn’t find the motivation to fix himself. If not for his family popping in to visit him and give him Vecro treatments from time to time it’s likely he would have perished. Eventually he would be approached by the Star Knights project and asked to participate. He was to be a controlled sample, a person known to suffer from PTSD & Depression. Admittedly he only agreed because he had nothing else going on at this point.

When he was given the Theolium he would give it his nightmares, his horrible memories, and his fears of what was to come. Shockingly it seemed to work, he was recovering. The nightmares and hallucinations stopped within the first month, followed by the nerves and the fear. Eventually his anger at those who gave the order to go there, and even his sadness at losing his men faded. He felt genuinely good for the first time since the rebels raided his home. Them one day he awoke in the middle of the night to a figure standing before him. It was his armor and it was about to bond with him. When it did he whited out from the pain and in his dreams he saw what he had created. It was a black mass of hate, fear, pain and despair and it smiled at him wickedly.

After the bonding process Landry was discovered to have an exceptionally powerful armor even amongst the knights. He was among a few who could fly, and possessed remarkable offensive capabilities without losing much in the way of defense. Unfortunately his armor was also one of the more powerfully willed armor entities, it seemed to be able to take control of him from time to time. Something Landry would mitigate through the usage of two separate armor configurations. His travel mode, and his War mode. He would control the travel mode and allow his armor to control him in combat mode, yet this compromise had to be agreed to by both parties.

Personality- Landry is a bit of a timid man, he doesn’t like to be loud and hates confrontation. He tends to avoid situations that would force him to debate or engage people. That said he is not antisocial as he seems to enjoy the movie theatre and bowling. He does seem to like most people and is sympathetic enough to relate to many people and their troubles. That said he is a very anxious man even still, he seems to be obsessed with the fear of Thandren going to war with the rest of mankind. At the end of the day he seems to be a man with a good heart struggling to deal with the atrocities he has committed, and knowing full well that more atrocities are to come.

Likes/Dislikes- +Traversing the Stars, +reading historical records, +Spending time with people. -Phobos’s aggressive Tendencies, -The idea of Having to wage war again, -Cramped Corridors.

Goals- To Redeem himself and make up for the atrocities of his past. Primarily he sees it as his duty to protect everyone on this vessel.

Combat style-Landry has two separate fighting styles. The first is his standard “Travel mode” fighting style. Where he will lash out at a distance with his miasma draining and destroying his enemies while backing up and repositioning as needed. Any foes that close the distance are cut down by the Ravenous Blade.

The other fighting style is His assault mode variant, in which case Phobos takes over. Phobos Fights far more aggressively, It lashes out with accurate and lethal strikes targeting vitals on foes that Landry doesnt even know the anatomy of. All the while the miasma will siphon energy from his foes to fuel the now double edged Ravenous Blade.

Armor Specs- Phobos, The DreadKnights Rig- Phobos is a black armor that grew from feeding on the Guilt, Fear, Anger, Hate, and Self loathing that was so present in Landry for so long. These emotions were very strong and provided much psychic energy to create Phobos. The suit is cold to the touch, and seems to darken a room with its very presence. Its resistance to energy is top tier even among the ranks of the Star knights.

It is able to Reconfigure itself into two different models, the less armored and less weaponized Travel mode, where the armors extra plating reconfigures itself into a board that carries an astral reactor within it. This board allows him Hypersonic flight on the planets surface, with towing capacity sufficient to drag a small starship. While in space he can reach luminal velocities, it can even allow him to slip in and out of the astral plane for impromptu Astral warp travel, however without a sorcerer he will be unprotected and have to fend off the horrors he encounters while traveling.

In the “Assault” configuration Phobos takes control of the body and the board deconstructs itself. Then reconnects as additional armor paneling, and omnidirectional astral jets that can let him turn and move in any direction. Its strength and Reflexes are Tripled bringing it into the higher tiers of Star knight physical prowess. The Ravenous blade becomes double edged and the Astral Miasma begins to seep out in every direction.

Weapon Capabilities-
Dark Miasma cloak & the Ravenous Blade- while it may seem to be different parts, the black smokey substance, called miasma, and the crackling purple energy sword are actually two parts of the same weapon.

In travel mode, the miasma takes the form of a cloak and the exhaust from the board.

In assault form it leaks out from the creases and folds in the armor.

This miasma is capable or being steered with his mind and on contact with anything will begin to drain energy at an alarming rate. This energy is sent back into the ravenous blade via Atomic Duality. The ravenous blade will likewise siphon energy out of the target it strikes. In both cases this energy is stored in an astral reactor, either within the board in travel mode, or within a pocket bridge space dimension when in assault mode. Likewise both the miasma and ravenous blade can Deposit that energy into a target, usually with catastrophic consequences. The miasma will deposit this energy as heat, with concentrations of the miasma in one place it can even compare to Small stars. The blade on the other hand is Vastly more deadly able to unleash Nuclear fission levels of energy into a single point no larger that the width of his blade. This usually results in the things he cuts exploding. Applying more energy to the blade can also extend its length if he wills it. He has been known to stealthily remove escape options by sneak attacking a foe via sending the miasma through the astral plane and bringing it into the physical realm at the point of contact.
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(Assault form)

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Name- Neil Alexzander Promenade

Age- 33yrs

Gender- Male

Romantic preference- Heterosexual

Proportions- 6ft 0in 169lbs

Notable features- Neil has a septum piercing, and the Dahlia Dimple piercings, he has a tattoo of A His Thandren Comms Unit insignia below his he also has Tattoos on both shoulders, his back, his chest, and all the way down his arms, his torso is sheathed in tattooed scales, though he admits he has neglected much work on his legs.

Branch- Cosmic Sorcerer

Occupation- Logistics Division (Comms)

History- Being born to the Promenade family seemed like a dream to everyone he knew, but Neil knew better. It was nothing but high expectations, rules, limitations placed on him, and responsibilities he never agreed to being thrust upon him. Something he had decided at a young age he was not going to take lying down. He bucked and rebelled every single step of the way, eventually even going so far as to join a local gang and get caught stealing money he had absolutely no need for. This kind-of backfired on him, as he was sentenced to Forced Service in the Thandren Planetary assault force. Even still he refused to be broken be some “stick up the a**” drill sergeant. Or at least that is what he thought.

The Drill sergeant happened to be a very close follower of Admiral Promenade’s “Aces in their places” doctrine and would exploit the absolute hell out of Neil. She placed him on comms with a slightly less attentive officer watching him, and Neil would act out as always. He would sneak in music and game time between glances, and switch rapidly back to work when under scrutiny. When he did have a finite workload laid before him, he would speed through it at a remarkable pace, so he could get back to his regularly scheduled bullshitting. However this again came to bite him in the ass. He became one of the most rapid and successful communications officers in the academy, a fact he was ignorant of until he was given an award at graduation, his drill sergeant expressed gratitude that his success reflected well enough on her to earn her a promotion.

He was Furious, all his attempts to make himself as unappealing for graduation as possible had actually been twisted into someone else’s success story. As if to add insult to injury this drill sergeant would send him an invitation to join her comms unit abroad the Kerlassi once it had finished its construction. Deciding that he would in no way serve under her, he instead did something that left a bad taste in his mouth. He used his family name and his high marks at graduation to apply for the sorcerers project. Apparently he showed a high potential his astral aptitude , at least thats what the sorcerer supreme told him. So he was accepted And began a process that would finally break some, not all, but some of his rebellious spirit.

