What did it mean to give or give back to a planet. Recycling was a thing to usually be seen as helpful but what was that like? Was it perhaps akin to washing hands of dirt or removing a cancer. Did planting trees mean much to a world or was that like the growth and cutting of hair? And if there was an answer it was skeptical how much of that the rolling severance of a planet core recalled. What Ollie did know was in her current status gifts had been a rare thing. It seemed perhaps more personal and she was not a person she was a place.
Children though we're all the curiosity and wonder if a brilliant mind and none of the caution of a scientist. The Baby Iota didn't care about such questions or wandering thoughts it just after mimicking eating looked to share. Throughout many populace and races food was a fantastic gift and here was almost no exception. There was some differences, people food didn't provide for a planetary diet. The savory nature of food was there, better then what she normally would eat but it was as if it was all flavor nothing of sustenance. Picking up metal and eating it wasn't a phenomenal taste it wasn't like one could finely cook iron. Seasonings didn't really exist outside of dirt dead skin and so on, it wasn't like a stone licked was going to taste great. People food did nothing but tasted better. Treats were unwrapped and dropped into a silver maw. A mix of chewed and melted in Ollie's odd way. "Thanks Io" she remarked.
Two words but packing more to them then maybe even Ollie fully knew. She considered one day she might have to ear Iota, that if a substance was found potent enough to truely feed her she would take it. She was also something lost and looking for attachments though, and without her knowing Io was shortening Iota because she didn't want to link possible food from "her people". Taking a moment she looked at the map trying to consider where may be best. "Did they vanish in numbers or one by one? If it's just one we'll want to find somewhere distant enough to not be detected but close enough to help." The planet inquired and remarked, her thought being the hunter likely would rather jump one of them then all three, or was it four? Should Laika count, they were all metal, or maybe it was two given Io being Io, or maybe those two counted as half and it was a group of three. "Anyway we should go, just leave a note for stragglers." It wasn't like a planet to slow its orbit, so why would it be like her to simply wait for others to come along.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam tincidunt sollicitudin nulla volutpat convallis. Mauris blandit commodo facilisis. Sed gravida mi arcu, sit amet tempor nibh posuere ac. Nunc luctus risus vel nisi tristique porta ut nec tortor. Proin feugiat accumsan mauris eget congue. Suspendisse aliquet mollis augue, et pulvinar risus ornare vel. Maecenas turpis lacus, elementum at venenatis sit amet, mattis vitae tellus.
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"words here saying things" Lorem ipsum dolor sit amet, consectetur adipiscing elit. Aliquam tincidunt sollicitudin nulla volutpat convallis. Mauris blandit commodo facilisis. Sed gravida mi arcu, sit amet tempor nibh posuere ac. Nunc luctus risus vel nisi tristique porta ut nec tortor. Proin feugiat accumsan mauris eget congue. Suspendisse aliquet mollis augue, et pulvinar risus ornare vel. Maecenas turpis lacus, elementum at venenatis sit amet, mattis vitae tellus.
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Proin aliquam libero et ante eleifend, a bibendum nisl rutrum. Aenean ipsum dolor, egestas sit amet mauris at, eleifend rhoncus leo. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Pellentesque at interdum ex. Nunc facilisis consequat eleifend. Donec in nunc magna. Maecenas sit amet dui nec massa posuere volutpat. Nulla eu porta ligula.
"Who are we interviewing again?" The show host inquired.
Camera pans left to a woman who looked probably around a hundred thirty some odd pounds. She was taking a seat but appeared to be about six feet tall heels adding to that some. Her eyes were a piercing green, hair as red as blood. And when she spoke there was a hint of Irish and British inflection. Not overwhelmingly so again just a hint.
"Victoria Grail. Or as you will come to know me by Conquest."
"That doesn't sound like a hero title..." Tension began to build on set.
"It's not. Least not yet, one day when history is written by the victor you'll all think so. Until such a triumph though the naivety and simple minded will label me many things."
"And what title are you after. Kingpin somewhere? Corrupt mayor? President?"
