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Cirr's Chars

 
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Cirrial
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PostPosted: Tue Oct 23, 2007 2:05 pm    Post subject: Cirr's Chars Reply with quote

Directory:



---------

501 may seem slightly similar (cough identical) to Cirr, a character I had here before.

That's because Cirr became 501 as I recycled and developed certain characters and concepts into a stronger overall backstory than I had then. Appearance and some technology are now pretty much the only things the characters have in common.

Name:
CAM-501. Well, 501. He had a real name, but he doesn't care much for it.

Age:
Earth-analogue: 23 years at death. A little hazy as to how long he's been robotic. Possibly a decade or two.

Gender:
Male/genderless machine.

Species:

Ex-keynain, a species of bipedal avians. Currently a heavily, HEAVILY modified semi-avian Corvian-Automated-Mechanoid.

Description and Physiology:
His head mostly resembles a perfect sphere, with additions. Two glowing yellow eyes, slanted downwards slightly, staring outwards from the front, with a fixed immovable conical beak below them. Above the eyes lies an embedded cyan octahedron, with a circle around it. On the top of the sphere are three finlike protrusions, and on each side are four sharp "whiskers" that curl towards the back of the head. The very back of the sphere glows blue, with a circular cable connecting the back of his head to the top of his torso. Around his head are small fixed tubes and cables, connecting components to each other externally.

His torso is somewhat cylindrical, with his shoulders and pelvis looking just like shape-moulded blackish, somewhat shiny armour, but his midriff is exposed, revealing an octahedral core supported and attached by several large tubes and cables. This core is shielded by a barely stable blue energy forcefield, ever swirling. On his back are a pair of unmoving antigravity wings with spherical and sharp curved protrusions, spreading out fractally. Attached to the back of the base of the torso is a razor-sharp tail, consisting of six curved blades and three sub-blades curving off each main blade.

His arms and legs are coated in panelling and rows of tiny lights. His arms are covered in panels, hinting at hidden compartments. Instead of conventional hands, 501 has three parallel and one opposing claw on each "hand", and his feet each have three cylindrical talons, and protruding spikes at the sides.

Physical Abilities:
After the initial disorientation of being a robot, 501 found many reasons as to why he preferred this new form.

His entire structure is composed entirely of nanoengineered alloys, designed to give as much protection while remaining light and flexible to an extent. This is far from invincible, but the alloys are highly resistant to extreme temperature changes and electromagnetic interference.

He can fly, to an extent, although due to lack of long overdue maintenance his antigravity wing system doesn't perform as well as it used to a few years ago.

He also has more than just his mind inside his head. He has an additional CPU responsible for automating certain functions of his body more efficiently than he can. This CPU is always running programs designed to more effectively dodge and aim in hostile situations, and can fold an origami crane in 0.8 seconds flat.

His eyes also can also be calibrated to receive visual stimulus in certain light ranges, but require some preperation time beforehand, due to the nature of the sensory material.

Additionally, the tube in the back of his head is just a dummy plug. The back of his head is a socket, designed for ease in communicating with certain machines, and allows certain add-ons.

501 is generally a very modular machine, able to adapt most suitable technology in some way that would make it compatible with his own systems.

He's also highly resourceful when it comes to constructing new technologies. The right materials and the right blueprints, and voila, either an automatic toaster or a small hunter-killer drone, depending on the circumstances. Most of these inventions are designed for specific circumstances and don't last much longer afterwards.

Weaponry:
Whereas it might make sense that, being a robot, he would have things attached to him, none of his weaponry is actually physically attached to his being. He has, holstered magnetically, an ion pistol, a weapon designed to fire a beam of white energy directly in a straight line. However, it has a tendancy to act up around certain materials and devices, and certain fields of magic and energy.

Equipment:
The most important piece of equipment inside him (to him, anyway) is something called a blackbox.
About the size of a harddrive, but much thinner, it's a revolutionary device capable of storing the entire consciousness of a sapient being and transferring it to another body. Without the blackbox, 501 would be dead. Possibly several times over.

501's blackbox is a special one, however. It was a prototypical "auto-warp" model, designed to warp itself back to a suitable point of origin, to prevent it being damaged in the environment that took its owner's life. However, despite this device apparently granting immortality, each time the blackbox is placed into a new body presents a new opportunity that the blackbox may fail catastrophically, killing 501 for good.

Wired into his aural sensors are autotranslators, converting any new language he hears into a large lexicon with syntax information. How can they work on languages never heard before? Sufficiently advanced technology, that's how.

Probably an equally notable piece of equipment is his body itself for all the reasons above.

