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[Normal] Creations of Lord Sarias
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Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
20-04-2023, 11:41 AM
(This post was last modified: 16-01-2024, 01:36 PM by Sarias.)
Each post within this thread, shall be the documented modified Sith Spawn made by Sarias. Some are of stable and running stage, while others remain in a 'testing' phase.
If you have NORMAL access and above, you can freely view these sithspawn.
A note has been written by Sith Sarias, presumably for the reader of this document
The art of organic alchemy is one of grand complexity, even in the smallest of adjustments are you defying the very laws of life - breaking its claiming chains. Within these documents are there several examples of such, but make note not all have had the largest modifications. Some are simply enhancing natural traits, than entirely twisting their bodies.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
20-04-2023, 09:12 PM
(This post was last modified: 02-05-2023, 08:15 PM by Sarias.)
Armoured Yozusks
Overview
Overall identical to normal Yozusks upon first glances, it is easy to notice the thicker plating over their bodies, having been expanded to cover their entire upper body, leaving room for their joints and lower legs to move around with plating curving at the right spots. With their ‘crown’ of plating, it has been hardened significantly. Their bodies are typically between 1.5 - 2meters in height, their size having been kept within normal range, so as to not put too much weight on them. Their pincher-like forearms have sharpened tips, though they are typically used as blunt weapons. They are typically colored pale green or grey.
Their hide is not blaster nor lightsaber immune, however it holds a resistance to it and can take much more trauma than their normal bodies. In addition, each Yozusk is outfitted with metal armour, providing them further defense.
Personality:
With a lacking intelligence, relatively docile unless provoked, although their territorial tendencies linger. As long as the handler accounts for this in combat scenarios, their control shall be simple, though the natural dark sided resistance and bond to Sarias will still offer a significant resistance.
Main Uses:
Moving walls, protection of individuals or groups, flanking, intimidation
Assigned Handlers:
Apprentice Emlar - 3 Armoured Yozusks
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
20-04-2023, 09:50 PM
(This post was last modified: 05-05-2023, 06:49 PM by Sarias.)
Armour Piercers
Overview
Mailocs modified with increased stamina, tougher outer skeletons, amplified vocal emitting and increased stinger sizes. Comes in two variants currently, of a scout at half a meter in length (quicker), and attack drones (2 meters long, more hardy).
Beyond their stingers, capable of piercing armour and personal shields, their sonic emissions are amplified to cause disorientation and pain for those without sufficient protection.
Personality:
With a lacking intelligence, they are relatively docile until provoked or their hive/queen is threatened. The one exception is if they are hunting for food, in which they will latch onto the first target seen, attacking with little mercy.
Main Uses:
Swarming attacks, damaging vehicles, armouring and doorways, stunning/impairing enemy forces
Assigned handlers:
Apprentice Evelyn Ghul - 1 attack drone, 3 scouts.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
20-04-2023, 09:53 PM
(This post was last modified: 20-04-2023, 09:54 PM by Sarias.)
Asharl Hunters
Overview
Sharpened fangs, longer teeth and an increase to their muscles and heart, the modified asharl panthers hold more bulk than their original appearances, though their size and body shape have for the most part remained intact, with the modifications intended to increase speed and endurance. Their main modification lies in the eyes and noses, respectively in the males and females.
Males: Enhanced vision, able to see infrared
Females: Enhanced sense of smell
Alongside the panther’s ability to sense vibrations through their sensory organs, these modifications are intended to make them hunters. With their family structure kept intact, the males and females are paired up with one another for life, making them a formidable hunting duo.
Personality:
Distrustful and cautious, they typically only act within the frames of their given orders and are fiercely protective of one another. If provoked enough the cautious nature can give away into a lapsed fury, though their perceptive nature often has them retreat from a fight they might die in.
Main Uses:
Tracking, hunting and ambushes. Not adapted to hot climates, though highly resistant to cold ones.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
20-04-2023, 09:55 PM
(This post was last modified: 28-09-2023, 02:35 PM by Sarias.)
Wingmaw Flock
Overview
Holding an average wingspan of 2 meters, and a body of 1 meter, the modified has retained their general shape, with the additions of thickened bone running up over the top of their ‘arms’, boney scales covering the leather spanned between, permitting airflow and light weight, while offering some protection. Their beaks are sharpened to a sharp point, with their three-pointed talons sharpened into bone-covered, curved claws on the sides, with the center a pointed one intended for piercing. This center claw can penetrate light amouring, and damage medium armour. Generally brown-grey.
Personality:
Of simple yet ferocious minds, they will often anger easily if they note the presence of a potential meal. Due to the flock’s structure however, they mainly adhere to the behavior of the alphas.
