Characters for Outreach!

Currently reading:
Characters for Outreach!

Lady Venamisa

A lady who knows what she wants.
100 Likes! Welcome to the Sanctum 100 Posts! Happy Birthday!!
Local time
Today 1:00 PM
Messages
189
Age
34
This space is only for characters who have been accepted into Outreach!
 
Name: Vyrys Attan-Loqachva
Alias: Specter (vigilante/villain alias)
Age: 57
Race: Umbran

Appearance:
Vyrys looks as if he were in his mid-20s if you were to compare him with a human. He has black hair, pale skin, gray eyes, and black feathered wings at his back.
His usual daily outfit is his work uniform, which is a white dress shirt with slightly puffy sleeves, a black vest, black pants and polished shoes, and his sapphire broach in between his collars. He also carries his Umbran typographer license with him, usually in the left pocket of his black vest. As Specter, he wears a black cloak and a white mask covering the upper part of his face.

Abilities:
- Blood Sense - Like other Umbrans, Vyrys can detect the scent of blood or other vital bodily fluids of a lifeform from a maximum of 10 meters. In some cases, he may identify the type of blood or fluid as well as what species the blood is associated with, but if the scent is hidden from his sight, he may not tell if a being is either alive or dead, or whether there is a being or if there is only bloodspill.
- Flight - Vyrys may fly up to about six meters and can fly for a maximum of 40 seconds before he must land in order to regain energy. His flight speed can reach 32 miles per hour, though that would take much more energy. He can glide for about a minute before losing too much energy.

Skills and Strengths:
- Polyglot - Vyrys is adept in about 5 languages and counting; multilingualism is a skill utilized in his career as an Umbran typographer as it aids him in knowing design interpretations of calligraphs in other languages.
- Linguistic Knowledge - Vyrys has knowledge on the phonology, structure, grammar, and orthography of several languages. He also utilizes this in knowing how language is perceived by and affects different people, which is something he takes note on whenever he designs typefaces and logos.
- Stealth - Vyrys has trained himself to hide in the shadows and to sweep away his tracks without a trace. Vyrys is not an active fighter, and he tries to make his kills quick and clean.

Weaknesses:
- Bloodlust - Unlike other Umbrans, Vyrys still holds strong impulses of the desire to feed on blood, which makes his kills noticeable. It is quite easy for the authorities to tell that Specter was somewhere when they find a body with two canine holes on their neck. This may consequently lead to the demonization of Umbrans or other sentient beings with sharp canines.
- Past Trauma - Vyrys's past has led him to some sort of craze; he is very impulsive and sometimes acts before he thinks, and he may be tormented with the voices of his past which may bring panic attacks, often halting his work flow or his vigilante escapades.

Personality:
Vyrys typically paints a big smile on his face and is usually seen in a joyful mood. However, he may be manipulative toward his companions and may get emotionally frustrated when occurrences do not follow his ideas or intentions. He may passively-aggressively talk down on his peers whenever his suggestions are not agreed upon.

Motivation:
To bring down corporate power and to put an end to Outreach

Backstory:
Vyrys was born and raised in Qashyq, a dwarf planet in the Umbran Plane known for its high poverty rate and rapidly increasing population density. As proper food access was severely scarce in Qashyq, many Umbrans in the area resulted back to their ancestral bloodthirsty diet, bringing murders int he dwarf planet to a higher frequency.
Vyrys always had a passion for the arts and found that language can be an art form; thus, he studied in the Umbran Academy of Linguistics and Typography in hopes of achieving his dream and bringing his family and peers out of poverty. However, as a student in a top academy of the Umbran Plane, Vyrys tried to learn to control his bloodlust.

Years ago before the RP's storyline, an Outreach incident occurred with his family directly on the line—a commissioned hero from a beta Outreach subprogram which aimed to bring heroes across the universe rather than just Earth brought the demise of most of his family in a single half hour. The press dubbed it as simply a "rogue hero which needed more training—heroes make mistakes too!" Was the hero drugged? Did they think his family members were criminals? Were the people of Qashyq not worthy enough for Outreach? Vyrys knew nothing of Outreach's side to this, but with the way both Outreach and the press handled the incident, Vyrys was raged with the impression that Outreach cared not for the lower class beings and only served as an idealistic model for people with money and power.
The incident drove Vyrys into a frenzy as it happened right before him. In the early years of his academic career, he began digging holes toward Outreach's secrets, making sure that no one gets in his way.
Now, Vyrys is hired for many commissions on Earth as a typographer, which brings him closer to Outreach in spite of learning more about his family's unfortunate death as well as how the incident played out within Outreach's shadows. Despite the incident being years ago, Vyrys believes that the higher ups of the program still hold valuable secrets.
The Umbrans (also called the Atlaghush (ałëğëwš in their primary language)) are a species of sentient humanoid creatures occupying a region in space called the Umbran Plane which contains a set of rogue dwarf planets. They are actually indigenous to the dwarf planet Atlasakh (the "heart" of the Umbran Plane), but throughout history they have seized other sentient life forms in their home planet and eventually across a range of planets within the Umbran Plane.

