Group RP VORTEK OOC. ( Time to Reset)

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Group RP VORTEK OOC. ( Time to Reset)

Nyx already has my character but posting here for others.

Saryn “Fangscale” Vire


Race: Dinoir (Velociraptor lineage, elite Dinoir phenotype)

Homeworld: Veltheria — dense jungle canopies, storm-lashed cliffs, volcanic highlands, and floating plateaus; bioluminescent flora and predator-rich environments shaped his hunting and aerial adaptations.

Appearance:

  • Height: 6’0”, lean, sinewy, built for speed, agility, and predatory grace.
  • Skin: Olive-green scales with dark mottling across forearms, calves, and flanks.
  • Head Crest: Fan of short, iridescent feathers running from crown to nape; flares during agitation, display, or combat.
  • Neck Frill: Retractable bony and membranous crest along the neck and shoulders; semicircular when deployed, with feather tufts at edges; amplifies vocalizations and intimidation displays.
  • Eyes: Heterochromatic — left eye gold, right eye deep violet, both faintly glowing under moonlight. Dual-spectrum vision allows UV/IR detection alongside standard night vision.
  • Teeth & Claws: Sharp, elongated canines; retractable claws on hands and feet.
  • Legs: Long, sinewy limbs built for versatility, able to shift seamlessly between plantigrade and digitigrade stances. On land, he moves on all fours with the fluid power of a lion, dog, or Komodo dragon—muscles coiling and releasing in precise, explosive bursts. In water, his limbs undulate and paddle with a Komodo-like grace, propelling him with effortless, sinuous efficiency. Tendons and joints allow sudden leaps, pivots, and lunges, making him both agile predator and endurance hunter. Locomotion: Saryn’s body shifts seamlessly between predator forms. Upright, he alternates between digitigrade raptor speed—balanced on his toes for explosive leaps and slashing pivots—and plantigrade stability, walking with the deliberate presence of a human or gargoyle. On all fours, he moves with quadrupedal power—fluid, lion‑like strides or Komodo‑dragon crawls when conserving energy. In water, his limbs undulate with Komodo‑like grace, propelling him in sinuous bursts. This adaptive movement makes him equally effective as stalker, sprinter, and endurance hunter, his physiology designed for survival across jungle, cliff, and city labyrinth alike.
  • Wings: Shoulder-blade-attached gargoyle-style bat–pterosaur hybrid wings; semi-rigid membranes with feathered edges; fold around torso like a cloak; wing tips tipped with small hooks for gripping surfaces or prey. Wingspan ~12–14 ft fully extended.
  • Tail: Long, prehensile, tipped with a spike; sparsely feathered along top edge, denser at the tip forming a small fan; aids in aerial maneuvering, gliding, and whip-like attacks.
  • Saryn’s attire merges royal heritage, combat function, and feral adaptability— a blend of noble aesthetic and survival practicality.
    • Base Layer: Flexible, dark weave bodysuit woven from stormsilk — a rare Veltherian fiber that insulates against temperature shifts and provides minor protection against cuts and energy discharges. Designed to breathe in humid jungles and withstand the heat of volcanic uplands.
    • Armor:
      • Reinforced leather and shardscale plating along chest, shoulders, and thighs — crafted from hardened hide and metallic scales taken from extinct Veltherian predators.
      • Lightweight pauldrons shaped like stylized raptor wings, edged in bronze or blackened steel, engraved with his family’s crest.
      • Armor segments leave full wing articulation, frill expansion, and tail motion unimpeded.
      • Gauntlets reinforced with integrated claw-guards and housing his retractable forearm blade.
    • Regal Accents:
      • A collar mantle of dark iridescent feathers (symbol of the Velokoran bloodline) drapes over his shoulders; shifts in hue with movement or moonlight.
      • A belt or sash woven with dynastic insignia — once part of his coronation attire — now frayed and worn but kept as a relic of heritage.
      • Jewelry: A single fang-shaped pendant made of volcanic glass, and claw rings used for silent signaling or intimidation.
    • Travel Gear:
      • High boots or shin wraps with climbing grips and retractable talons for aerial perching.
      • Small harness system for gear and weapons that distributes weight along his torso without interfering with wings or tail balance.
    • Colors & Symbolism:
      • Predominantly deep obsidian, ember-red, and molten gold — colors of Veltheria’s volcanic crests and the Velokoran royal insignia.
      • Subtle patterning across armor echoes the shape of wing bones and frill ridges, symbolizing unity between air, ground, and bloodline.
    • Ceremonial/Legacy Detail:
      • When invoking his royal status, he dons an ancient half-cloak — a torn, feather-lined garment once worn by Velokoran rulers, clasped at the throat by a stylized raptor crest.
      • The cloak can double as camouflage or environmental shielding when gliding through storms or volcanic ash clouds.