The injection wasn’t so bad, it was cold and stung like hell, but with all his tattoos that wasn’t exactly something that would bother him too much. The part that bothered him was the astral plane. A normal person cant see to far through the fog, maybe a mile or two if they are lucky. But once you become a sorcerer, there is no more fog you can see everything as clear as the night sky. Those hordes swirling around in the darkness between planets…those things actually scared him. Being able to feel other peoples emotions and hear their thoughts was a bit overwhelming at first. But what broke him was the lack of music, sound waves worked differently on the bridge dimension and the astral plane as well and music wasn’t the same on either. With his main mental numbing agent taken he was forced to face what he was doing, he couldn’t just jam his way through things anymore.

He decided he wasn’t going to take that lying down either. Over his year in the bridge world while he learned to weave the bridge space bubble around his bloodstream, he would also learn to manipulate vibrations. While this is not an ability unique to him, he did become one if the sorcerers foremost experts in vibrational physics of all three dimensions, and in the end would solidify his space as one of the top sorcerers in his field of expertise, but vastly more important to him, he succeeded in bringing music to the Astral realm and the bridge realm. Earning him the title of The Bard, and a spot on the astral bridge of the Kerlassi.

Personality- Neil is Frankly a bit of a douche. He is loud, arrogant, proud and can be a bit dismissive of others, shocking considering he can literally feel their emotions. Its not all bad though, he is known for giving encouragement to others even though its sometimes in a backhanded way. He is definitely the guy to have around at a party or celebration, and he absolutely buys into his own hype because he will stare down hell itself for the rare few he calls friend. Still he struggles against his own issues with authority, and is working to tame the inner beast…but its a great work in progress.

Likes/Dislikes- +Music +Dancing +Using his power’s irresponsibly -His great gramps (Admiral), -having to fight something , -staying in the astral plane too long.

Goals- To make the Entire Galaxy remember his name. If that doesnt pan out then to save up money from this expedition, from whatever spoils of war he can get, and buy himself a moon.

Combat style-Neil hates fighting for the most part, buuuuut he loves to look like a badass, and with “Good vibes” he can strut into battle blasting everything in sight and still get praise for it. Thus he tends to fight alot like a subwoofer, blasting repetitive rhythmic thumps of sonic force and omnidirectional waves of compressed air and plasma.

Favored Abilities-
Whistling Dixie- By focusing the vibrations of a whistle, Neil creates an invisible incredibly sharp blade of vibrating air that can split steel he will usually use this in two wide sweeps using the trademark “catcalling” whistle. The first one cutting everything in front of him, the second one doubling down on whatever is still standing.

Snap, Crackle, Pop!- With a snap Neil can generate sound, then reverberate those vibrations in a tiny space that does not allow them to slow down or cancel out. It will crackle louder and louder as it “charges” allowing Neil to use the sounds it emits for Bass bullets. Finally when he decides its time to stop charging the now glowing sphere of air is sent in at sonic speeds where it detonates with tremendous force the magnitude of which is determined by how long it charged prior. The maximum output is claimed by Neil to be measured in megatons, yet is not confirmed.

Bass bullet- Any sound, anything at all within thirty meters of Neil can be weaponized. By trapping the sound in a small bubble that allows it to build up to a certain point, taking about a second and a half to charge, the sound is then launched as a vibrational airburst that can cause catastrophic decompression of the cavities on whatever it hits…essentially imploding the target. He strongly dislikes this ability and will onky use it in dire situations. Energy shields and certain armors can cause the burst to detonate early preventing internal damage.

Unique ability-
“Good Vibrations”- Wether it be telepathically or with his vibrations Nei has made a point to train his mind to Automatically differentiate between friend and foe and adjust accordingly. Foes will feel the full brunt of his sonic armageddon, while friends will only hear his music.
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~WIP~

Age:

Gender: Female

Romantic preference: Heterosexual

Proportions: 5'6" - 125lbs; Aria is slender and thin, no need for muscle and strength when you have "magic" to fight for you.

Notable features: Her left arm is always armored to cover up evidence of a past mistake. When conducting experiments in/with the Astral Plane, Aria lost her arm up to her elbow. A necessary sacrifice in her eyes, as it resulted in the use of the Astral Gems. Her sacrifice allowed others to safely practice the yield of gems, and she would gladly do it again for humanity. With out the armor her arm looks like a star-studded void. A shadow of the Astral Plane, shes pretty sure her arm sits somewhere in the beyond. She traded flesh for what looks like a portal into oblivion in the shape of an arm. She can still use her arm normally, being able to grab and hold things...it just looks different.

Branch: Cosmic Sorceress

Occupation: Logistics Division - Sorceress Supreme

History: Like every other Sorcerer/Sorceress, Aria was once an ordinary human. She had a pique interest in multiple science fields but settled on Engineering with a minor in Bio Chemistry. Eventually the two interests merged and Aria graduated into Bio-Mechanic studies-- the connection between machanics/synthetic materials and living organisms. She had always been a smart cookie with a curious soul, and she followed her instincts to find that she would eventually achieve many achievements in Science. It was all for the sake of humanity.

Her father was a military man, so to honor him, she too wanted to be part of man's massive defense armada. Her aim was to aid man in their discoveries of uncharted worlds and civilizations, working alongside humanity's best and brightest in order to make exploration easier and to hopefully advance in technology. However, what she came to find was far more greater than anything she could ever imagine.

Aside from stumbling upon remnants of ancient civilizations on multiple worlds, the research time came across beautiful, unknown gems from across the astral plane. Being researchers, their first instinct was to take these gems and conduct tests, but they quickly learned that transporting said materials would be no easy feat. When taken from their known plane and environment, the gems would either evaporate or liquify. Making it difficult to take back to a lab. So, as a team, they decided they'd conduct research there, in the environment where the gems were most stable. After many, many, trials the very essence of the gems were made injectable, and open for use by many. The experiments resulted in losses at times, even at the cost of lives, but for humanity to survive, they had to push through. Aria had to push through. In the end, there was success, but she will never forget what it took to get here. She vowed to use her abilities to protect those that needed protection and to help man find their place in this newly expanded world.

Personality: Aria is kind and gentle, yet strong minded and grounded. She is a free spirit that is open-minded toward new perspectives and ideas. There is a playfulness about her that she tries to maintain for the sake of others during these unsettling times, to "lighten the mood" she says. As a scientist, she has an inquisitive mind and is always thinking outside the box for new ideals, strategies, or methods. Some think she can be a little...unorthodox compared to the heavy handedness of the rest of the military branches because of her light-heartedness, but she believes its essential to her sanity and general survival to hold hope when there is none.

She may be approachable but don't let her gentle heart fool you. She is just as capable of showing her wrath and barring her teeth like everyone else. Aria tries her hardest to keep anger from getting the best of her, but shes only human...sorta. Her time spent meditating has helped her with this feat, but every now and then she's known to have the occasional slip-up. Some have tried to take advantage of her, but her excellent judge of character enables her to see right through most people. She'll play into their little schemes for fun, but she won't allow herself to be taken for a fool.

Over all Aria is an innocent rose but still has her thorns underneath. Shes always honest about her intentions and tries to have positive relations with everyone she comes across, but that does not mean shes impartial to putting someone out of line back in their place.