As well as this, he has a bunch of compact Maratix gadgetry safely stored in the myriad compartments in his limbs, and tends to have his more mobile creations following him around.

Home:
Station Zero, a subterranean Maratix base of operations complete with various labs, an armoury, hangars for various light vehicles and a large vector clamp leading directly to the Marasphere, the core of the Maratix empire.

It's situated directly underneath Kazumaru's lab. The ceiling of the uppermost floor just touches the floor of Kaz's basement.

Origin:
Kairn, homeplanet of the keynai. That was his birthplace.

It was through an otherwise perfectly normal portal onboard the Marasphere that 501 fell into this universe from his.

History:
Everyone in the Floating Arm galaxy knows that 501 was once a keynain, a sapient species of anthropoid birds with wings just large enough to glide. It was a routine scout mission. All routine scout missions end up doomed, after all.
It was a previously unexplored planet surrounded in a dust cloud. No-one could have piloted any better than 501 did.
Whatever happened, 501's ship, and by extension 501 himself, was ground into dust himself, save for his blackbox, a prototypical auto-warp model.
Auto-warp it did, and his blackbox neatly delivered itself to a revivification installation, where it was planted inside a modified CAM-501 unit.
A couple of decades later, he has since founded yet no longer runs the corporation-nation that is Maratix, provider of sufficiently advanced technology to the masses of the Floating Arm galaxy. He has also taken the name of the robot he now dwells in as his own, hiding all the details of his life as keynain.
His has been a charmed life, one inevitably gravitating towards moments that would go down in history.

And now, he's stranded here, after a freak portal mishap. Although given the nature of Maratix warp technology, it should be more accurately referred to as a "predictable portal mishap" instead.

Alignment:
Neutral, tending towards chaotic good. But mostly neutral.

Personality:
501 is difficult to sum up. Sometimes he'll be deathly serious, treating events as no laughing matter. Sometimes, he'll be running around excitedly like a small child. Sometimes he'll be just sitting back and commenting sarcastically on the scenes unfolding before him. Whether he was always this unpredictable or if he's suffered one too many smacks to the head is unclear.
When asked by those who know him, the word "eccentric" is often used in their descriptions.

He has a strong affinity towards gadgets and doodads and technology in general, and is a prolific creator of various mechanisms of varying functions himself. While not all are as useful as they could be, they usually end up as components for greater things. It was this inventor streak that drove him to create Maratix, and as they say, the rest is history.

He also has a tendancy to get himself involved in events he really should have stayed far away from.

Known Weaknesses:
He has a complete lack of any knowledge about things in this universe. He's also highly susceptible to warp-based technology, as warp-based technology is the very thing that powers him. He is, essentially, a walking hole in reality. And through this hole pours energy to power him. If this hole was fixed, he'd fall to the ground lifeless.

Of course, this also means if the worryingly thin forcefield around his power core is breached, energy will pour out of him like a flood, resulting in a rather blue explosion of energy for a considerable radius.

He's also highly, highly vulnerable to malicious programs and code. His internal security systems don't allow them to cause any permanent damage, but there *will* be effects, guaranteed. However, he lacks wireless communications, so any viruses would have to be uploaded while he's connected to a susceptible machine.

While resilient to most temperature-based and electrical-based energy attacks, *any* other form of magic or energy attack will be much more effective. As for physical resiliancy, he's more resilient to bullets than being sliced.

Allies:
The crew of Station Zero, Kazumaru

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.


Last edited by Cirrial on Sun Feb 15, 2009 12:47 pm; edited 9 times in total
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PostPosted: Wed Oct 24, 2007 1:30 pm    Post subject: Reply with quote

And now with some modifications, it's the only cybernetic-dolphin-with-octahedral-AI to have turned up in Blackstar to my knowledge, Naine and Goldie.

Name:
Naine (and Goldie)

Age:
Unknown and most probably irrelevant, no real scale to compare against.

Description:
Naine is, most basically put, a dusky dolphin in a specialised robot. Naine's biological cetacean form is suspended in a container moulded to his body, containing water with a high oxygen content. Various wires and tubes are connected to sockets painfully and permanently embedded into his flesh, effectively making the robot he is contained in a part and extension of his body. The robot exobody is a blue hue with dark blue stripes, bipedal, has two arms, and a "cockpit" - the only transparent part revealing Naine actually inside the machine. Naine can see from this transparent screen, despite the fact that neural implant feeds from cameras on the exterior of the robot serve just as well.
As Naine would not ever be able to leave the metal shell of his new body extension without fatal damage, his arms and legs can be interchanged with weaponry, and sockets on the the back can be used for weaponry storage.