With their rapid technological advancement, they have also explored other star systems—even to Earth, where they have been heavily likened to vampires, fallen angels, or trickster demons throughout human history—but have not attempted to seize control over ones outside their galactic region as they did not have the military capacity and the appropriate technology and population to do so.

Eventually, after the demand of many Umbrans for a more pacifist lifestyle and beneficial economic and political connections, they formed treaties with neighboring civilizations to put an end to their long history of planetary colonization. Today, only Umbrans and migrants from other star systems make up the population of the Umbran Plane.

As Umbrans typically reside in their rogue dwarf planets, the only light in the sky they have is starlight, hence their name. Umbrans resemble humans, with their major differences being their black feathered wings (they could fly up to seven meters, which was a trait used to climb trees and cliffs in their home planet), pale skin, gray eyes, and black blood. They used to feast on the vital essence of other lifeforms, hence their sharp upper canines (and this diet has led to other sentient species in the Umbran Plane to be wiped out entirely), though they have resolved to consuming plant-based produce or other domesticated life forms which contain a blood-like substance in their system. They have the ability to smell the scent of blood or other tissues necessary for life from an average of 50 meters away, though this trait is declining with the younger generations as their need to consume blood is declining as well. They typically live up to 150 years, though this number is slowly declining to the lifespan of a human as more of the Umbran youth are beginning to live more humanlike lifestyles.

Umbrans, as well as other beings near the Umbran Plane, heavily appeal to aesthetics and are extremely inclined to art and thought. Very specific fields such as typography, machine design, fashion, and the study/creation of art media are extremely sophisticated studies in Umbran academia; several life forms across nearby galaxies typically commission Umbrans for specific design work as many Umbrans may spend decades perfecting their knowledge on such fields.
 
Last edited:
Name: Dennis Marlun
Alias/Callsign: Practical
Age: 36

Appearance:
He stands always, never wanting or finding it comfortable to be seated.
As for sleeping, if he has to be, either his leg is moving or he is deliberatly on his side and not on his back.
If you'd catch him shirtless - you would notice a full suite cybernetic latice going along where his spine would have been, going up to the base of his neck.
The technology has a story and from it, comes with its own abilities and trade offs. The arteficial nervous system goes along his arms, backs of his legs and acts as a central, secondary and redundancy nervous system.
Granting him increased reflexology only limited by his base physical fitness.
At most times, he keeps covered under layers of clothing, his eyes while a silver, one is clearly off colour and etched into his face are electrical burns along the left side of his cheek, giving him the appearance of a soldier from those poorly written movies he really hates it.

For clothing, in most things its either a full jumpsuit with the long sleeves tied around his waist revealing a simple long sleeve back shirt underneath - when actually in the field he opts to be working with the combat suit he moves and self built. His combat attire ranges from a full tactical vest to a light flight vest. Depsite his drawbacks for being a full blooded human - there are things about him that do give him the edge to almost - almost be on parr. Its the fact that he doesnt try to go further than needed is the real kicker. Standing at 6.2ft, well build and muscular due to the routine exercises and gravity increases to ensure his body is able to handle the demands. For the more academic, its noticable how he handles himself in a crowded room. Most times, near to the doors and almost always the quiet one - who prefers the actions to speak the words that he struggles to often find in situations.

For shoes these tend to be the standard ankle supporting boots. As for weapons and having been brought up to speed, he tends to prefer the kinetic weapons over funky laser weaponry.

Race: Human
Powers: None

Strengths:
Practicals strengths lay in his actual mastery and dedication to his craft of close quarter warfare against external threats, street smarts and underhanded tactics. This paired with a fully replaced central nervous system and the introduction of the medication to avoid rejection has induced a latetent dejavu effect.

While under the effects of the medication - he can for up to a three to four second window glipse the possibility for precognition whch has close 80% accuracy, allowing him to make changes if in a high stress engagement. Thing is this is unreliable. Other times with the medication it makes him sleep easier.While not his greatest power, most of it just comes down to his latent talent and renewed muscle memory.

Weaknesses:
Unresolved trauma - Dennis lived on Earth prior to its golden age ascension through which the years were riddled with violence, conflict and strife. At a young age, he saw how dark humanity could be and the marks upon him burned into his resolve to be a better person. However seeing first contact, the offers to 'change' humanity - was something he disliked mostly because he believed it detracted from what made humanity unique. While not racist, he tends to - mostly due to being frozen for a long time - harbour older attitudes that some tend to find crass, rough. Despite his gusto - there are fractures, and still even when offered help out of pride he refuses to address his own demons.