Physiology & Abilities:

  • Predator Reflexes: Exceptional sprinting, climbing, leaping, gliding, hovering, and fully powered flight.
  • Enhanced Senses: Acute vision, hearing, and smell; frill, wings, and tail amplify communication and environmental detection.
  • Flight Mechanics:
    • Full Flight: Powered flapping enables sustained flight and rapid aerial maneuvers.
    • Hovering: Strong wing muscles + lightweight frame allow short-term hovering with subtle wing and tail adjustments.
    • Gliding & Soaring: Wings and tail provide lift, control, and precision landings.
  • Combat Adaptations: Claws, teeth, tail strikes, wing-assisted slashes, hooked wing digits.
  • Thermoregulation: Frill, wings, and tail feathers regulate temperature; cold-blooded metabolism limits prolonged cold activity.
  • Stealth & Hunting: Wing folding, feathered crests, and cloaking membranes enhance ambush, camouflage, and intimidation.
  • Communication: Frill resonance, wing rustles, tail feather vibrations, and mimicry enhance social signaling or hunting coordination.

Skills:

  • Expert tracker and hunter; predicts prey and environmental patterns.
  • Stealth, ambush, and guerrilla tactics from ground or air.
  • Aerial combat: dive attacks, hovering strikes, gliding maneuvers.
  • Agile climbing, wall-scaling, and tactical perching using wing hooks and tail.
  • Tactical use of frill, wings, crest feathers, and tail fan for intimidation or signaling.

Strengths:

  • Hyper-agile, flexible; fully capable of ground and aerial combat.
  • Natural weapons: claws, teeth, tail, wing hooks.
  • Tail and wings provide balance, gliding, hovering, and precise aerial control.
  • Intimidating visual displays: frill, feather crests, wings, tail fan, and glowing eyes.
  • High pain tolerance and endurance; neural implant enhances reaction speed and spatial awareness.

Weaknesses:

  • Cold-blooded metabolism limits prolonged activity in cold climates.
  • Predatory instincts can hinder teamwork.
  • Vulnerable to ranged attacks due to minimal armor.
  • Tail, wings, and frill are sensitive; damage can impair flight, sound projection, or whip-like attacks.
  • Eye sensitivity to bright light: Direct noon sunlight or reflective surfaces can temporarily dazzle or overwhelm his eyes, reducing vision clarity and dual-spectrum advantage. Uses frill, feathered crest, or nicitating membranes to mitigate, but still a notable limitation.

Items of Significance:

  • Forearm-mounted retractable blade, extends past claws.
  • Neural implant enhancing reaction speed, spatial awareness, and coordination of wings, frill, and tail.
  • Utility belt with compact survival tools, vials, and climbing gear.
  • Clan talisman embedded at tail base — emotional and cultural anchor.

Lore / Visual Flair:

  • Flare display combines frill, wings, crest feathers, tail fan, and glowing eyes — massively increasing intimidation during combat or ritual.
  • Feathers shimmer in low light, blending camouflage with signaling.
  • “Gargoyle fold” wings allow stealth while perched; hooked digits enable grappling or climbing.
  • Rare phenotype among Dinoir, marking elite hunters and warriors.
  • Nicknamed “Fangscale” for predatory prowess, aerial mastery, and signature visual display.

    Nyx has other stuff which I don't intend on revealing here in the sheet.
 
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GIANT FLYING CREATURES (in Earth-like gravity).

Each doubling of length in three dimensions increases the creature's mass by 8 times.

Harpy Eagle (female) weight and dimensions.

20 pounds, 4'6" point of beak to end of tail, 7'6" wingspan.

A 20 lb. harpy eagle can carry 20 pounds.

Extrapolation Set

160 lbs., 9'0" point of beak to end of tail, 15'0" wingspan.
300 lbs., 10' 1 1/2" point of beak to end of tail, 16' 10 1/2" wingspan.
440 lbs., 11' 3" point of beak to end of tail, 18' 9" wingspan.
580 lbs., 12' 4 1/2" point of beak to end of tail, 20' 7 1/2" wingspan.
720 lbs., 13' 6" point of beak to end of tail, 22' 6" wingspan.
860 lbs., 14' 7 1/2" point of beak to end of tail, 24' 7 1/2" wingspan.
1000 lbs., 15' 9" point of beak to end of tail, 26' 9" wingspan.
1140 lbs., 16' 10 1/2" point of beak to end of tail, 28' 4 1/2" wingspan.
1280 lbs., 18'0" point of beak to end of tail, 30'0" wingspan.
 
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I mean I have race here who can travel along the power grid. You wouldn't even know they are there until it's too late.
But since PVP isn't on the table, I really am not too concerned. There's always a way to manage characters. Like the fact the city layout is poorly designed for anything that requires space to be effective. The air space is incredibly cluttered , with drones, vehicles of various sizes the alleys and walkways are narrow rarely more than two or three ppl wide.
The specified transport routes aren't where pedestrians would be.
Most of the streets are under cover. If anything I feel she is gonna have a tough time getting the best out this build. You'd be surprised how many things that seem like plus can become a handicap in certain conditions.

The heavily specialised modded security forces are going to be a much bigger issue. And to be fair with so many non combatants in the group having one or two who can get the others out of shit, might well become a necessity.
 