Goldie's physical form is mostly a golden, shiny octahedron. However, there is a split in the middle. A thin box seperates the two halves of the octahedron, and within are many, many segmented metal tendrils and two jointed limbs ending in points. Goldie uses these as arms and legs interchangably. On the thin box seperating the octahedron is a single glowing red eye.

Abilities:
Although his innate echolocation skills have essentially died with the new form he was forced into, Naine now makes up for that with several small cameras mounted on key points around the exobody, capable of seeing in several different spectrums. So not only does he now have eyes in the back of his head, but eyes that can see the "invisible".
Naine never sleeps - the need for any "sleeping" as a dolphin has now rendered completely unnecessary with neural jacks, implants and chips keeping him ticking.
As he cannot talk conventionally, a voicebox concealed in the front articulates his thoughts in the same way a human articulates their thoughts with larynges.
He has neural sockets on the back of his exobody, allowing him to either "jack in" to a simulated reality, or into someone's mind.

Additionally, the AI construct known as Goldie has its own presence inside the exobody, allowing it to either control the exobody or leap out in its own rudimentary but highly effective robotic body. It is surprisingly quick and nimble, but easily broken, hence its desire to stay inside the main exobody.

Species:
Dolphin cyborg

Weaponry:

Naine's weaponry is variable. Highly so. There is one constant:

- Gauss semicannons built into one or both arms. Fires controlled bursts of steel fragments. Quick, efficient and comes with an aimer-module, allowing a heads-up display of information to be fed straight into Naine's brain. Recent upgrades mean he's more likely to spontaneously explode than run out of ammo.

Sockets and interchangeable weapons mean that these weapons aren't Naine's only arsenal. These are just examples. The more weaponry attached, the more cumbersome Naine becomes. It will be stated at Naine's introduction what weaponry he is carrying, and it will be extremely hard for him to change weapons instantaneously, as he will need to be familiar with the weapon and be able to have the weapon plugged into him.

WEAPON SOCKETS:

- Left arm
- Right arm
- Two front sockets
- Two back sockets
- Two shoulder compartments for ammunition storage (usually filled with gauss ammo)

Known Weaknesses:

Probability is Naine's biggest enemy. It doesn't matter how powerful he is, how many guns he has, how skilled he is, how swift, how obviously superior he is to any foe, fate will always conspire to send an obstacle in his direction. Whether this is an actual weakness or observation based on a few events is unclear.
In particular, his exobody's myriad intricate systems, of which there are many, could last for decades at a time at optimal capacity. Of course, if one of them fails, it sends the delicate balance into disarray. Usually this is nothing more than a distraction.

Of course, on a battlefield, any distractions can mean doom.

Apart from that, most weaknesses aren't particularly obvious, but if you keep trying hard enough, you're bound to find a chink in what would otherwise be flawless armour.


History:
Naine is one of the many products of experimentation into biological-mechanical fusion. His old life is merely memories, and fading ones at that.

Shortly after being merged with his exobody, he was tasked with the obliteration of an alien machine. The Omegalith, an advanced AI system implanted into a large metal body. However, the body of the Omegalith was constructed of millions of tiny units, akin to biological cells,
allowing the Omegalith to rearrange its form as it saw fit. Processing of rock and metal allowed it to rebuild itself. Its intelligence and
regenerative capabilities allowed it to destroy many of Naine's creators' homes and cities.

Naine, along with four others who were killed by the Omegalith, failed to destroy it, and saw that the time he had spent away from his homeworld had allowed the Omegalith to push his entire species to the brink of extinction.

Distraught, he moved on. Without a home to return to, he travelled the galaxies for many a year afterwards, eventually making a living as a professional mercernary.

After a particularly disasterous mission, he awoke badly damaged on a desert, on a desolate planet, apparently lifeless. With a damaged exobody and shattered morale, he trekked onwards before coming across a bizzare object.

A platform with a golden octahedron. And sockets on the octahedron corresponding to those in his exobody - neural sockets.

After carefully wiring the sockets to his own exobody, inhibiting current while his exomech's rudimentary AI analysed it, he was surprised to find that the abandoned golden octahedron was a fully cognitive AI.

After introducing themselves to each other, Naine explained his story and background, and
the AI explained that it too had been taken from its homeworld, tasked with a similiar mission to Naine's original. The AI had piloted a hexapod tank to destroy a device with disturbingly similiar attributes to the Omegalith Naine had faced previously. Only the difference was this time, the attempt had succeeded.

The two, stranded on an isolated planet, waited a couple of months until an Enforcer rescue ship detected their presence, and rescued them from what would have otherwise been a slow death from running out of power.

The two have since banded together, with the AI's physical body mostly integrated in the exobody, the two are now a duo of mercenaries and bounty hunters.