Personality:
While relaxed, its clear he's still counting and despite being from the past - his dated views and lack of understanding in the more advanced gear and life experience, Its clear he lacks the diversity to understand or empathise however - he tends to find those that do - to address the short fallings as long as they themselves do not cause great harm to others needlessly. In most cases - he isnt afraid to get his hands dirty, or bloody in correcting anothers attitude. Even if it costs him in the long run. The other hand, he is a fast thinker, intelligent in the streetsmart sense.

Motivation:
Revenge.

Backstory:
Earth wasn't the most peaceful place a millenia ago with rampant war, famine and disease. With the collapse of the normal societies, humanity was driven to the darkest part of its age where those who developed skills survived and those who couldn't often died. He was born towards the end of the wars and the earliest beginnings of where the start of the golden age began. During a routine protection job, he was struck by a blast not meant for him and instead for certain envoys.

The blasters effects began to slowly and painfully errorde his nerves agressivly over a prolonged period which would have reduced him to a drolling vegetable destined for palative care. However certain members of an alien delegation moved by his act offered him a choice - to prevent further rapid degredation he would be placed into stasis where eventually the technology would be developed to remove his destroyed nerves and replace them entirely without complication. As the golden age reached its peak, the project Thaw began with honoring the request to bring a human - non changed or altered back and address his grevious wounds.

It took almost three years before he was able to fully walk, talk and function. With no where to go and no connections - he was left on Earth to exist, however with no real place to go - he was directed to Outreach.
What better a fresh start. Shame that the history clung to him despite the time in the deep sleep. The worst part was also, despite his long deep rest his old demons lingered.
 
Last edited:
Name: Erelsinil
Alias: Conjuress
Age: 23
Race: Dokkalfar // World: Svartalfheim
Svartalfheim has just been introduced into the intergalactic world, and is considered a "young world"-- or world that has yet to begin or is in its infancy of electronic/machine revolution. Svartalfheim was discovered by an exploration crew tasked with mapping outer-reaches of the galaxy. The crew discovered a small planet capable of carrying life that, when reviewed closer, indeed seemed to be supporting the evidence that cultures were developing. It was with great delegation that it was decided that Svartalfheim was to be contacted and disembarked upon, as normal code warns away from the sudden introduction of technology to a world that has not discovered it yet. The people there had something else that piqued the interest of the military scientists (Outreach scientists maybe?) that were funding the mapping operation; they seemed to be able to wield a sort of energy that behaved like classic descriptions of magic. Using the force from their planet's own magnetic field, some were able to manipulate elements, others heal wounds, or conjure devastating energy attacks.

Once removed from their planet, however, these people seemed to be unable to continue to use their abilities without the power source of their planet. This is how the first "blood mages" were discovered. The very few who can use it report a "feeling like [their] blood is singing to them" as they leave their planet's atmosphere. Those that get this sensation seem to be able to use their own blood as a substitute source of power, at a price.

The native Dokkalfar owe their given name to their resemblance to fae and their slate-toned skin. They have long ears, no visible pupils in large eyes, and tall, slender frames. The race is incredibly androgynous, and the difference between sexes is underrated or overlooked. Skin tones range from slate to lavender, but are always muted and cool shades; eye are much the same. Hair colors can vary widely, both common are white or black. Dokkalfar who practice blood magic have skin covered in glowing red tattoos or scars in the shape of sigils-- the price of using the power. The majority of the population still on planet live in nocturnal caravans that camp during the day and travel at night. Their cultures are incredibly interwoven into the land that surrounds them. Near galactic ports, you can find shanty towns with magically-powered street lamps, animal-drawn caravans that are now powered by engines, and blocks of bazaar vendors or hagglers. They slowly break apart as you travel further from the ports themself. Cultures here carry a religious connection to their roots but have society's plagued by much more common problems-- wealth disparity and poor living conditions, new infectious diseases brought over by port, and difficulties with ruling powers. Powers which bounce from strongest port-gang to the other as the planet has no formal structure for governance. The ports of Svartalfheim are a smuggler's or fence's golden shores-- cargo isn't vetted on induct or export, ledgers of travel were better off as toilet paper. It was a beautiful free-for-all for some and vicious playground for others.
Appearance:
Red-purple hair, glowing lavender-white eyes with no pupils. When not in battle, she wears clothes that mostly cover her blood-price scars and sigils. When visible, the tattoos seem to glow softly with an inner light, this will intensify during spell-casting. Her hair is long and curly, spiraling out from her slender, high-cheeked face in heavy waves. She will normally keep it tied back in a low pony-tail.