Hunters won't outright attack anyone, it wld be exceptional circumstances that they would ask for help anyway.
However someone who refused them in the moment, cld find themselves with an really strange run of bad luck , following the encounter, . "You know the saying, maybe not today, maybe not tomorrow ..."
 
Update on VORTEK. Businesses, ,corps , there will be more. just WIP. thanku for your patience

 
Update on VORTEK. Businesses, ,corps , there will be more. just WIP. thanku for your patience


You’re missing one—Oscarine Fashions SuperGroup 😝 /jkjk
 
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How's everyone doing? Another Friday coming up.
sam-kinison-kinison.gif
 
Well gyno went as ok as can be. Should get pap results in a week. Drew blood work to see if I have high testosterone in my body which could contribute to having facial hair and male pattern baldness. Should get that next week. Apartment complex started repaving the parking lot where where I am so that's all blocked off.
 
Name: "Night Stalker"

Race: XX121 Xenomorph -Brute Holotype-

Appearance: (Will post in the comment afterward)

Skills: Limited Telepathy (to Communicate with others if they wish), Extensive knowledge of where a lot of corrupt corporation group and gang hideouts are, very good stealth in a dark environment, The Night Stalker pretty much fills the Tank role being able to take extensive damage and deal a lot of damage.

Strengths: His blood is not as potent as a normal Xenomorphs, but it can still burn and scald skin on contact. He is very strong, able to easily tear through thick steel doors and pick up large objects such as small cars and toss them a considerable distance, he can also tear said objects to scrap metal if given enough time to do so. The Nightstalker is very durable, able to take very high amounts of blunt and impact damage, as well as slicing damage. His reaction speed is fairly decent, though not as fast as a normal Xenomorphs, it's still better than the usual cyborg. Lower and mid-level bullets will mostly do minimal damage. Fights well in enclosed spaces, such as in a alleyway or a small/medium room.

Weaknesses: Could be outsmarted if the opponent has prior knowledge of him being there. He can also get out speeded quite easily, at least when it comes to pure movement speed. He has multiple chinks in his armor that could be used against him with piercing-type attacks. If out in the open, his lower speed can be utilized very well against him, since opponents have more room to move.

Special Items: Just a microchip in order to increase intelligence, no other equipment given his natural weapons and defenses

Story/History: The Nightstalker (Shorthanded to "Stalker) was first introduced to VORTEK by a small company that had somehow managed to get their hands on a Xenomorph Egg (it also had a Brute mutation), where it then hatched inside the storage room and the Fagehugger inside soon was able to impregnate one of the storage workers, who then died 24 hours later from the chestburster that resulted. The chestburster was kept in containment until it matured, at which point, Stalker was able to escape after killing most of the workers within that facility. Once Stalker was out and about of the streets, it immediately headed towards the center of VORTEK, however it stopped it's journey there due to having found multiple places where gangs, criminals, and the like tend to hang out in.
The Stalker had a strange sense of morality, likely due to the intelligence implant that gave it human-like cognitive skills, and so it would leave people who it deemed "innocent" alone, and it would decide to hunt those people that it deemed "evil" or "bad", and it would do so by hanging around those places and just waiting until it saw somebody either do something, or just had that sense of "criminal" air around them. It would then stalk them and wait until they were either alone or in a dark place to pounce and kill them, proceeding to than feed on whatever parts are not robotic (main targets being cyborgs). It has been in the city for around 2-4 years at this point as well.

This is my concept for a Intelligent Brute Xenomorph who would fill the Tank role, since while they have never worked with others before, Stalker would not be against doing so if needed. Let me know if there is anything that needs improvement or working on. Here is the image below:
 

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[BASICS]
First name: Sula
Surname: Rashvarra
Nicknames: Sul

Alignment: Chaotic / Neutral

Race: Refit - Modified Human

Marital Status: Single

Gender: Female

Age: Unknown - Mid 20's

Role: Thief - proto type for unknown corporate project.

[PHYSICAL]

Eyes: Silver /GunMetal Accents

Complexion: Dark Tawny

Height: 5' 3

Weight: 105lbs

Build: Atheletic

Hair: Cropped Black with Red tips.

Tattoos/markings: Augments , neuro port, Omni port, white gold connectors for a Virtua Eye.


[GEAR] Deck, High grade magpcks, Virtua eye set for internal scans of physical locking mechanism. A programme she built herself.
Climbing equipment, retractable forearm mounted grapple equipped with*silkline.

*A high tensile but incredibly fine cabling designed by Vortek for the safety gear of their exploratory cartographers.

[STRENGTHS]
High Intelligence, High perception, Agile and dextrous. Calm head in a crisis. Cautious. Deep connections to the Tethrakka.

[WEAKNESSES]
Physically weak , No traditional weapons Skills. Only very basic combat awareness. On a city wide BOTLF.
Drug addict.
Questionable Mental stability. Poor Liar

[SKILLS]

Thief.
Programmer
Net running


[FAMILY]
Unknown

[BACKGROUND]
Found wandering two years ago in Sector VIII wearing nothing but institution scrubs. Was taken in by the Tethrakka. Emerging A year later as a thief in the local acquisitions dept.
 
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