"HA! No. I am the heir to it all. Queen of the World, Emperess of Terra, your God. Whatever you think fits best."
"Excuse me?"
"What part lost you? Metas are the next step for the planet, you should bow to every one of them. I don't care how they become one or what they can do. This world is changing, and while I won't say you some normal guy is inferior to them. You are to me, and if we want to progress we have to accept the demand for change."
"Ugh fine. And how Victoria will you do this?"
"Don't be nervous to play hero I was going to tell all anyways. The power that decrees my right to the world is simple. I can not die. I've tested it plenty, tried surviving in the cold wilderness with nothing on. Cold, starvation, bear biting my head none of it ended me. Cinderblock chained to ankle and tossed to the ocean. Didn't drown, I was crushed but kept recovering, break bones pounding on the cinderblock on dislocating the leg. Jumped in front of trains to be scattered. I have done the tests and I will always get back up, usually in seconds.
In addition to this I can manipulate blood. It has to be spilled before I can use it. But make it hot, cold, shapes it's plenty versatile. And sure it's not as readily available but between what I can take and fact I'll paint a whole town red to have my way I'll get by."
"Town?" It wasn't a real question just a stunned utterance of a word as he looked to the producer and camera crew with concern.
"Oh right you probably want to know tools to. Well I've not a name for it, considered something like. Nano Automatic Utility Gear Highly T-something y-something. Couldn't make it work. Multi Utility Resourse Dress Extensively Reprogramable, that seems to vague and wordy. Transformative Hemoglobin Retracting Omni Nano Equipment. And that one I like but I can't call my equipment Throne, I'm going to have a throne and that's going to be confusing."
"Right branding. Uh what's it do?"
"My clothes, swords, guns if I want them it's nano tech that uses energy stored up from use and suroundings to transform into what I desire it to be. It uses a bio coding system to change, it's not likely to turn into anything without my blood to trigger it. It's a self cleaning resource that reacts to my thought to turn into what I want it to be. I suppose the downside being that without the greater system it becomes brittle after a few minutes. It makes a hell of a bullet but I can't keep a bullet in someone to long. It's also got limited scope, I can't make a nuke. I'll have to steal one."
"WHAT THE *censored* IS WRONG WITH YOU?!"
"Oh come on, I'm the "super villain" planning world domination. I got to plan for some contingencies. It's just being practical. I'd have to just be the worst to simply fire it off moment I got one.. do you think I'm the worst?"
Room fell quiet for a moment. It felt like a time bomb of a question.
font color="fa2a18"]"Oh you mean upbringing? Like who abused me as a kid or something? If I was brainwashed by Alpha or maybe am starting for atttention from Aurum cause I'm into gold masks? It's nothing like that, sure my portion of the Grail shares has been sold off so I can be as separate as possible. It's not like they wronged me or anything however, I've never been kidnapped or the like. And while I think I'd look fetching at old Diva's or Aurum's side this isn't to get attention. I just grew up looking up to Alexander Great, Vlad the Impaler, Genghis Khan so many others. I wanted to study and train how to be an actual ruler and legend.
Plenty of lessons in many things to try and understand all that rank will demand in the modern age. I'm selfish I know for wanting to own everything but let's be transparent. All of you are going to die, all these heroes your children look up to they will die. That's just life, but I don't die. This world needs something that it can hold onto and will last for them. They need safety not just from the criminals and badgers, but the erything that can and will fail them. Eventually the children have to I don't know study magic because their parent can't protect them do to sickness. When everything is finite, the only way safety is guaranteed is by something infinite taking ownership."
Somewhere in the monologue police were called. And now before the host could ask more questions swat was at the door.
font color="fa2a18"]"Is that the best you got? You're in the age of heroes, but more importantly. An age of Conquest is coming."