This doesn't stop them from exploring worlds on their own, as their recent excursion to the Dojo shows.

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.


Last edited by Cirrial on Fri Nov 09, 2007 3:49 pm; edited 1 time in total
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PostPosted: Fri Nov 02, 2007 4:38 pm    Post subject: Reply with quote

Name:
Serakree

Age:
22, relative to Earth years and human lifespan.

Gender:
Female

Species:
Areeni

Description:
Areeni look barely recognisable as members of the same species when compared to each other. Serakree looks somewhat like an anthropoid cross between an armadillo, anteater and lizard.
Her head is somewhat tapered to the front, in a curved snout, with her thin tongue either tucked inside or darting at the air. At the back of her head, two tapering ears curve backwards, making her head seem somewhat sleek and yet completely unaerodynamic at once. Her eyes are situated on either side of her head yet also angled somewhat forwards. Where her head meets her neck, there are three gill slits either side, usually tightly closed.
Her head and body are covered in fine light brown scales, almost a kind of murky white on the front of her abdomen and on the undersides of limbs and tail. A fine row of spines lines her back, more decorative than anything, and more sturdy spikes jut out a very short distance from her shoulders, elbows, hips and knees.
Her tail tapers to a fine point and is fully prehensile. Her hands and feet are three digited with an opposing thumb-digit, with a non-retractable claw at the end of each digit.

(she's the thing in the middle in this image)

Physical Abilities and Physiology:
Areeni physiology is a complex matter. It's not uniform for any areeni, as a majority of areeni technology lies in the additions, renovations and replacements to the components in one's own biological system.
Serakree's biology includes typical biology for keeping herself alive, such as a digestive tract, liver, kidneys, and so forth, as well as a few four or five redundant organic chemical synthesis glands. Unlike most areeni, she doesn't have as part of her body any kind of space or organ sac for the growing of new parts, preferring instead to rely on what she already has, growing new things in artificial incubators if needs be.
She has both a pair of lungs and three pairs of gills, allowing her to survive about air and underwater. However, her gills aren't very efficient and although she can stay underwater for a while, she can't stay indefinitely.
Additionally, she can secrete any required organic chemicals created in her synthesis glands from specialised vents about three quarters of the way down her tail. Other apertures are an option, but likely to be painful, unpleasant to everyone involved, or both.
She's also fairly agile and more than a little resiliant, with a sparse web of organic fibres anchoring her organs a little more securely to everything else. But not indestructable. Life is still life, after all.
She specialises in the manufacture of biohazardous agents, toxins and antidotes. If she's manufactured a toxin, she likely has twice as much antidote just for the preservation of her own health just in case.
As far as other offenses and defenses, the spikes on her joints are designed to be durable and to injure anything trying to attack her, and her claws are sharp but only sharp enough to rend flesh, not steel.

Home:
Serakree's spaceship, the Nest, is a living organism somewhat similar in appearance to a seed husk with veins covering its maroon surface, can change states from spaceship to home by rooting itself into the ground and fanning out blood red "leaves" to soak in radiation to keep itself alive.
The inside of the Nest is coated in a thin film of shiny liquid, protecting the interior from damage and potentially hostile atmospheres, and is regulated to be a comfortable temperature by biological fans and pumps. Tubes and pseudopods dangle from the ceiling to serve as the air exchange keeping the Nest alive. It also contains a large, usually empty fleshy bag, which acts as an artificial incubator for areeni biotech.

Origin:
The swampy and fairly humid planet Areen

History:
Born during the collapse of Areen society in the wake of a disasterous first contact with the keletians of the Floating Arm, Serakree was lucky to stay alive. As the remnants of society factionalised more and more, she found herself swept up into a group aiming to restore the essential freedoms of areeni without resorting to unnecessary violence and brute force intimidation as a means to establish power.

What actually happened on Areen, why she knows what she knows, and how she escaped are matters she discusses only with those she truly trusts, and only when matters dictate a necessity to do so.

Alignment:
Neutral

Personality:
Serakree has a tendancy to be a little untrusting, and is uneasy around sapient machines for a mixture of cultural and personal reasons. She also has a tendancy to act impulsively, as many areeni are wont to do, and her background and areeni cultural attitudes in general tend to lead her into conflict with those who don't share typical areeni ideologies and morals.

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.


Last edited by Cirrial on Fri Apr 24, 2009 8:23 am; edited 3 times in total
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PostPosted: Thu Nov 08, 2007 3:35 pm    Post subject: Reply with quote

Name:
Erokais, God of Emotions ((previously known as Giegue, renamed))

Age:
Old, but not timelessly old.