Likes:
- Meaningful conversation
- Getting to know others (truly) and establishing trusting relationships
- Knowledge and learning
- Talking about science, mechanics, engineering (she'll go off if you get her going)
- Drinking (even though she's a light weight)
- Puns and dad jokes

Dislikes:
- Interruptions/being interrupted
- Manipulation (of herself or others)
- Bugs and other creepy crawlies
- Getting angry
- Flattery
- Conflict

Goals: To share her discoveries and enlighten others with the knowledge shes fought to acquire

Combat style: Depending on her mood, Aria likes to mix up her combat styles. When calm and collected she fights strategically, with calculated moves and careful planning. When on the path of wrath and fury her movements are reckless and chaotic, throwing all shes got. At times, this fighting style often results in miscalculation and injuries. When she sees red, its just tunnel vision.

Favored Abilities:
  • Astral Conduit: Aria has spent so much time in the Astral Plane, even giving up a part of herself to be absorbed by it, that she created a channel to the plane that can be opened at any time. Its through this channel that objects and sometimes creatures can be summoned at will. The creatures are usually just Astral Shadows, a piece of astral energy that takes form of a being that can aid in battle and her call.
  • Weightlessness: This is just a simple gravitational manipulation ability that is used almost unconsciously, purely for her own benefit. Second nature at this point, Aria is sometimes seen "floating" instead of standing or levitating objects when shes too lazy to get them herself.

Unique ability: Aria can harden and compress astral energy into a crystal-like form. A type of crystallokinesis, she can use this ability offensively or defensively. For attacks she can summon or shoot a rain of sharp crystals, erupt large, sharp pillars from the ground, or even create a sword-like weapon for her use. On the contrary, she can also use them for defense. Creating barriers, using them to capture and trap a target, or even creating a dense armor. The material is sturdy and rigid but not indestructible. It can be chipped, eroded, or destroyed by powerful energies.
 
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Jericho Luna Demastus - [jer-i-koh]
Jericho the Void-Knight; Knight-Captain Demastus; Jericho of House Demastus; The Heavy Blade; Jerry (He hates this one)
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Branch : Star Knight
Occupation : Knight-Captain of the Vanguard
Age : 139
Height : 6'4"
Weight : 216 lbs
Notable Features : Vertical left-eye scar, cybernetic right-arm, left-shoulder blade crosshair tattoo
Romantic Preference : Heterosexual



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Personality


Jericho is a straight-forward man: he likes his problems simple and his opponents strong. He prefers to provide the elbow-grease where others excel at using their brains, but has no issue knuckling down to serve whatever role is required. Reliable and honest, Jericho is often pleasant to be around if one can survive his good-humoured teasing. At the end of the day he is a shoulder to lean on and a leader for the warriors of Thandren

When it comes to his personal life, there isn't too much to cover. Jericho eats with everyone else regardless of rank, trains with whoever is willing and otherwise lives to serve his duties to Thandren and House Demastus. He only has two hobbies; philosophy (ironically?) and practice. Jericho practices Sage Darius' teachings everyday, performing the drills and meditating to deepen his pool of will. After 135 years he has achieved a meditative state that may replace sleep but allow him to continue practicing in his mental landscape. To this day Jericho's skills only get sharper and faster.

However, the Void-Knight can become quite reckless when it comes to his own safety. In light of a powerful opposition, Jericho quite often chooses to offer himself as bait - his public reasoning being that he is durable enough to draw the enemy in for the main force to wipe out. In reality, he simply wants to fight them all himself. As admirable as it may seem, this neurodivergence quickly becomes the catalyst causing Jericho to underestimate his foes. One day he will face an enemy he cannot outmatch, and on that day he will find bliss.


Relationships
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Darius Kane Demastus - Jericho's grandfather and mentor, Sage Master of House Demastus of Thandren. His training regimens are as strict as his personality, but the aging master has over the decades grown fond of Jericho's unshakeably upbeat joviality.



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Lucius Darius Demastus - Jericho's father, once to be his predecessor for the Void-Dweller now Commander of the Demastan military fleets. He has a stoic relationship with Jericho; they both understand one another by the crossing of blades - a communication language Sage Darius has ingrained into them both over many a sparring practice.






Luna Alvera Demastus - Jericho's mother and wife to Lucius, killed on a long-term espionage mission after contracting the madness plague and wiping out her squad along with an orbital mining installation. News of her death spurred Jericho to redouble his training efforts and eventually stand among the first successful volunteers for the Theolium Bonding Process.

Cillian Lucius Demastus - Jericho's older brother and previous holder of the Void-Dweller theolium. Having spent most of their childhood causing mischief and training with 'Old Man Darius', Cillian was Jericho's best friend and rival. Cillian died four months into attempting the Theolium Bonding Process after receiving the report of their mother's death.






Likes
~
A good fight or training exercise to test his skill
Simple problems
Someone that can match his energy
A well-crafted weapon or ship
Women (of all kind)
Cybernetics
Meditating
Old Man Darius
Meat, in copious amounts
Wind
Chocolate
Hot beverages
Baths

Dislikes
~
Complex and/or tedious puzzles
Repeating himself
Backing down from an open challenge (could be fun)
Insect and lizard-like creatures
Wasted strength
Having his latest battle-obsession taken away
Not eating for long periods
Slander to House Demastus
Talking about his mother
Having nothing to do and no one to fight
Disappointing the expectations of his elders
Cakes
Paying attention to stupefying small-talk


Goals

To fight in a manner "the old man would be proud of."

~

To defend Thandren and the millennia of history and knowledge his family has stored there.

~

To never run out of strong and worthy foes to fight.




Biography
Rise of House Demastus

Jericho had always been a headstrong boy, scolded by his father and doted on by his mother. He would run across the Demastus family grounds with his older brother Cillian and playfight for hours on end, much to the ire of their younger sister Delilah. But as members of the respected Demastus clan there were many expectations of them, and many duties they were meant to fulfil.

Born in the mid-43rd Century, Jericho lived in Thandren during a time of rapid economic industrialisation and remilitarisation. Rebellion was still rife and resources were snatched up given the chance. Many of their youngest and brightest in these years were trained in the sciences and drilled in efficient combat practices to better serve their home and country. Astral reactors were finally being installed around major population centres and for the first time the people of Thandren had the resources to fight back.

A planetary defence force, eventually just called the PDF, was designed by the many faucets of Thandren's leadership. Among these figures was Sage Master Darius Kane Demastus, one of the oldest but believed wisest of the Thandren council since it's early days. In collaboration with Admiral Promenade, an endeavour was made to proactively wipe out the rebel and pirate scourge that strained them each day. Soon internment camps became common practice as enemies became slaves and eventually were integrated as citizens. Darius had a particularly meticulous eye for finding weakness and soon House Demastus gained political traction for its voraciously efficient reputation.



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Duels of Fate


This reputation also came with great expectation. Progress was being made, but it was clear that pacifying the planet would take some decades to conquer. So day in and day out, Jericho and Cillian would train with 'old man Darius' in the ways of interplanetary war tactics, atmospheric and non-atmospheric strategy, anti-personnel combat styles and extensive physical and mental conditioning. The object of their obsessive tendencies soon came as the boys became men on the battlefield.