Level 3 Name: Faeryl Dyrr Hit points: 25 (d10+com start Max at 11, rolled 5 so 6, then 4 so 5. Was told to take average if better, which is 6. 12+2=14) Age: 104 Weight: 111 pounds Height:5'7" Hair color: Eye color:
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Class Proficiencies
Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Of which I'll take animal handling athletics investigation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor(a) two shortswords or (b) two simple melee weapons(a) a dungeoneer's pack or (b) an explorer's pack A longbow and a quiver of 20 arrows
Take leather armor, explorers pack(bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope) 2 short swords (1d6 slashing) a longbow (1d8 piercing) and a quiver of 20 arrows
Background-Urban Bounty Hunter Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faenûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar – any place that's large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives – but on the other hand, you can take down much more formidable targets with the help of your companions.
Source: Sword Coast Adventurer's Guide
Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth Taking Stealth and insight Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools Taking thieves tools and instrument (flute) Languages: None Equipment: A set of clothes appropriate to your duties and a pouch containing 20gp
Features Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Favored enemy: humans, orcs
Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: You ignore difficult terrain.You have advantage on initiative rolls.On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn’t slow your group’s travel.Your group can’t become lost except by magical means.Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.If you are traveling alone, you can move stealthily at a normal pace.When you forage, you find twice as much food as you normally would.While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
2nd level
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Taking Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Being level 3 know 3 spells
Spells
Cantrip from Drow level 1
Dancing Lights Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Faerie Fire (drow gain spell at level 3) Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Hail of Thorns 1st-level conjuration
Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Hunters Mark Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At level 3 joined Gloomstalker Conclave
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. (Total 150)
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
~Abilities: Multilingual (knows English, French, Spanish, Korean, Russian and japanese) Gymnast Swordsmanship Archaeology Familiar in many ancient languages Trained physique (been working on the hero body 3 whole months) Field Medicine
~Power:
On Hands Mastery: Jasmine found from a early age that she seemed impossibly knowledgeable on what she touched. When she touched a math book she didn't just know everything the book contained and how to use it, she could say what page she got in from. More then that she could recite who all had touched the book. Who shipped the book even. From the moment it became a book she knew its every content and entire history. When she took an interest in swords do to a week boyfriend she found she could use the weapon with incredible mastery. When a girlfriend took her shooting though she had never squeezed the trigger, she found herself a marksman that could rival if not embarass some of the best shooters out there.
When she holds something or touches something she knows it on a fundamental level has the ability to use it with a barely rivaled prowess.
The drawback is info overload and info retention. While not completely "head empty" she doesn't keep the information for long. She's practiced with the sword daily and so she actually is a good swordsman. Generally speaking though she is left with cliff notes after thirty minutes or so of her power use. She might do a little better at say math then the average person but she is hardly the genius of the room either. Perhaps more so then the complexity of her knowledge of something in hand to when not, is her doubt. While she feels often confident and in control when she's holding something there is also the feeling of it being the power not her. A lecture on Roman history may have students thinking her an expert, but at the end of a class she never feels like one.
In addition is a risk of possible overload. One time she fought a guy who was super strong. After going through a bookshelf her head was throbbing. Not from pain but because she had in the attack touched numerous books at once. A flood of information that clouded her mind.
~Mythical Gear:
BONDS OF LIGHT (a Whip):"Long ago there was a slave. He endured this life for some time until his wife was beaten almost to death. So Osiris Asode lashed out he knocked the slaver down and took the whip. It is said that the one pound whip in his hand felt like the world to him. That Osiris in raising the whip kissed the morning sun with its reach before it was brought down...right sorry you don't want the story. It's uh a thirty foot long whip, well really thirty feet and two inches they measured wrong. It is composed of ordinary rope and raw hide, the hid belonged to a cow. They named that cow Ragadu he was of good stock served the farm well for...right sorry. The whip is light in hand but can feel remark as by binding and heavy when used against a person. I was able to once hold a speeding car in place. It burns with a incredible heat should I desire. And given my mastery I've been able to use it to easily swing across buildings or climb them and so on. Uh I don't know what else to add here? Fear I might ramble."
