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[Restricted] Sithspawn Profile: Nizioti

#2
Sithspawn Profile - "Nizioti" [Stalker]
-Continuously Updated-


Summary

Recovered after an initial scouting trip from Sith Zveris, confirmed the likely sighting of a Sithspawn. A team deployed, and it was successfully captured and is now kept in containment under Lord Sarias. Its noted to be of a Cathar/humanoid DNA, indicating a cross-breed of the two was used as a baseline. Has Vine cat and Akk Dog traits grafted onto the original body through unknown means.

Current status:

Nizioti is presently kept contained, only released from bindings during times of feeding with a deeply embedded tracker into its bone marrow.

Appearance:
[Image: Image1.png]

The Sithspawn is a tall humanoid bulk of dark mass, standing at a height of 6'4 and quite difficult to spot, next to impossible in the dark. Its flesh is black, rotting, as if it was turned inside out almost but it does have a light coat of dark brown fur covering it from head-to-toe. It has a revolting scent of death and decaying flesh upon it. Its two arms have hands that brandish short-sword-like claws as sharp as a vibrosword that reflect light slightly. The claws are wrapped with the shells of Akk Dogs, allowing it to block glancing blows from a lightsaber for a bit of time.

Its face had all flesh removed from it, leaving the gnarly sight of bone. Its pupils and iris are red, ever so faintly glowing, the sclera blacker than the night skies. Its pointed ears are cathart-like, though look near about to fall off. Its maw lined with a row of teeth, thin blades lined the bottom row similar to a Vine Cat's, sticking out of its mouth. It can easily tear through flesh and clamp onto stuff, locking like an akk-dog, with its teeth. Its feet and hands are padded making it pretty silent as it moves, barely making any noise itself.


Main Attributes
  • Long claws with cutting capability of vibroswords. Shell like carapace also coats these claws, allowing a limited ability to guard against lightsabers and blasterfire.
  • Highly tuned senses - An excellent hunter, however it appears to be limited only to the senses of a nexu.
  • Quiet Movement - Is able to move at incredibly high speed, without emitting little to any noise. Padding on its limbs and a natural, latent dampening permits this.
  • Camouflage - Its darkened coat has some capable of cloaking its movements through unknown means, relying on shadows and light reflections.
  • Semi-sentient intelligence - Its ability to hunt and calculate risk when pursuing a prey, has displayed semblances of choice and thought.
  • Resistance to blunt trauma - Typical attacks with blunt weapons or projectiles have little effect due to its size and bulk.

Weaknesses
  • No Force Resistance - A heavy application of telekinesis was able to subdue it, though required unbroken effort by Lord Sarias. Multiples or those of similar skill can replicate it.
  • Lighting Stunning - Though the fur absorbs force shocks and lightning, it was noted to stun it.
  • Open Space - If it lacks any semblance of natural cover, its ability to camouflage is limited, if not impossible.
[Image: 66iciMH.png]
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RE: [Restricted] Sithspawn Profile: Nizioti - by Sarias - 1 hour ago

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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