Cillian in particular seemed to possess incredible skill with weaponry, soon outmatching his younger brother in their duels after the years. Jericho could never bring himself to jealousy; he could ask for no greater opponent than his brother and best friend. Each time their blades crossed it was a conversation, each time they would collapse to the sweat-covered floor they would pant with wide grins knowing they were still improving. Their appetite grew so large that even Darius had not come to expect how eager they would be for his lessons - a thought enough to warm even his icy, analytical heart.

And for decades the Demastus Brothers would charge across Thandren with the full might of the new Planetary Defence Force. Rebellion stood no chance. Years passed, then decades. There was much fighting in this time, but strangely Jericho felt a sense of peace. Like he was supposed to be where he was, doing what he was doing. He did not enjoy the killing or subjugation necessarily, but the thrill of the fight! The pair of them had a few close calls on their tours - the feeling of a hard-fought victory was always the one they chased. The suicide missions, the impossibly daring special-ops, the last stands. They seemed to have a penchant for surviving the improbable. A skill that often came in handy, but not one that would save them forever.



The Epidemic

It was the late 44th Century. Luna Alvera Demastus, Jericho's mother, had been sent on a decade-long espionage mission far past the borders of the less friendly factions of Humanity. At the end of those ten years she contracted the Madness Plague, losing her mind and initialising a self-destruct sequence that wiped out her squad and a large orbital mining installation. The news was met with tragic reception upon reaching Thandren, especially for the families of the deceased.

For Cillian, this was the trigger that flipped a switch in him. Pushing Jericho to train even harder with him when they were not with Darius, Cillian soon become the first candidate for the Void-Dweller Theolium Rig. Advances in Astral Sciences had come so far since Thandren's founding that trials for the first Star Knights were being offered to very best of their elite. Cillian, a prodigy in his own right, was the ideal volunteer. Wishing to support his brother, Jericho continued his training in hopes of catching up and joining the program.

But destiny would not have them fight side by side...

Four months into the Theolium Bonding Process, reports of Cillian's death would shake the Demastus household to its core. He had not been able to successfully bond with the living metal and it had destroyed his body. Jericho felt many things in this time as he struggled to deal with his loss, but with Darius' teachings he was able to focus his pain and wrath into the durable edge of his blade. His grandfather explained it thusly: "You could let the chaos writhe through your body, or you can channel it into endless force of will."



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Jericho the Void-Knight

Jericho never forgot these words and, thanks to his perseverance, was accepted for the Theolium Bonding Process. The Astral researchers theorised the time Cillian had spent bonding with the Void-Dweller would boost Jericho's chances of a successful meld. While this proved to be half the equation, insights into how Theolium worked was still fresh and not yet completely understood that the metals were simply taking too much from their hosts. They required a guiding hand.

In the year that Jericho spent undergoing his process, he did nothing but train in the Demastus ways of ancient and modern combat and strategy. He continued to forge his body into a temple of relentless power, honing his technique just as Cillian once would have. In his mind he saw his brother, grinning as he always did as they sparred for hours into the night. The nights became days, the days became weeks, the weeks to months until a year had passed and Jericho was... transformed.

Still his mischievous, jovial self, the scientific community on Thandren remained shocked. Jericho may have been one of the first few Star Knights to reach this stage of the experiment, but the scale of his power was beyond their projections. The Astral Gravity Drive, or AGD Module, was a piece of technology the Void-Dweller rig had constructed for Jericho itself. Within it lied the power to master gravity at will, if he could control it, but observed demonstrations saw his capability rival even Thandren starships.

Keen to capitalise on opportunity, Sage Darius began to take steps to rebrand Jericho as not just the heir-apparent to House Demastus - but as the Hero of Thandren that would protect them from evil. Scheduled televised media of Jericho laying waste to pirate outposts and the few Astral Horrors that braved getting close to the planet quickly became popular demand. The people of Thandren revelled in might and loved to feel superior, their Void-Knight giving them the ideal object of their fantasies. Demand for war and independence also began to rise up in the voices of the people, many whispering harshly of the tyrants on Earth.

Jericho never concerned himself too seriously with politics, however. After all the enduring, the strength, the sadness and the metamorphosis, he had found a new perspective and philosophy for living. There was only one joy he truly found in life and that was the feeling he got when fighting his late-brother Cillian. A worthy opponent. Old man Darius' teachings would always be with him and had shaped the majority of his life until now, but Jericho knew in his heart he yearned for only one thing.



To fill the void that drives his hunger so...




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Theolium Rig - Void-Dweller :
Jericho's rig is a jet-black silhouette of Theolium plate upon plate vaguely resembling warriors of old. It has bonded with two dominant traits; power and pressure.


  • Void-Dweller is equipped with an Astral Gravity Drive [AGD Module] that allows Jericho to affect his surroundings with powerful gravitational forces.


      • Formless Flight - Not only can Jericho resist the pull of gravity, he can manifest these forces to manipulate his body to move at great speed. This is effective at top-speed or for limited atmospheric flight, but falls short when quick darting movements are necessary.
      • Spatial Grasp - With minute adjustments Jericho can accurately and swiftly attract or repel objects to a point. He most commonly uses this to retrieve parts of the environment to use as weapons, or to act when a more delicate touch is required.
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      • Radial Negation - Similarly manipulating gravitational energies; Jericho can temporarily catch incoming projectiles or attacks in his orbit and deflect them away from himself. This is particularly useful in allowing him to concentrate on another technique without being disrupted by his opponent.
      • Pressure - By concentrating on the determination of his will, Jericho can project his presence in the form of intense waves of gravity. Those nearby will be slowly crushed and repelled by this indomitable aura, with many experiencing feelings of panic and despair the closer they get. As it requires him to concentrate, it is very difficult for Jericho to maintain this state and use his other techniques simultaneously.
      • Fold - Jericho uses strong gravitational forces to condense the space between two points, bringing them together at up to 1000x the speed of light. This allows for a limited 'blink' ability, but also grants Jericho the ability to travel vast distances without the need of a ship or sorcerer.
      • Training Discipline - Just as Jericho strives to perfect his skill in the endless honing of his craft, Void-Dweller too sharpens, hardens and adapts with each opponent it battles. Even in defeat, so long as Jericho lives he may rise again stronger and hardier than before.
      • Atmos - Through deeper concentration Jericho can achieve the inverse of Pressure and pull nearby objects to himself with devastating power. Making use of the Star Knight's alternative physics, Jericho remains undisturbed as foes and ships are crushed against him.


Combat Style
Power & Pressure.
Jericho's personal combat strategy is to advance on the enemy and attack whatever may get in his path. In his mind, everyone else are reinforcements for when he reaches his limit. When it comes to commanding the Vanguard's Star Knight Division, each knight is usually directed to either partner up with a sorcerer or attach themselves to a PAF regiment. In the case of an enemy too powerful to conventionally defeat, Jericho has been known to form new impromptu formations and strategies to achieve the desired result. Typically that involves gathering all available Star Knights to his position and then "punching" a hole through to the enemy command.

Misc
etc
 
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    Name: Zero 9 - Real name Redacted

    Age: currently unknown

    Gender: Assumed Male

    Romantic preference: Asexual

    Proportions: 6'0 300 lbs

    Notable features: Fully consumed by the Theolium suit, he's lost himself within the growth of the armor, only goes by Zero 9 because someone said the score of a sports game while he was travelling with them. The suit and his body have become a composite for what is comparable to a cyborg. The bottom opens for when he needs to feed, but the only thing anyone sees of his face are his lips and chin.