The Wall (a shield): "The Wall was made of some of the Iron found from when the Berlin wall was toppled. Blacksmith Otto Reinhardt wanted to use it to forge a symbol. It's actually got seven point eight grams of copper in it, much as he tried to purify it all. It once was used to defend his home when a number of gangsters...sorry rambling again. The shield is indestructible. One has to consider the radius of it, but if it hits the shield I don't feel a thing, I don't budge. I suppose I should look for armor some time but let's not discredit how handy The Wall is. And with my mastery I find I can actually use it almost like a frisbee or rebound it off surfaces.
~Not So Mythical Gear:
Sword: "It well is a sword, bought it off Amazon..."
Outfit: "Don't say a damn thing, but it's just a great paint job it's not actually metal. There is some padding to the clothes. Gauntlets and boots are just sports equipment repurposed though..,"
Phone: "Here's the thing I think the costume striking and kind of hot. But honestly you see much pocket space here? I got a have my phone here and keep it well charged to afford cabs and the like."
~THE LEGEND: "God I wish I could play this up. Say that I don't know King Arthur was my ancestor. That I learned how to fight from I don't know Rambo or something. Here's the thing though I just, I just never felt right like I fit in. I struggled in school until I got hands on the right books, then I did well but never felt smart. It's like I always feel I got a PHD in things until I let go. Which also means it never feels genuine, I love history but I don't know if colleges ask me to do lectures because of what I know, and what I seem to know. So as I got older I thought I would try archeology. I thought maybe it would feel more like I was there instead of manipulating knowledge? That make sense?
Probably not. Anyway eventually in my studies I found the Bonds of Light, was a pyramid that caved in. Bla bla use whip to escape and I start getting a idea. See while I gave up on gymnastics by junior year I did like practicing with weapons and stuff. Just a hobby but it felt kind of like it was more real. Like it was closer to being me then just this power. And I started to think could I use the power and weapons to do more good? Could I find another instrument that may help.
Bla bla I'm in Russia looking around. An auction has The Wall, and some criminals make a scene wanting to take it and anything else. I just didn't want this one thug touching it so I go for the Wall instead. Suddenly I know how to throw it not only at his face, but bounce it off said face practically. And so it starts my brain up. I should use this. I loved action movies as a kid, I could actually be one and maybe do some good on the way. So I'm an archeologist and teacher by trade, but I've started exercising more so I can start a new focus being a hero!
Don't give me shit okay. I'm used to questioning if anything I know is me. This I haven't questioned yet however."
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Name: Nemo Nautilus FBI NOTE: Believed was changed in 2017. His previous aliases appear to have been Jones Davey a mercenary, and Sparrow Jack a Navy Seal. Presumably none of these are a real name. Age: 37 FBI NOTE: Jones was said to die at 41 in 2017. Sparrow was thought lost at sea a year ago at the age of thirty three Height: 6'8" FBI NOTE: It's armor people he isn't actually some eight foot tall pirate. Weight: 260 pounds FBI NOTE: while largely muscle, there's probably more fat then he cares to admit. Was a document on Sparrow stabbing a captain for teasing him for a bit of blubber. He went missing a week later, Sparrow that is. Captain Dean Danes was found hacked in pieces, much of him believed fear to ssharks. Hair color: brown *not* FBI Note: Jones had a shark fin styled Mohawk. I was told that image does not help this file. I disagree. Eye Color: red FBI NOTE: It's a mutant ability, stop saying it's cybernetics.
Powers: Laser Vision: It is rather simple he shoots beams of bright red energy out of his eyes. A mixture of heat and kinetic force it has been reported cutting into even tanks with ease. It's force isn't impressive on its own just knocking people over. Provided the helmet of Depth Charge was removed these lasers should be more manageable. Granted its not exactly easy to dodge such beams or endure being hit by them.
Environmental Adaptation: Nemo seems able to without thinking on it alter how his body works. When diving he found he could go deeper as his body adjusted to ocean depths countering what would have been crushing weight with durability. He's been known to breathe under water, or when in a oxygen less lab on a mercenary mission developed the ability to just not need to breathe. It is important to note this is bound by where he is though. Much as he wants people to think if you choke him he can just learn to not breathe that is not how his power works.