Powers, Skills, and Abilities:
Blood Mage
Erelsinil uses the lifeforce found in blood in order to power her spellwork. She can switch between support or attack class, but it is not an instant or easy switch. Her spells originate from a channel piece, which in her case is a hooked needle (which hangs on thread around her neck). She needs the energy from the fuel-source (blood) and the structuring force of the channel item (the needle) in order to create larger, more devastating attacks.
Conjuress Namesake
Erelsinil's go-to/basic attack involves the use of her needle and blood-summoning spells; of which she has two she uses most often. One that conjures the needle into a larger, thin sword. The other multiplies the needle into a large amount of throwing knives, which allow targeting from far away or close combat. She is precise and deadly in a duel, but the summoned weapon acts more or less like a regular weapon without further blood-price being paid. Once fully summoned, the weapon does not hinder Erelsinil's ability to cast defensive spells until she is in the active process of de-summoning the weapon.
Other attacks + healing
Erelsinil has a decent range of support spells with a main focus is on gossamers and slight-of-tongue spells. She cannot manipulate elements, so any long range or wide-range attacks rely on psychic damage.
Blood-Price Power
Her mage's focus is enchanted to draw more blood and inflict more pain, to compensate for being a needle and to power up her spells.


Strengths:
Proper Warm-up
If she has the proper time to incant or cast a spell, the spell can have a larger area of effect or pack more offensive power, this requires more of her blood as well, however.
Weathered
The years of practicing blood magic and being away from home have given Erelsinil a fierce ability to persevere when things get hard. Surviving the slums where she grew up means she has a quick-witted set of street-smarts and an ability to talk her way out of things before resorting to violence. Her practice means she can take a beating as well, and doesn't get dizzy as quickly or as harshly when losing blood, meaning she can maintain a level-head longer.

Weaknesses:
Blood-Loss Limit
All of Erelsinil' spells require blood-fuel. She will only use her own blood as a fuel-source, meaning she can only cast spells as long as she can still bleed. Obviously, overdoing this would cause death.
Support / Attack Dichotomy
Erelsinil cannot easily or quickly switch back and forth between attack (offense) or support (healing/defensive spells). The idea is switching back and forth between the two classes is like switching gears between dark and light magic, it takes a second because they are very different ways of casting and using magic.
Needs a Mage's Focus
Erelsinil needs two things in order to cast a spell. Her blood and her mage's focus. Her mage's focus helps shoulder the cost of the casting price of blood magic, which if left unchecked, can cause irreparable damage to the caster. When casting with blood magic, damage must be caused to the caster's body. Casters will cut their skin in order to draw blood, burn sigils into the skin, or even stitch them into their skin. The mage's focus is whatever instrument is used to inflict this damage. Enchantments placed on the mage's focus can decrease the amount of blood needed to activate the caster's powers, slightly deaden the pain from the casting, or help a caster remember incantations. They can also work in reverse, by causing more pain or drawing more blood in order to make a spell more powerful.
Seeing Red
Erelsinil can lose her temper fiercely when confronted with someone or something see intensely dislikes. This can push her to do more extreme spell-casting or to make mistakes acting too impulsively in the pressure of the moment.

Personality:
Not a woman of many words, Erelsinil has learned to keep her distance and to not trust easily. She is stoic and strong, although this can sometimes come off as cold. She has lost many friends to the disparity and free-for-all of the "new world order" of intergalactic crime and poverty. She has affection for the lower-class citizens she grew up with, not afraid to frequent dive bars in slum towns; but will feel incredibly out of place somewhere "top-side" class. In order to make Erelsinil snap, you would have to insinuate death or harm to those she holds dear. Blows to her self-esteem or idea of self-worth will not work.

Motivation:
She wants the money and the power to help her homeland begin the fight to take control of their own commerce and lands, which are slowly being given to shady, large cargo companies and drug kingpins or traffickers.

Backstory:
Erelsinil lived in Svartalfheim until she was around 13 human-years old, in the port-town of Eker's Landing. The port was named for the captain of the remains of the massive ship that the city built itself up out of. Her entire young life she had known poverty and an intense-longing to understand the culture of her elders, which featured magic and a deep connection to her homeland's ecosystem. This was something that was sorely lacking growing up in a Svartalfheim port town. By nature of the port town, there were shippers that pulled into port and never made it alive long enough here to make it back out of port. Erelsinil's family salvaged and scrapped these old wreckages for a living. To help make ends meet they all had second jobs loading and unloading cargo from ships whose crews were either smart enough to survive or never step foot off deck in the first place. Their family got into debt when her father started gambling, and port-gangs were threatening to take Erelsinil as payment. It was at this point that her mother stowed her away on the next cargo-ship out of the port-town she was born in. She bounced from port-to-port, discovering and mastering her abilities and learning to survive before eventually finding her way to Earth, and she has been there for a while since.
 
Back
Top Bottom