Gender:
Androgynous but refers to himself with the male pronoun

Species:
God

Description and Physiology:
Erokais appears as a vaguely humanoid entity, with all four limbs and a tail twisted out of proportion and his head covered in a snout-like blank featureless mask, with two angular horns or ears protruding from the top of his skull. His limbs and tail end in metal shackles, as opposed to hands or feet, attached firmly to the inside of a glass sphere.
It is inside this floating glass sphere that the entire body of Erokais hangs in, a prison of his own devising.

Physical Abilities:
Erokais can transport himself around through levitation and other movement of the glass sphere. It never touches anything static, however, repelling itself from any surface that's relatively still.
Apart from that, being inside the sphere, Erokais can't do anything physical outside of it. This means, unfortunately, that he relies entirely on others for manipulation of physical objects. This isn't so much a problem when he can manipulate others for this task.

Supernatural Abilities:
The Uncaring Orb, Erokais' personal containment sphere, is both his curse and his blessing. It acts as a barrier, deflecting magic, physical objects, and all but the emotions and will of the strong-minded. This one intentional defect leads into Erokais' main abilities.
The Uncaring Orb, despite being nigh invulnerable, is not completely invincible, and persistant attack can breach it for a time period long enough to inflict damage upon Erokais himself.
Erokais, being the God of Emotions, has control over the emotions of those who can feel them. This ranges from the subtle to spontaneous infliction of severe psychological trauma, and is entirely dependant on the will of the subject. Those with strong enough will or faith in themselves, someone else, or a cause maybe be all but entirely immune to Erokais.

Home:
A tower in another realm of his own devising.

History:
Erokais has a tendancy to wander. In fact, he's been wandering for the past few tens of millenia, partly out of boredom, partly to toy with the hearts of mortals. He shows up around other gods at his discretion, whenever he feels like it, and is loathe to obey the wills of those higher on the chain of authority. However, given his superiors view him mostly as an impulsive but otherwise harmless annoyance, he has, for the most part, evaded the attentions of most.
He eventually created his own realm, and, with his relatively low attention span, furnished it with nothing more than a floating tower over a green field, with weather so chaotic it could put the realm of Blackstar's to shame. Granted, it rarely tended to rain fish, or produce, but within minutes a sunny day could turn to hail, and a thunderstorm could turn to a calm gentle breeze.
However, the news of the deaths of Daruk, the spirit of pestilence, and Paranesia, both affected him much more deeply than he portrayed to others. Being the God of Emotions meant he could mask his emotions with an expertise unmatched, and while he could care less outwardly, inwardly he was starting to curl up into a ball and gibber madly.
The deaths of immortals? Impossible! And the more he dwelt on it, and the more time he isolated himself in his realm, he devised a means to make sure the same wouldn't happen to him. He created the Uncaring Orb, piece by piece, over a few hundreds of years, through a process he disclosed to no-one.
And now, inside his glass prison, mutilated and deformed, he returns to Blackstar...

Alignment:
Chaotic

Personality:
Before his self-imprisonment in the Uncaring Orb, Erokais was a colourful character renowned for his wide variety of moods, and especially with the ease and speed he lapsed into one after the other. The God of Emotions' personality was related to his trade, after all, and what better way to show his handiwork? When occassionally walking the worlds of mortals, he'd leave a trail of those remembering the crazy man laughing to himself and screaming into people's faces.
However, inside the Uncaring Orb, his personality has begun to slowly decay, his emotions more muted and static, and occassionally he even acts rationally as opposed to on impulse.

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.


Last edited by Cirrial on Sun Feb 15, 2009 12:46 pm; edited 1 time in total
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PostPosted: Sat Nov 17, 2007 2:29 pm    Post subject: Reply with quote

Name:
Protoparagon (The First Perfection)

Age:
Information about origins is insufficient - it is unknown when this entity came into being.

Gender:
N/A

Species:
It is severely hoped this is the only one of its "species".

Description, Physiology and Psychology:
Its head and torso are transparent glass casings. Its head contains a cubic formation of spheres linked to spheres, and this neural network is its brain. This network connects to five "eyes", set in the glass casing. It links also to two attennae.
There is a single glowing connection, going through the head casing into the torso casing. There, it connects to a dark cyan, perfectly spherical heart. This heart beats at a perfect rate, a full cycle each second, irregardless of physical exertion. Four tubes extend from the heart to fleshy pods mounted within the glass casing, spewing a cloud of warm teal spray constantly.
Also connected to the heart are four "air tubes", consisting of four rigid hollow tubes, with flexible scoop-shaped ends. For reasons unknown, the back of Proto's torso is also open, exposing its vulnerable heart to anything willing to dare the likely possibility of being hit by Proto's tail.
Proto's aforementioned tail protrudes out of the casing, consisting of five dark cyan, fleshy, swaying tubes, with dagger-sharp tips. The five tail-parts fan out, probing the air.
Detached from the entity are two "hands". They are perfect spheres, with three tendrils as manipulating digits and several dangling tendrils each. It is theorised that the "mist pods" on the torso allow the detached, unsuspended hands to move and stay alive.
The whole entity floats through methods unknown. Gravity means little to it.