FBI NOTE: allegedly he claims he learned this from a mutant shark. Do not listen to the exaggerated tales of a fishermen though its from mutation.
Equipment:
The Helmet: The claim is that this helps his range of lasers go from a hundred feet to five hundred. That instead of the width of eyes he can incinerate a hole tank. It is known however that the helmet does for sure though provide echolocation, thermal vision, 360 vision and night vision. With further help of lights to assist in the mercy depths of the ocean.
The Armor: Designed as experimental help in navy work and deep dives its rather impressive. It can shrug off most rifle fire, endure the same stress submarines experience and helps with strength. It's intended to help fix a submarine, but testing showed it could lift a car when stressed. It's utility is helpful its equipment helping one breathe for hours while under water and it makes one look bigger. Imposing as it is though there are limits, will still feel impacts and it doesn't increase any speed. The suit helps work on submarines if doesn't replace them. There's some additional navigation equipment as well.
Spear: A more complex breakdown is that it was a tool meant to help enter opposing submarines. A durable weapon that should be able to thrust into a ship hull and with the might of the armor force an opening. So with this spear it could also stab into a tank but the features end here.
Knives: A internal fuel cell in the handles can be used to super heat the blade. That is all.
Turret/Gun: This weapon shoots fifty call munitions and can be used as a conventional pistol or attached to the armor, functioning as a shoulder or arm cannon as a example. It only can hold a twenty round magazine though, while he carries five rounds at a time it is not without limitation, it is also not a rifle. His equipment is largely intended for close counter work and boarding.
Personality: FBI NOTE: Believed he Nemo, Jones or Sparrow he has been known as a rather ruthless vengeful and spiteful man. A strong case has been made that some of the name changes may just be do to wanting to escape the incredibly long criminal record under his name. The most extreme story so far claims that Sparrow when found out was in a affair with another officer's wife, tried to rig the widespread house to explode. That he murdered the wife's parents as punishment for ratting him out. And that he amputated the limbs of the husband. All cases being supported other then the husband, he's missing...
History: The mercenary has a long history of what we believe was joining military at sixteen. Using contacts sith gangs in his home town to falsify an ID to help enter sooner. Much of the time here is classified or hard to find substantial evidence of. After believed to have died is when Sparrow entered the Navy. His career was good for a time sure was a struggle with authority but generally seemed to do well in the field and with crew. It's clear though that fell apart,, mentions of issues with his own unit and captain, the obvious stories of violence it is clear why he has run.
Rough as those moments were however for last couple years Nemo has been starting a criminal career. His rap sheet growing by the day, and the demand to bring him in dead or alive reaching public knowledge. Though we don't have any good facial recognition at this time, his previous "lives" were different enough that we don't suspect Nemo to look like Jones or Sparrow. The man may be able to hide, but this new alias of his shouldn't be able to. We don't know the face of Nemo there's only the one helmet though of
Really liked original so want to at least store that here
Her attack missed, in the time she had for her move against the insect the force wasn't there to rip it apart. She was kind of proud of that t1hough, to know her best friend could make such a durable thing. That pull was not her strongest, but it what would have yanked a tank like it was no heavier then a kite? And the bug resisted it, credit to just how much her friend had grown and how much she could show at a given moment, Carmen couldn't as easily do the same, the more she showed off the harder it was to reign things in. She was also wanting to though. The response she had given was a heart on the sleeve and she felt it wasn't fully seen.
"That seems simplified. It's not excitement, or at least not just that. It's feeling anything fighting and training is my way of not being just a devil. And the highs and lows of that become distant with ea c h year." Kore would know the theory Carmen and her dad had on the powers of the Oni. They were convinced her might doubled every year, testing it became harder over time w a s only reason they called it a theory. And when Kore met the devil, Carmen was nineteen at the time, she was twenty two now. Through practice with Noctua they learned Oni could better tap into potential and double her might. When they were first practicing this then with the help of chi the devil was basically nuclear. Which should say everything as out the terror in her every muscle now.