    Branch: Star Knight

    Occupation: Vanguard

    Likes: Can't remember what he likes other than miso soup and strawberry milk.

    Dislikes: Most things he doesn't care for. Zero 9 is very indifferent.

    Goals: Regain his memories
 
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    Name: General Lennox Armanis

    Age: 175

    Gender: Male

    Romantic preference: Married - 150 years and still renewing their vows

    Proportions: This man has seen many battles in his running over a century. His discipline chiseled on his physique, standing 5'11" and weighing a lean 89Kg, a broad chest and wide shoulders, his stature is an exemplary military career, having worked his way through the ranks of the Military and getting himself to the rank of General and becoming the commander of the Planetary Assault Force aboard the Kerlassi Dreadnaught. His Physical attributes are more than sufficient to be deployed into combat. At 175 years old, this soldier is still ready to find another war.

    Notable features: Scars on his face and a robotic right arm. Both from injuries received in the line of duty.

    Branch: Planetary Assault Force

    Occupation General Commander

    History: When he first joined the Thandren Military, Lennox grew up in a family that had a militant legacy as the backbone of his enlistment. Lennox joined as soon as he came of age and even met his wife in the Military. He was married at 25, and had three children. This was his first deployment and when he returned from the battlefield, the man knew he would never be the same. But his children motivated him to keep fighting and enlisting, so they would have someone that they could be proud of as a father, and something they could fall back on in case he was killed in action. On his second tour, he joined the shadow operations unit. Where he met his best friend and current lieutenant Walker. During a classified operation, Lennox lost his arm, but he pulled Walker out of the fire alive and in worse shape. Walker was one of the first humans to undergo a full dive transition into a cyborg. Seventy years later, Lennox was just coming into his ranks and found himself as the shadow op commander. Walker introduced home to a star well travelled young star navigator with strategic skill. Their name Jah'lea Ka'jo, a woman that has aged well, much like the General Commander's career. One, she helped to pave his way to the position as General Commander of the PAF aboard the Kerlassi alongside his active lieutenant Walker, who leads his troops into battle. And his chief Navigator Jah'lea Ka'jo

    Personality: His take no shit door kicker attitude is his strongest trait. A man of discipline and principle, he expects results above everything else. Anything less is just an excuse to him, and he doesn't tolerate excuses. Lennox is a good leader with a sense of duty and valor. Running a tip top crew that often has explosive results when push comes to shove. While he will try diplomacy, he is always ready to show military force, and those under his command show the same level of commitment and discipline he upholds.

    Likes: discipline, order, his wife's cooking, his children, grandchildren, great grandchildren... His soldiers, his job.

    Dislikes: Enemies, chaos, war, the food on the Kerlassi, red tape, bureaucrats, being told how to do his job.

    Goals: A long a fruitful military career with a good pension and respect among his colleagues.

    Combat style: Hardly ever goes into actual combat anymore, mostly sits with his officer and chief navigator strategizing.

    Equipment: A large caliber auto pistol that is on his person when he is on duty.

    Clearances: Planetary Assault Force deployment authority, Access to the Mobile Nuclear Platforms.
 
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Appearance: *WIP*

NAME- Juno

AGE- 20

GENDER- Female

ROMANTIC PREFERENCE- Heterosexual

PROPORTIONS- 5'6", 145 lbs, athletic

NOTABLE FEATURES- *WIP*

BRANCH- Cosmic Sorcerers

OCCUPATION- Logistics Division (Astralgation)

Juno's father was an ambitious and talented soldier of the Planetary Assault Force. When presented with the opportunity to try his luck at bonding with some Nth metal and becoming one of the first Star Knight he had no hesitation. He accepted the prestigious offer and left home, barely saying good bye to the family he was leaving behind...much less consult his wife on if he should have accepted or not. While away, the process of bonding strained his relationship with his wife and teenage daughter further as he barely got to see or speak to them for months. Eventually, to provide the candidate with what the scientists presumed would be a relief from the metals constant mental and emotional drain, they allowed him to spend a day with his family (though he had to keep his Nth metal with him to continue the bonding process). Juno had hoped his day off would be a chance for their family to come back together like they were before. That he would come back, apologize for how he had left, and they would hug and make up. But the Nth metal had changed him. Was changing him. He was barely holding onto his mind against the metal's mental assaults. Their time together quickly spiraled into accusations and flared tempers. Angry and mad, Juno stole her father's Nth metal while he slept and ran to try and get rid of it.

Before she got far, the metal began attacking her unprepared mind. It started with just blurry thoughts and dizziness, but eventually the young girl collapsed, metal still in hand, as it fed off the high emotions Juno was riding on. She was found hours later and taken for medical care in a near coma-like state. A Cosmic Sorceress was summoned to treat Juno. The sorceress probed Juno's mind and found her to be in a perpetual state of nightmare. All her fears and aggression playing out on repeat. Normally, when candidates of the Star Knights enter this state during the bonding with a Nth metal chunk they are beyond saving. Soon to succumb to the metals hunger. But Juno had only been in contact with the metal for a short amount of time. The sorceress believed that Juno's brief time in contact with the metal could mean she had a chance to be saved, but it would require a gamble and for Juno to become a Cosmic Sorceress herself. Desperate, to save their daughter, Juno's parents agreed and the sorceress took Juno into the Bridge Space.

There, the sorceress injected Juno with a liquid Astral Gem allowing her nightmares to manifest. The sorceress spent weeks protecting Juno and helping her navigate the conflicting emotions and ideas of her scarred mind giving her time to heal. Juno's mental and emotional states were brought back within manageable levels, but the sorceress needed to teach Juno how to create and stabilize Bridge Space, control her thoughts and emotions, and protect herself from those of others if she was to ever return to the physical dimension. Juno spent over a year trapped in Bridge Space practicing the fundamentals of controlling astral energy under the supervision of the sorceress and a few other Cosmic Sorcerers. She learned to meditate to focus herself and gain clarity in even the most stressful of situations or environments. Eventually, despite Juno's youth and inexperience, her mentors felt she had reached rehabilitation and had mastered the fundamentals to be a Cosmic Sorceress and gave her permission to return home.

Juno was excited to see her family again. She knew some things would be different since when she left, but she didn't expect her family to have fallen apart completely. Her Parent had gotten divorced and no longer talked. Her mother had remarried and moved off planet to get away from it all, and her father quit the Star Knight program out of guilt and living on the streets, unable to hold a job in part due to the damage the bonding process had done to his mind. Afraid to lose control of her emotions, especially now with the power of an astral gem coursing through her veins, she left matters with her family unresolved and returned to the Cosmic Sorcerers. Feeling lost, she dedicated herself to completing the rest of the training she would need to perform in order to officially become a Cosmic Sorceress. *WIP*

PERSONALITY: *WIP*

LIKES: *WIP*

DISLIKES: *WIP*

GOALS: To find a purpose she believes in instead of what life has handed her. *WIP*

COMBAT STYLE: *WIP*

FAVORED ABILITIES: *WIP*

UNIQUE ABILITY: *WIP*
 
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Name - Prof. Dr. Minerva Qu´lotha Demastus

Nicknames - Adversary, Contrarian, Opposition

Age - 194

Gender - Female

Romantic preference - Asexual/Aromantic

Proportions - 6´0", 150 pounds, lanky, slight hunch

Notable features - She chose to look old (for her age)
She has internal biological augmentations:
She needs less sleep, her entire body is more robust, and she has minor regenerative capabilities

Branch - Stellar Navy

Occupation - Research Officer (Astral Plane/Genetics/Medical)

History -

Being born into the Demastus military family, some say that the only thing she had in common with them was her mouth. Her father used to proudly tell that she was born grumpy and that the first word she said was "No". Growing up Minerva complained about pretty much everything and everyone, especially about her military education. She hated war and everything that accompanied it. And despite being praised as a genius in military tactics, Minerva refused any further attempts of educating her in the arts of war.