Main Uses:
Aerial scouting, distraction for the enemy, consumption of bodies(evidence), swarming attacks.
Wingmaw Flock - Alphas
Overview
Holding a wingspan of between 4 to 5 meters, their bodies mainly hold a size of two meters. Of the same modifications and defenses of their smaller counterparts, the alpha’s chest cavities hold fermented, acidic spit they can see deployed in splattering bursts. Able to eat through lighter armouring/cloth, brittle medium armouring/doors and inflict damage on skin, the damage done shall depend on how much covers the area. In general tougher defenses. Its acidic spit is not unlimited, so overuse shall see it requiring to eat before it can build its storage of acid back up.
Per 10 members of a flock, an alpha leads them. Thus, one will only have to retain control over the alphas to keep a larger grouping in place.
Personality:
Much more ferocious and smarter than their flocks, the alpha’s will be harder to control, and in general be more cautious and less risky with its desired attacks. It will often use its own flock members to see itself saved or otherwise simply have them attack first.
Main Uses:
Aerial scouting, distraction for the enemy, consumption of bodies(evidence), swarming attacks, acidic strikes, direct combat.
Named Wingmaws
Kirsana - (Mantle in High Sith) - Currently owned by Sith Tutki
Kojasi - (Hunter in Common Sith) - Currently owned by Apprentice Mayaz
Assigned handler
Apprentice Nivalis - 3 modified wingmaws (no alpha)
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
21-04-2023, 12:19 PM
(This post was last modified: 13-11-2023, 09:28 PM by Sarias.)
Sith Hounds Type 1
Overview
Average height of 2.5 meters, 5 meters long, usually grey or black in colour with red eyes. A crown of horns rises up from their heads, running into flat spikes down their back, with enough space between for someone to be seated. Long limbs and a muscled body, they hold endurance and the strength to climb walls if the terrain permits it (Example: A rock wall their claws can be buried into).
Two meters of their body is made up of a muscled tail, able to coil around and lift an average human - strong enough to begin crushing as well (though it is limited if a person is too well armored).
Personality:
Generally protective of their charge, they function in a pack-mentality and will often grow aggressive or react in accordance to how one of their kin does. (Example: A kin is injured, they may protect them). Trained to prioritize the life of their handler. If aggravated, the hounds’ faint dark-sided presence can be felt more prominently.
Main Uses:
Agile in all terrains, tracking, mines locating, combat, hunting in groups of varying sizes, ambushing.
Sith Hounds Type 2
Overview
Mostly identical to Type 1, though they typically reach 3 meters of height. They hold two tendrils which, at the full grown size, span from between 2-3 meters. The width of an arm, it is able to grasp and throw light objects, and even the arms or legs. Has poisoned maws, laced with the “Tyuk” poison. Notably the hounds also hold further muscle spread.
Personality:
Slightly more prominent in the dark side with their presence, more prone to aggression and will require greater focus to control. Else their personality remains identical to generation 1
Main Uses:
Agile in all terrains, tracking, mines locating, combat, hunting in groups of varying sizes, ambushing.
Named Sithhounds:
Nadasji (Defender): Male hound, saved Sith Sarias' life during Pollus deployment.
Hirjta (Ashes): Male hound, endured impossible odds and lightsaber burns on Equanos
Sergeti (Guardian): Female hound, survivor of multiple deployments with Sith Sarias, primary caretaker of new sithhounds.
Shasot (Passion): Male hound generation 1, assigned to Korditis Sotazaar as a handler.
Avisea (Apathy): Male hound generation 1, assigned to Rekhen as a handler. - Killed in action during combat with jedi.
Taral (Protector): Female hound generation 1, assigned to Vaera Vipion as a handler.
Stirpaki (Lmofe): Male hound generation 2, assigned to Sith Struza as a handler.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
21-04-2023, 12:25 PM
(This post was last modified: 28-04-2024, 12:35 PM by Sarias.)
Armour Cutters
Overview
Naturally armoured with an exo-skeleton, large bulbous compound eyes and six limbs, the insectoid travels in smaller groups. This trait has been retained through the modification process, leaving them excellent swarmers. With increased heart and lung functions, their speed exceeds their natural heights, although their size remains close to the natural (between 1 meter - 1 and a half meter of height).
For weaponry, the inside of their legs now hold hardened, sharp scythe-like blades. Small enough to not hinder their natural movements, they can slice through lighter armourings, get through medium armouring with some work and weaken heavier armours.
Despite additions to their legs and anatomy, they retain their ability to climb, crawl and burrow - as is natural for their species.