She kneeled down to drive a fist into the ground. Her arm burrowed into the ground and took hold of a pipe below. With this hold she was resisting the pull of space itself. She just needed some kind of hold and her might did the rest. "You worry about drawing blood. A spider tells me I take to much risk. And while I train to be better, I question more and more if I even need to? Or is the sharpest blade going to stop at the first layer of skin?" Sure in Crumple Zone a blade went through her but it wasn't the edge alone but the speed and force behind it. The dragon dug into her but she was so much more sense then. Fighting was her life and with every year the risk and dangers seemed more distant and the might needed became less of her full extent. "But maybe showing will help. Let the bug be an experiment shall we? Use space to see the full potential?
Deep Breath, draw as much air as she can into her lungs.
Tap into chi, the lessons from Noctua. And with it comes a aura of flames as black as the void orbs and wild like a tempest. A reach into herself to draw more on the full might of the Oni. Hell wanted her to grow in time with training she could skip this some. She let go and was pulled into space. Let herself fall and fall into the emptiness. It was cold, but she didn't just turn frozen over. Her aura and just general devilish body he a t helped stave it off for a time. Dust and debris filled space some from the yard outside Hellcat some just debris already up there.
And when Oni thought she was far enough she would look to punch the creeper! Even a miss though would find debris though to help show the furious power of the Oni!
It was somewhere between four hundred and four hundred sixty megatons of TNT in force! When really showing her all the comparitive weapon ordnance was many times more then the worst nuke known to the world. Space debris in the radius of roughly hundred seventy six miles or two hundred eighty kilometers was gone. Not blown apart but demolished on a horrific level only the likes of a weapon of mass destruction could do! The foces at be incinerate and scatter everything about the devil father then she could even herself say for sure! She saw it and simply knew she was hitting like a comment, like something that would take out some third of a state or something! The scope wasn't big it was cataclysmic! When she went to punch that creeper it wasn't a look to kill it, but to wipe any trace from existence!
And the devil would be thrown through the orb landing before Hellcat. She was just a ragdoll an after thought but when she hit the earth the block trembled. Cars bounced half a foot off the ground. A rattle of the world from just landing. The shockwave alone seeking to just by being a thing fling the goth against a wall with brick cracking force. And the Oni would rise, steam off her figure as the front from space melted. A tilt of the head to crack the neck, it was a tolerable ache.
"So don't have to. But I want others to cut loose. Because helping others improve is about all I have left. I WANT OTHERS TO GO ALL IN BECAUSE I DONT KNOW IF I CAN!" That time though it wasn't a battle cry. It was almost more of a pleasure, because what she lived for was slipping away. They could joke how all Kore knew was lethality, but the Oni only had one fear in a fight anymore. That the most lethal moves might just be love taps to. That her livelihood was the one thing she couldn't hold onto with her apocalyptic might.
Down in New Orleans Louisiana there was a place known for many things on the outskirts of town. There lies a graveyard with approximately a thousand five hundred bodies laid to rest there. This graveyard was surrounded by a swamp a merky domain that helped border the burial grounds. At the center of this graveyard was a house, a funeral home a mortuary and a general place of residence. For a hundred years it's been ran by the Naicitrom family. A hundred years ago it was thought to be ran by witches. Seventy years ago it was thought to be known for its generations of soldiers, lately it was thought quiet and normal. We know now though that the oldest daughter of the family was one Sugar Skull. A necromancer who was slain by Kore Smith during Sugar Skull's villainous behavior over in Duskburg. The villain was learned to have been a serial killer, who's family was dead.
Heading towards the gates of the graveyard opens to a field vast and surprisingly well kept. It's been two years sense the family was slain and yet someone or something has been keeping the place somewhat organized. It has a gloomy atmosphere of course, trees often skeletal vines that hug the older tombstones. It's not a place of beauty by most standards but it does have some "life" to it. But a graveyard is largely easy to know and understand the layout of, one might ask what stands out then to the surounding area.