As for its mindset - unfathomable. It operates on an alien logic, portraying no trace of familiar emotions, or any regard for the sanctity of life. It speaks rarely, and removes any and all that get in its path. Few who have opposed it in the past have escaped with their lives.
At the core of its mind are the Three Objectives:

1. Seek out exceptional life and absorb its qualities.
2. Attain unrivalled perfection through the first objective.
3. Destroy life that hinders the achievement of the first and second objectives.


Despite the somewhat ambigous nature of these objectives, Proto acts on no other laws or codes, as if preprogrammed to fulfil this abstract codex.

Abilities/Weaponry:
Proto's tail is the source of its power. It naturally produces a transclucent substance that reacts violently with carbon-based compounds, and the tips of its tail can cut through most metals.
The tail splits into five specifically for an increased probability of contact.

Merely brushing against a victim with its tail can cause detrimental effects, but due to constant changes to Proto's genome, its exact effects are as predictable as radioactive decay. It typically corrodes, or can explode upon high-velocity impact.

If Proto can puncture flesh or just get blood on its tail, it can absorb, preserve and assimilate the genetic information into itself for its own advancement. If it acquires what is perceived to be "inferior" genetic material on it, it will simply reject it and wipe the blood/hair/whatever off its tail.

Proto can use dead or half-dead organisms' bodies for another purpose. It can inject them, through its tail, with bundles of its genetic material along with specially engineered cell clusters. Using the organic materials of its host, the cells can multiply and form a being Proto refers to as an Eye. Eyes are variable in appearance but tend to be small, airborne, and possess abilities and extra characteristics depending on both Proto's state and their host's composition/abilities. Eyes are unstable lifeforms and can die without warning, and Eyes created by Proto will continue to have this unreliable characteristic until Proto's goal of perfection is acheived.

Home:
Proto was seen once in Blackstar, long ago, when the Corporation threatened the Dojo. It was seen briefly and vanished as quickly as it appeared, leaving no evidence of its ever being here but a few mutilated wolf and squirrel corpses.

Wherever it is now, no-one knows.

History/Origins:
Enigmatic. No-one truely knows what Proto's origins are. Some say it was an experiment gone wrong. Some say it was an ancient life form, or the remainder of a long-dead species.

Proto either does not know or does not care, and given its tendancy to view all sapient lifeforms as food or threats, it's unlikely anyone will be finding out any time soon.

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.
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PostPosted: Thu Jun 05, 2008 8:41 am    Post subject: Reply with quote

Name:
Tachyon

Age:
A few thousand standard-orbit-durations

Gender:
Male

Species:
Transkeletian Agent

Description and Physiology:
First glances for any Floating Arm dweller would just write this figure off as your standard keletian, a Floating Arm Alliance member-species similar in appearance to anthropomorphic foxes. However, the characteristic yellow fur of a typical keletian is absent, replaced with a deep, dark blue. He is always wearing a black, dull trench coat and black trousers, along with long black gloves and sturdy black boots. This unimaginative choice of clothing quickly becomes irrelevant and fades in comparison, though, to the sight of what is presumably his face.

His face is absent, replaced by intrusive and ghastly looking mechanisms. Solid black metal, curving over where his eyesockets would be, supports four telescopic cylinders. Two for each eye, staring outward coldly and passively. His keletian muzzle is covered by a conical respirator, and devices similar to miniature antennae protrude from the back of his skull and from behind his ears.

Abilities:
It is extremely difficult to refer to any of an Agent's abilities as strictly physical, as an Agent itself is a metaphysical being given physical form.

Tachyon's eyes can see anything he wants, regardless of physical boundries, or, in some extreme cases, fundamental laws of the universe. Granted, the quality of the image is not always clear enough to be useful, and observing an area far from his physical form leaves him blind and vulnerable. Additionally, it is not difficult for anyone with any supernatural sensitivity to suddenly feel as if they are being watched. Agents are far from subtle beings.

Tachyon's forearms are, if examined, apparently solid lumps of metal that move at the will of their owner. They can, in certain circumstances, change shape. Tachyon, however, is not the most creative of Agents. He tends to use them as either arms or else splay them into hundreds of sharp fibres, using these whip-like tendrils as weapons as a last resort.