Instead she chose to display her brilliance in the field of biology and medical care. The family let her be for a while, thinking she might join the defense force as a medic.
However as she grew older, Minerva voiced her pacifistic opinions more and more, much to the dismay of her family. After several big family fights as well as several "heated arguments" with the current family head, she got banished from the family. Wanting to leave the family anyway, she headed to another part of the planet to continue her education.

She worked as a doctor in a gene clinic as she earned multiple certifications. Minerva not once stopped educating herself since mandatory education started.
After she had earned the necessary qualifications, she joined multiple research projects that were developing cures for genetic diseases and defects.
Minervas contribution earned her quite a bit of reputation and so she left the clinic in order to focus only on research.

Once she began her research about cloning and the astral realm, Minerva was fascinated by he possibilities of both. She became obsessed with learning everything she could and in only a few years she was deemed an expert in both. But while Minerva was being praised more and more, she became increasingly dissatisfied with the planets treatment of clones.
And although she loves peace, she learned one thing from her time in the Demastus family:
Sometimes conflict is necessary.

Minerva became an outspoken defender of clones, instantly earning her harsh criticisms. And as soon as she noticed that words alone weren't enough, she chose to take action.
Minerva actively helped clones to survive on Thandrem by hiding them and treating them medically, as well as fixing defects that were the result of shoddy cloning.
She got arrested multiple times but only received minor sentences as she didn't create or helped create any clones.
And so she never stopped, although opportunities to aid clones became scarcer as they were less and less clones left alive.
All the while Minerva continued her research in order to try and give clones an astral presence, with little success so far.

Eventually her growing expertise led to her being scouted for the secret human experiments to create the Sorcerers and Knights.
As she was introduced to the project, Minerva was appalled by the sheer scale of human experimentation.
She knew this research would continue no matter what, so she joined to prevent more human lives from being unnecessarily sacrificed.

Minerva felt personally responsible for the deaths from these experiments and so was quite happy when it was over. As such she initially refused to join the Kerlassi expedition.
However once she learned of the gravity of the situation that they are all in, Minerva reluctantly accepted a role in the Stellar Navy.

After members of her family learned that she would join the expedition they were overjoyed and approached her in order to amend their relationship.
When they offered her the opportunity to come back into the family and gain honor and glory for them, Minerva made it very clear that she will never rejoin them, cussing them out along the way.


Areas of expertise: Genetic modification of plants, animals, and humans, Cloning, Astral Plane, Chemistry, Basic material sciences, Basic History and Culture,
First aid, Medical care, Surgery, Microbiology, Basic Physics, Basic military tactics, Analytics, Neurology, Basic Medicine and Food production

Personality - Honest, Harsh, Loudmouthed, Rude, Serious, Impatient, Animals dislike her

Likes - Fantasy and Sci-Fi stories, Animals, Peace, Researching

Dislikes - Arrogance, Combat and War, Deliberate ignorance, AI, Politics

Goals - Become the lead scientist of the Kerlassi, diversify her areas of expertise even more, expand the limits of humans, get a pet that likes her

Combat style - Avoid unless necessary, retreat if possible, help the wounded

Equipment - Standard issue stun pistol, Medkit

Clearances - Collective Database clearance for all of her current areas of expertise (she will request and learn more), Medical bay, Surgery, Laboratory

 
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Eremis Tasstritor.jpg
Name- Eremis Tasstritor
Age- 49
Gender- Male
Romantic preference- None (married)

Appearance- Standing at around 1m80 (5 '11) with a light athletic build, like a casual gym-goer, Eremis looks a lot like a man in his late forties with slightly longer hair and a short beard.
Notable features- Eremis looks like a regular guy for all intents and purposes, which is very normal if he was a normal guy. But he’s a sorcerer so that makes it pretty notable for those who know.

Branch- Cosmic Sorcerer
Occupation- Logistics Division - Planning

History- At the young age of five, Eremis had a very active imagination, often playing with other children and pretending they had super powers and could move buildings with their minds and create cardboard suits of armor, which they called ‘living board’. One of the main rules of this game was that only the children with the nicest stones and glass beads could wield this power, however. This imagination never really went away as Eremis kept day-, and night-, dreaming about impossible things he would do later in life. As he grew up, these memories were forgotten or suppressed and Eremis went on to live a quiet life working a desk job somewhere.

It was only in recent years that some gnawing feeling pushed him to do something spontaneous with his life. He needed to do something big, something crazy, something that would let him live out these memories of moving buildings with his mind and of wearing ‘living boards’. Or at least something equally adventurous and important. To his own surprise, just as much as the surprise of all the people working at the secret testing facilities, Eremis walked up and volunteered for the sorcerer project. It took some time before he would figure out how or why he’d done that and gotten through the screening process.

While his time in the project pre-implantation was interesting, he didn’t stand out in any particular way, except with the mention of childhood memories of ‘living board’ armor and weapons. Aside from a little research tangent that led nowhere, Eremis passed the tests as one of many regular and average faces who would go into the bridge space to undergo the procedure to become sorcerers.

The first time he would truly stand out in the project, and in his life, was when Eremis decided about ten weeks into his meditation that he’d finished and asked to be let out. Despite protests, sorcerers knew better than anyone when they were finished with their training and curiosity took over for some scientists. Casually walking out of bridge space, as if he hadn’t a care in the world, Eremis made it out into the real world, stretched, and went to take a nap in his assigned quarters.

Despite the impact this had on the scientists and their hopes, Eremis couldn’t help any further. His powers classified him as mildly prophetic and with the unique ability to extend the range of his abilities far beyond those of other sorcerers. Despite all their prodding and tests, nothing more came from Eremis’ ability to adapt so quickly to the procedure and the Astral Gems and he would quickly fade back into the crowd, just one of the successful sorcerers of Thandren. His record stands undefeated to this day but the seemingly weaker end result of his abilities caused many of the researchers and scientists to move their attention from him to other, more promising sorcerers.

Personality- Eremis is a friendly sort, always there to have a talk with people and listen to their problems. Those problems then tend to sort themselves out quite quickly afterwards. He’s one of the most down-to-Thandren sorcerers and most day-to-day members of the crew don’t know who he really is. He finds that keeping those things from people makes his life and chosen job easier. His only major quirk is that he keeps bringing up his wife, who nobody has ever seen or talked to.
Despite his job aboard the Kerlassi, Eremis is very much a pacifist, applying all of his being to keeping and improving lives rather than ending them. He gets along well with all of the knights and sorcerers and doesn’t seem to have a problem with them slaughtering their way through enemies and horrors alike. Unlike most knights and sorcerers around him, he hasn’t formed or stated any definitive opinions on the subject of the horrors.