To the left far end corner stands a tree that towers above the home and its suroundings. It seems unnaturally large and is in contrast to the suroundings healthy. Should one venture across the haunting grounds to get near it they will eventually find four ropes hanging from the branches, the ropes look more recently put there but the ropes themselves are older clearly and have seen use. Use by way of the nooose like formations the rope is tied in. In the front of the tree is four graves from some hundred plus years ago, the old masters of this house before the Naicitrom. What stands out though perhaps more so should one venture toward the tree is what lies behind it. Four freshly dug holes with four semi new caskets. The caskets though house only clues to who was there, the bodies are missing.
At the right hand side about mid way is a sort of mosolieum. A small building with large doors, doors of brass and with a skeletal design to them. The door knobs were a pair of skulls. This is where the Naicitrom family is buried, it opens to a tomb. Two stone caskets on either side the covers are open. Leading down the stairs goes into a large square room. Forty stone caskets around the room and all of them are open, only twenty though are marked with dates. If one looks though it's clear the whole room had been used to house bodies. And near the end is a door.
From behind the door is the sound of a scream or crying. Something beyond this skeletal door is at a crossroads of pain and despair. But the door doesn't have a handle of any kind it's been removed. Where one should be is a slot for a locket.
If one ventures to the center of the graveyard, towards the rickety withering home however they will see it light up. Something is moving inside that house. Said home while mostly a gray and brown dying thing is marked by color of police tape. The yellow placed over the doors and squaring off a small space before the porch. The tape is connected to the railing two tomb stones and a tree, in the center is a outline. The chalk used has obviously washed away but white lillys seem to mimic the outline that would have been there. From the outline of a body by means of flowers is streams of black and trenched earth. A body was dragged from here a bleeding body. That trail of old blood stains dug up earth and the occasional Lilly it leads to the swamp. What's at the end though one may need to explore...
Local News Broadcast "Good Evening New Orleans. Tonight we have a new update on that old cemetery off the beaten trails. We have it on good authority that early this morning the accident by those taking bodies to Albazo Cemetary was no accident. The survivor in the passenger seat claims his coworker driving was trying to dodge a woman in the road. He doesn't remember much of the woman but he swears he saw a woman dressed in bone. His number is open to authorities should one want to ask more. While Robert Albazo grieves his coworker and brother Jim Albazo he doubts any will call though, he said to me and I quote.
"Why would cops bother questioning me? It's a accident and my brother wasn't liked. This town ain't had heroes sense Morgan and I doubt anyone cares about our haunted crap. It's all the big cities, the hexes here are nothing to the devils popping up and whatever else."
I for one don't believe him. Maybe the accident is a bore, but what if I told you the bodies being transported went missing? That's right there was four people being transported to the cemetery. These four people are the older brothers and sister of the first kills of Sugar Skull. That's right we know her first kills around eighteen years ago were remembered by their family. Now their relatives die and the bodies go missing? Clearly something is up.
a brief summary of who one might meet
Not The Dead A roughly Six foot tall woman who's skin is dead and face a skull. A gem rests in her back a radiant sliver of a soul. This woman has the power to command the storm, and be a ghostly vessel no longer knowing the norm. She knew her daughters magic the best, but one must wonder what information was not laid to rest.
Not The Living An eight foot tall thing once thought a man. He was the groundskeeper but now rest he can. Or maybe it's that the roots have taken his shape, vines to strangle his nape. Now more a being of swamp then flesh, his eyes are like jewels to compose this mesh. The land is his to command, he need not bones to stand.
Not A Ghost Somewhere in the house is a gem. From that gem allows a woman to wander. She caries guns the rounds a ghostly reminder. Who she is seems clear in the face, but that lady was dead so what stands in her ghostly place?