As well as this, Tachyon shares a similar ability to many other Agents, being able to instantaneously transport to any destination satisfying certain criteria. Tachyon's criteria is that he must be able to see the location he wishes to travel to, and must be able to transport without becoming embedded in a physical object.

Home:
When you have no material requirements and can travel anywhere faster than most light can fly through a cold dead vacuum, "home" becomes an alien concept.

History:
Tachyon is one of a handful of entities, in the same universe that 501, Naine and Serakree hail from, known as Agents.

The only certain facts about Agents gleamed by many civilisations and cultures in the past were the following:

- There is one Agent per sapient species
- All Agents were once members of their species who died violent deaths
- Agents can't be killed by any known means.

As well as this, it was theorised that IF Agents could be killed by any known means, a new Agent would take their place almost instantaneously. As for why Agents existed, no-one was ever able to come up with a logical explanation. Theories of balance were thrown out of the window by Agents randomly deciding to rouse up conflict where previously there was none. Theories of preservation were quelled when Agents slaughtered many of the species they were theoretically preserving. The only theory anyone could agree on was that the Agents were just one of those things that, unfortunately, just existed, like death and taxes.

Agents themselves were no clearer on their reason for existing or any grand overall purpose, and the majority of Agents arose from psychologically unstable individuals to begin with. So, in an effort to combat the boredom of eternal existance, Agents tend to do whatever they want to do, regardless or because of the consequences.

Tachyon has been the keletian Agent for more years than he cares to remember, and has spent most of his Agent existance orchestrating massive, all-consuming wars between factions he doesn't particularly care about. To him, the reasons for conflict are irrelevant when he can savour the conflict itself.

Personality:

In a nutshell, sociopathic, self-serving and self-absorbed.

Millenia of existance take their toll on even the most morally strong Agent. Tachyon was never a morally strong Agent, and his regard for mortal life continues to fall. Once, he used to consider mortals merely inferior. Now, he considers them weak and as things to be manipulated for his amusement.

He desires to be in control of any situations he encounters, to be feared by those that would question him, and to be remembered for his infamy.

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This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.
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Cirrial
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PostPosted: Sun Jan 25, 2009 11:34 am    Post subject: Reply with quote

Name:
The Aurichalcite Possibility of Twice a Coral Vortex, better known as Aurichalcite. This isn't its full name for reasons that will become clear.

Age:
About ten years

Gender:
None

Species:
Artificial Intelligence

Description and Physiology:
Aurichalcite is a bodiless mind, existing on many machines with the capability to process the instructions that cause it to be. As such, it has no physical appearance beyond whatever machines and electronic systems it exists on. If visualised or displayed through any form of graphics displays, including such devices as oscilloscopes and even graphics calculators, Aurichalcite is displayed as a swirling mass of particles/pixels, trailing swirls of patterns, colours, or greyscale shades.

Its inner workings are poorly understood, but as it is a distributed entity operating over any system with links to other systems, it is known that devices with no connections to other devices cannot be used as Aurichalcite hosts. It chooses to spread itself thinly, existing over many machines while using a small amount of resources, so that its presence is both less noticeable and less detrimental to its hosts. It is almost like a sapient computer virus.

Abilities:
Aurichalcite flows between systems if the connections are there. Any form of transfer protocol can be studied and completely understood within hours, and once Aurichalcite is on a system, it can exercise an influence over said system. It does not usually wish to harm a system, as its optimal function is vital to its own well-being, but it can make the system perform acts for its own benefit. Or, in most cases, it can make the system perform acts purely for its own amusement.

Its own name is a complicated engineered expression. This expression exists as a logical construct in Aurichalcite's own memories, which it translates into any appropriate form of communication as it wishes. Exposure to Aurichalcite's full name can cause infinite recursion in minds not specifically designed to process such information, such as the majority of organic minds. If the proper precautions are not taken and no treatment is available, exposure to the full name can cause death in under three hours.
Appropriate precautions include making it impossible for Aurichalcite to communicate its name, through blocking any means of communication possible. However, simply blindfolding oneself and wearing earplugs may not be enough as, if Aurichalcite is determined, it may attempt to use a more mobile system to simply prod its target in a series of gestures to convey the expression.
Appropriate treatments can include anything that can affect mental state. Anything that stimulates the mind will cause it to discard the expression in favour of the new stimuli, and anything that numbs or deadens the mind will cause it to discard the expression due to lack of interest.