Personality:
The modifications have seen their aggressive and ruthless nature amplified, leaving them often to release chirping shrieks at anyone approaching them. Besides predatory instincts and having enough sense not to throw themselves into obvious danger, they remain simple-minded.
Main Uses:
Swarming Attacks, offensive/crippling of armoured targets, burrowing, ambush, scouting.
Alpha Hunters (prototype)
Overview
Currently in a development stage, Laigrek hunters will come to stand twice, if not more, the height of their smaller 'cousins'. Additions of further legs, thicker armouring and defenses for their back is currently in consideration. They may come to serve, in specifically targeting larger veichles. Secondary function will be delegating a hunter per "Armour Cutters" pack, lessening the strain on the Sith by only requiring one point of focus.
Personality:
-
Main Uses:
-
Assigned handlers:
Apprentice Latom Zynn - 3 normal cutters assigned
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
21-04-2023, 12:29 PM
(This post was last modified: 10-05-2023, 10:25 PM by Sarias.)
Modified Gizka
Overview
Modified from their base form, these Gizka are twice the size of normal ones (Size of a smaller dog), with longer legs and greater jumping ability. A layer of boney armouring runs along the top of their read, down across spine before ending in a spikey, ball-shaped protrusion at the end of their longer tails. The tail is typically used for offense, to knock obstacles away and lids off containment crates.
Their diet and general internal structure remains unchanged, with modifications restricted to size and limb proportions. This leaves them able to breed still, however at a greatly reduced rate. This simplicity in structure, can be attributed to their nature as Sith Sarias' first modification project.
Personality:
Slightly more agressive and forceful in nature, their overall behavior is otherwise unchanged. They remain heavily food motivated, curious and in sparse cases, affectionate. Their mood are phrone to quickly changing however, leaving them just as likely to break the bones in your face, as they are following you.
Main Uses:
All-eating ominivous, swarming potential with sufficient numbers, smaller offense cababilities, poisioning through consumption.
Assigned handlers:
Apprentice Varrixion - 4 modified gizka assigned. All neutered.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
21-04-2023, 12:30 PM
(This post was last modified: 21-04-2023, 12:30 PM by Sarias.)
Zarwas Mikn
Overview
A modified Hawkbat, Zarwas Mikn is slightly larger than its original form with a wingspan of 2 and a half meters. Boney scales akin to the modified wingmaw flock of Sith Sarias, cover its outer wings to aid in natural armouring. Additionally, it bears the same modified talons for stabbing and piercing, alongside a sharpened enlarged horn. The natural echolocation has been enchanged through modification of its throat muscles, leaving its noise emission to be disorienting and potentially harmful if to exsposed long enough, or the range being short".
Zarwas Mikn is unique not just due to modifications, but its exsistance as a joint-project between two alchemists. Sith Sarias tended to its body, while Lord Ahlaro was the mind behind modifying its mental capacities. Its current alternations has it able to function with the same ferocity and instrinct without its flock.
Zarwas Mikn presently resides in the High Security Lab
Personality:
Due to increased mental cababilities, Zarwas Mikn is noteably smarter than its usual counterparts - holding a sense of independence and ability to function on its own outside of a flock. This has made him able to follow commands, although nothing beyond the most simple. With this added independence, a side-effect is an emerged territorial nature and high aggression towards protecting its food
Main Uses:
Scouting, interrorgation via its sonic emission, strike attacks, ambush.
Posts: 269
Threads: 151
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
Tyuk
Overview
A creation bringing together components of two different species, 'Tyuk' has been a mainstay employed in multiple wars, operations and deployments over the years. Acting in a two-stage system and primarily deployed via a faintly modified gas grenade (with a liquid option as secondary method), its also been seen used by Leviathan in select situations.
Main Uses:
-Deployed in a standard smoke grenade, modified on the interior. Can thus be used by slug-throwers, grenade launchers and use by hand will be known to imperials having undergone training with grenades.
-Effective range slightly below standard smoke grenade. Can be armed with a delay of detonation, ranging from 1-30 seconds. (OOC note: So timer can be anything between 1-30 seconds)
-Targets the nervoussystem and causes painful spasms if inhaled or enter openings on the body (wounds, eyes or otherwise). Primary method of death is suffocation. Secondary effect occurs within a few minutes, causing hallucinations that gradually grow worse with time. None-lethal variant exists, with reduced strenght in its neurotoxins. Paralyzing effects will end on both after an hour.
-An antitode exists to help one endure the neurotoxins and reduce hallucinations - muscle pain and cramps, in addition to standard withdrawl symptions from the hallucinations, will subside after 2-4 hours.
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! 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 at the start of the next war arc will determine how strong the Republic will be in the 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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