Loves
  • His wife
Likes
  • Improving the lives of others
  • Efficiency
  • Clarity
  • Knowing the paths that were and will be
  • Chief Officer Promenade
Dislikes
  • Too many branching paths
  • Questions from people trying to understand who never will
  • Willful ignorance
  • Carelessness
  • Inaction when all the information is on the table (or in someone’s mind)

Goals-
  • Keep everyone on the Kerlassi alive (and by extension ensure the safety and prosperity of Thandren)
  • Make sure the known path is followed as needed to ensure the above goal
  • Get married
  • Master his abilities, especially his prophetic memory

Combat style- Pacifist/Manipulator

Favored Abilities-
Prophetic Memory (Core ability): The ability to generate or remember the past and future with varying stages of clarity. Past glimpses are incredibly clear as they are fully written in time while future glimpses can range from a hazy smoke to a crisp movie and all are experienced as memories. This can lead to confusion as memories can be misinterpreted and past and future interchanged. The smaller the event in a glimpse is the clearer the memory will be and the lesser the confusions will be. Great events are the most hazy and confusing. The greater an event is, the more potential paths it has leading up to and leading from it even further into the future.
It is unknown if this ability is due to the Astral Gems or if he’s had it all along. Speculation is that he used to have a strong intuition, which may have seemed like a near-prophetic ability, which was enhanced by the implanting of the Gems. The lack of any research data on his abilities prior to his time in the program and the bridge space make it an impossibility to form a scientific opinion on the matter.

Coherency/Unity Manipulation: The ability to manipulate the small things going on that improve the unity of the crew of the Kerlassi and the coherency of its members to ensure the absolute best possible outcome. When you drop something, someone else just happens to be there to pick it up and hand it back to you or even manages to catch it before it hits the ground. When you’re about to lift something heavy, your friend arrives and lends a hand. Also, you two haven’t talked in a while and you decide to catch up over a beer later. When battlestations are being called on the Kerlassi, you run out and subconsciously slide into an organized single file of people going to their own stations with as little chaos as possible.

Telepathic Thought Communication: The ability to communicate thoughts to others in a way that makes them seem like they came from one’s own mind. While many sorcerers are capable of communicating over long distances, they do so by conversing with words in the mind of another. Planting thoughts into someone’s mind allows for mundane actions or great deeds to be done with the impression that they came from the person themselves, rather than as the result of following an order that was spoken to them mentally. Whether it is a soldier under fire suddenly thinks about how bad it would be for his squad if they got hit by a grenade thrown from that hill over to the left and checks it out only to spot and kill an enemy soldier about to throw a grenade or whether it's an exhausted scientist thinks about taking a long rest and decides to turn of their alarm, sleeping soundly and peacefully into their day off, waking up fully rested.
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Unique ability-
Target and Reach Enhancement Array: The ability to extend the reach and number of simultaneous targets of the sorcerer’s powers. Bringing forth the absolute potential of the sorcerer and maximizing the applications of all their other powers. It increases the output of the Astral Crystal more and more as the Array is extended and puts the sorcerer in a vulnerable state as their attention is diverted to such a macro scale that a sense of self is diminished to all but a pinned memory somewhere in the back of their mind. The output of energy also manifest more and more of the sorcerer’s truest Astral form while it is in use. It hasn't been tested if other sorcerers can join the Array to benefit from it, minimize the costs of it or extent its effects even further.
 
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The Cs Template

Appearance:

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Name- Dr Xavier Duncannon

Nicknames - The Gravewalker, Bubble Boy (Only VERY close people can call him this) and one he earned after showing off some of his more.. destructive abilities "The walking Cataclysm"

Age- 200

Gender- Male

Romantic preference- Hetrosexual

Proportions- Stands at 6,2

Notable features- His whole being

Branch- Cosmic Sorcerer

Occupation- Logistics Division

History - Xavier has always been an inquisitive person, even at a young age. He was always reading books learning new thing about the world around him. It was also pretty clear he had a high intellect and good imagination. This would serve him well in the many years to follow as he followed a path of education, studying many fields which lead him to become a Polymath, studying a wide selection of varying sciences, math and engineering. Xavier went on to become quite the prominent figure in the scientific world earning himself numerous PHD's in the field of Physics, Chemistry, Astronomy, Mathematics, Engineering, Biology along with others. Life was good and he went on to provide major discoveries. When the Sorcerer project was announced Xavier jumped at the chance to join and was actaully invited to do so, being one of the first people to join. He worked with some of the best minds around to try and perfect the trials. Like everything there were of course risks and people unfortunately died. When Aria, the person who would go on to become the Sorceress supreme was injected it was a success. Xavier couldn't be happier that the injection worked this time around. From then on Xavier dedicated years into the Project, working with the Sorceress supreme and their team to perfect it.

Xavier became one of the first few Sorceres after a few years of honing and refinment into the project and with his new found abilities he went on to study the Astral and Bridge planes, along with work with Astral gems. Fast forward a couple of years and you reach a pinicle point in Xavier's history. The day he nearly died and became what he is now. He wanted to try and study the limits of just what a Cosmic Sorcerer could do. He knew fully well that the limitation for what could be reached and achieved was one's imagination, however the body is a fragile thing and that the limit for what they could actually do, was all down to the bodies. So, was there a way to strengthen one's body. Like a muscle could it be exercised and made stronger thus allowing the body to handle more?

He dove into his theory, spending a whole year building himself a lab to meet his requirements. He knew what he would be doing was dangerous, hence why it took so long to build as he made himself a chamber within the lab made from the strongest materials he could get a hold of. Thus once it was completle he would go inside the chamber each day for hours on end, pushing his body to breaking point, but never pushing over the threashold. However.. one day Xavier was inside his own bubble, meditating and using his abilities once more. Whilst meditaitng however he saw... something. He never can remember or recall what it was exactly but whatever it was scared him and made him lose concentration. He awoke with a start and in a moment of fear and madness unleashed an extremelly powerful blast within the chamber, which unfortunately seemed to resinate within it, striking him. God knows what happened but his body couldn't take it and he could feel his own being, his body and flesh being ripped and torn apart. To say it was unbearable and excruciating would be an understatment. At that moment in time he knew he would die, he had heard of what happend to people who went past their limits. They "exploded"

Within his last moments he used every conceivable thought and ability he knew to bring the field back along with himself. What followed was a very stange and confusing time. There was an explosion, the chamber taking the full brunt of it but being mostly obliterated in the process. Xavier could feel something..? Manifesting a mirror he gazed upon his form. His apperance was.. well interesting to say the least. Some form of corporeal humanoid figure akin to a giant bubble. Inside was well.. what looked much akin to the Astral Plane. To say he was shocked and discombobulated would have been laughable. Creating a suit for himself he looked upon the ruins of his lab. He had to find out what happend. Lucky for himself and others his lab was located in a remote area so there was no danger to anyone but himself. Repairing all but the chamber he tried to figure out how he managed to pull himself back from death as it were at the last moment. To this day he doesn't know how.

When he returned people where of course in shock, learning of what took place. Now he strives to never get that close to snapping the camels back ever again.





Personality- Xavier is quite the friendly energetic fellow with a strong sense of morales. He is kind to all those around him but knows when to be stern and guide people with a steady and strong hand. Since his... accident he seems to be somewhat slightly more eccentric shall we say?