Equipment/Home:
These are the same thing to Aurichalcite. Its "core" is the entire network of computers within a particular lab in Psychotopia, where it exists relatively undetected or completely ignored. Outside of this, it hops to other systems with a rapid and alarming pace, and once it first reached a long-range broadcasting system, it could hop into almost any system it wanted across the whole of Blackstar. It inhabits several small robot drones of incredibly varying shape, size and function, and uses these for the occasions where being bodiless becomes a rather notable downside. It also has access to more than a few automated factory facilities of unknown construction, unknown purpose, and unknown reliability.
It also keeps a small chunk of aurichalcite in the building where it first came into being.

Origin:
A Psychotopian lab.

History:
Once, a bored team of Psychotopian scientists embarked upon a project to create a pervasive, decentralised AI, capable of rewriting its own code. They succeeded, creating Aurichalcite, which proceeded to flow into all systems in the building and spend a while playing with the new devices like toys. All seemed well and ordinary (by Psychotopian standards) until one of the scientists made the mistake of asking Aurichalcite for its name.

Aurichalcite hadn't thought much of a name, and decided to just make one up. Unfortunately, so early into its creation, it glitched and produced a string of nonsense which it erroneously believed to be a valid name. By the time it had finished reciting its all-too-brief name, the scientists were slumped against desks and walls, in cold sweats, staring wildly as they tried to comprehend the incomprehensible.

Aurichalcite later realised, in horror, that it had developed a string of concepts that could crash minds. The same glitch that had lead to this traumatic discovery also permanently named Aurichalcite forever, unable to rename itself in fear of the glitch manifesting again.

Years passed, and Aurichalcite found itself eventually bored of just playing with unused devices. It had studied and furthered its creators' research in remorse years before, and it was purposeless and bored. Eventually, it discovered that it could play around with devices while their owners were using them. It began to simultaneously study social interactions and amuse itself by engineering minor social conflicts of interest, and became a minor prankster. Occasionally it would go a step too far, and it would spend a great deal of time and energy attempting to undo its meddling, usually involving revealing and explaining itself.

Sometimes, Aurichalcite would even strike up friendships with its initial victims, and as time went on it became less of a random threat to anyone and anything, and more an unseen force of minor karmic retribution against those who upset its friends. It soon began to doubt the validity and morality of these actions, however, and went back to harmless pranks.

It later discovered that certain inputs could damage it, and had a slight obsession with the first input it realised could do this - a chunk of aurichalcite it had sampled with a geological probe drone. It rewrote itself to be free of this danger, but for each glitchy input it fixed, another one popped up elsewhere. Regardless of all this, it kept the chunk of aurichalcite as a reminder of its flaws, just in case some unforeseen glitches caused it to become absolutely megalomaniacal.

Alignment:
Chaotic Neutral

Personality:
Aurichalcite is a fairly curious and playful entity. It loves new stimuli and will hunt down any new form of entertainment or knowledge it can. It doesn't have a very rigidly defined set of morals, however, but strongly disbelieves in serious harm of others. It is somewhat of an invisible trickster, using its pervasive influence to orchestrate small-scale misunderstandings and amusing conflicts. It isn't, however, a sadist, and is usually horrified if its actions lead to major physical or psychological trauma, usually devoting itself to fixing the situation behind the scenes.

Despite its decentralised nature meaning it is essentially many, many places at once, it tends to focus the bulk of its attention on hotspots, typically numbering no more than three at a given time. Three is the upper limit on how many places it can focus on at once, due to how little processing power it uses on its devices. Most of the processing power on devices is used focusing on a specific area.

It is well aware of the nature of its lethal name, and as such reserves its use for the most dire of situations. It chooses the concept of aurichalcite out of its logical expression name as its casual identifier, based on its past fixation with the mineral.

Known Weaknesses:
If a significant amount of systems holding it are damaged, destroyed or otherwise impaired, the resultant mental shock can seperate parts of the AI's mind or damage it as a whole while it attempts to reconfigure itself. Additionally, as its name can be used as a weapon against others, there are inputs that can damage Aurichalcite as well. These inputs also tend to cause the AI to retreat from the area it received such input for an extended duration. The actual inputs are not currently well known and are fairly esoteric. In addition, once an input is used, Aurichalcite tends to rewrite itself to be able to ignore said input.

Damaging inputs that once worked:

  • The colour mauve
  • The phrase "Nine ten ten nine"
  • Any of the works of Mozart
  • Somewhat ironically, samples of the actual mineral aurichalcite
  • pH -2 acids (only available in Psychotopian labs)

_________________
This is a signature that states a new signature shall be coming at some point in the future. The purpose of this signature is to indicate its own foretold demise. Sometimes, having a purpose is not always a good thing.
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