Likes/Dislikes- Reading, listening to music, studying the Astral Plane, science, meditating, knowledge, training, order and discipline, further understanding of the Universe / Things beyond is understanding, cockiness, laz

Goals- To futher understand the Astral Plane, it's contents and the cosmic horrors that lurk within. To protect the people of the Kerlassi and to wipe out any and all threats.

Combat style- Pure destruction and total annihilation, Xavier aims to always take things out on the first try. If an attack doesn't work..? Do it again but BIGGER and more powerful

Favored Abilities

Lightning Summoning - The user summons a huge barrage of lightning from the sky upon a targeted area causing great damage to anything that is hit by it.

Gravity Bomb Generation - The user can create explosives that are infused with gravitons. The effects can be controlled by users, from increased gravity, reduced gravity, or even a complete reversal of gravity for everything in the explosion radius.

Solar Attacks - The user can utilize solar energy/substances for attacks of various shapes and sizes, intensities, and forms. Examples include solar plasma-augmented melee attacks, huge rays of pure solar energy, or even just bursts that might slightly singe targets.

Unique ability- Astral Artillery Bombardment - Xavier has trained in the more.. destructive arts shall we say and over many MANY years of dedication has honed his abilities to such a degree that he has unlocked a plethora of varying devastating attacks. From the Solar, to Cosmic, to Elemental, Plasma and so on. Utilising this Xavier is able to call forth truly terryfying attacks that cover a wide area. Being a man of science it has given him a undertstanding on how to maniplulate things to his will.

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    Marcelotte Rossweisse DeWynter

    Nicknames: usually goes by "Marcy," "Marceline," or "Lady DeWynter." "Rossweisse" is her maiden name.

    Age: 288

    Gender: female

    Branch: Cosmic Sorceress

    Occupation: Logistics Division (Medical)

    Romantic Preference: Heterosexual (widowed)

    Proportions: 5'11" (180cm), 185 lbs (84 kg), with a voluptuous build. Very fair-skinned, but with a healthy glow, and definitely doesn't look her age. Physically fit, but thick in all the right places, which tends to attract unwanted attention, but she is not easily flustered or offended by this. She is considered exceptionally beautiful by most people, to such a degree that some assume she has undergone gene therapy... which is not far from the truth.
    Notable Features: absolutely no cybernetic implants, scars, or blemishes.


    PersonalityCalm, elegant, and composed, Marcy is the epitome of duty, discipline, and self-control. Even before becoming a sorceress, she has always exuded an aura of serenity and grace, unfazed by the chaos around her. Her mannerisms and tone of voice is soft and soothing, but clear and direct, gentle but purposeful. Her tendency to seek out quiet corners away from others can fool some into thinking she is an introvert, but any who have ever seen her rise to a challenge will know she is a woman with an iron will. Marceline at rest is a thing of beauty, but Marceline in motion is a force to be reckoned with. She is also incredibly humble for one who wields such terrifying power and it can be easy to forget she is a sorceress.

    However, her compassion comes at a price. Although Marceline is not a pacifist, she has a nigh masochistic desire to put her life on the line to help others, and stubbornly feels that none are unworthy of that. One would think her ascension to a sorceress would give her a clearer picture of who is worth saving and who is irredeemable scum, but she still looks for ways to save those who are clearly beyond redemption. She will offer a helping hand or a kind word, even when she clearly sees the evil in their hearts. The only exception to this are horrors -- she seeks to destroy them with extreme prejudice. The astral realm is sacred ground and she has already seen paradise fall once. Never again.

    Goal(s)World peace. But that seems unlikely, so she’ll settle for the next best thing: purging the astral realm of horrors. She hopes to retire there someday, maybe build a castle and garden, and watch eternity tick away.

    Likes
    The Astral Plane
    Helping or mentoring others
    Peace, quiet, meditation
    Her son and grandchildren
    Anyone genuinely trying to do good
    Disikes
    Astral horrors
    Controlling, manipulative, or deceptive people
    Selfishness or cowardice, in all of their many forms
    Being told something "doesn't matter"
    Cybernetics and transhumanism

 
WIP

Appearance:
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Name-
Dylan Hilderan

Age- (18-350)
21

Gender-
Female

Romantic preference-
Homosexual

Proportions-
5’6 (167.64), 130Lbs (59Kg), bright blue hair, Pink iris’s, slim and toned body figure that’s still feminine.

Notable features- most notable would her her cybernetic right arm which is heavily customized and painted by Aria, the shoulder having been molded into a unique skull like design. Plate lines of other assorted cybernetics.

Branch- Planetary Assault Force

Occupation- tbd

History-

Personality-
Dylan is what many would call a tom boy. she's loud, energetic, and loves to work with her hands. Ever since she could remember her hands were always elbow deep in any Machine she could get her hands on from the smallest pieces of equipment to her massive hulking mobile suit. an adrenaline junkie, knowledge seeker, and notorious prankster. She takes her work very seriously, often getting engrossed in her designs, her engineering and most importantly her mobile suit. Many call her obsessed with mobile suits which isn't entirely from the truth. Dylan loves Mobile suits, their history, capabilities, functionality, inner workings. Every last aspect of of them she finds so fascinating and amazing, always trying to upgrade them, advance and make them ever better.

Likes/Dislikes-
Her mech
Building and tinkering
Learning about technology
Lolipops
Training
People who don’t mind her more wild personality

Goals-
In Dylan’s eyes her goal is to learn more doesn’t matter what it is as long as she gets an adventure and learning that’s all she needs

Combat style-
Dylan is very much a Mobile suit pilot. Both in long rage and Melee Sazabi is one to throw its weight and surprising speed around to its advantage. At distance Sazabi relies on its speed to keep long enough away to fire while in melee she turns that speed into a force to drive the weight into each swing of her weapons. In many ways Dylan isn’t a true Tactician and more a fly by the ropes type of person.

Equipment-
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Sazabi a name Dylan has given to her mobile suit. Is a War frame, Keller class type 07 rail-jack relic mobile suit, designed for both planetary and stellar combat in a multi role facet. Originally designed and built by an ancient company known as Ozark it never made its way to full production and only a handful of prototypes were ever designed and built. Sazabi being the only field ready version built it’s a one of a kind for all intents and purposes. Standing at 45 feet in height and weighing in at 38.4 metric tons Sazabi is outfitted with numerous weapons. Its main weapons being a high density laser rifle, a shield equipped with smart missles. In edition it the shield acts as storage for Sazabi’s primary melee weapon a multi form laser sword, in edition the mech also holds 4 smaller single form beam swords with two being held inside the forearms for quick access and the other two being under the front skirts, held by Sazabi’s secondary melee arms. Within the main torso Sazabi has an astral beam cannon and the 10 limpet drones attached to the wings. In combat they detach from Sazabi and become their own form of drones, each equipped with a singular high density Astral pulse lasers, though yes they are astral weapons they are nowhere near as powerful as Sazabi’s astral chest beam, just above the Astral cannon Sazabi also holds two small Particle beam repeaters.

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In addition Dylan always goes into battle wearing a unique piloting suit she made herself, an SMG style weapon and a side arm should she have to bail on her suit as well as a sword (ref photo)

Clearances- Hanger access, Heavy armor deployment, Engineering bay access, RND Access
 
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