Summary and ooc Junk -From arrival the grave has a tree to investigate, a tomb to investigate, a missing body. And then there's also a home -News reports an accident this morning of two coroners was do to a ghost. The bodies it had in the back were relatives of the original four kills of the villainous serial killer Sugar Skull. Those who might investigate the scene having access to the survivor of the crash. -This rp is limited to Kore Silvaria and two other players -Dont want to overly spoil the three undead mentioned. But I've a set idea for what they can do that I tried to tease. And there will only be those three outside of undead. -while sure to be fighting its a bit more investigative focused. Do want people to join but this isn't the army of undead to just smash rp. That comes later? -Have at least one(1) fun any non fun having lifeless husks will be made actual lifeless husks -Remember my posts will be trying to drop clues, it's up to you to find them however. If don't investigate then probably won't get answers.
Last Edit: Feb 20, 2022 2:42:27 GMT by Memento Mori
DUOLARIOS BIOLOGY: A Duolarios or Duol for abbreviation sake is a humanoid species hailing from far off world that didn't produce oxygen during its early ages. Do to this a Duol does not breathe. Besides that however they are rather "ordinary" besides two things. Pigmentation and head tails. Pigmentation eyes and skin color of a Duol is something to change based on temperature and emotion. While many struggle to know exactly what the colors mean the eyes usually reflect emotion toward a person where skin suggests emotion toward suroundings. Blue usually thought as neutral, red angry, green envious, purple passionate. Then there's the head tails these are actually a "strange" evolutionary trait that combines heart and brain. The exact reason the race developed this trait is hard to know but it does provide help with stamina some and mental capacity. A Duol is often a quick study.
DUOLARIOS IDEOLOGY: Duol believe in the duel. Believe in precision. And in three chances. The duel, a unique incident early in time resulted in severe planetary damage. After that they became focused on solving conflicts from person to person. The idea of revenge and large scale conflict suffered some in exchange for a more direct approach. They are not any more violent then other races but the direct nature they are known for makes some believe them to be. Precision, they like efficiency with the help of head tails they do usually come up with ideas quick and manage things swiftly. Even if not though most of them have taken to patience. Better to check the ship one more time real quick, then crash in a fiery ball of flame. And three chances. Not wanting to get lost in confrontation a practice developed of cutting off head tails, a sort of by law when found wringing another a "heart" was removed. Most Duol have two head tails, meaning come third it was death. This has extended to other races as well, often being remove one of the hands, once say a humans hands are gone the next would be the heart. Losing hands though makes many less efficient though so some but not all Duol are more accepting of other races screw ups.
DUOLARIOS Primary LAW: "It boils down to theft. With so many planets so many beliefs the laws are clouded. So we ignore most, the main thing is simply. Do not take from another. Speeding is silly to make an offense, the reason for breaking in may have reasoning and so on. At the core what hurts a person or civilization at large is to take from another. If you take something you should loose a heart. Simple as that." Do to this they may struggle with some other laws.
DUOLARIOS HISTORY: In the first three hundred years the home world of Duolaria had no trees resulting in its various inhabitants be they Duol or wild developed no need for oxygen. Time went on for some time and while can dig around for details one will just say it was faster in its scientific advancements but largely par for the course. The difference though was in the 3002 cycle of the planet the Avalin family had their child taken by the Calex family. The Calex wanted an heir but couldn't make one so they looked to claim one. But the Avalin couldn't go over there easily so they developed a weapon. A weapon that fired a shell across the world and sacrificed their child in rage. If they couldn't have their "heart" they would take it from the Calex and everyone like them.
When the shell dropped a seventh of the planet was eradicated and every soul there. This is what lead to many of their ideals and the dominant law of theirs. Wanting to no longer have any large scale conflicts or worse moments like what they call "The shell".
Two hundred years ago they developed technology that could hear across the stars. Where they could learn of other races. A hundred fifty years ago roughly is when they could then see across the stars. By then they were traveling through space a plenty theydnbeen inhabiting worlds in their galaxy a good while. But come seventy two years ago a Duol by name of Dabio Dubios developed FTL technology. Beginning the larger efforts of expansion by the race at large.
DUOLARIOS TECHNOLOGY: The main thing for one to note is that in the home galaxy of Duol there was so many crystals to be found, resulting in technology that largely used these to develop a fuel source or battery. Devices of theirs usually have great range and battery life. However not every galaxy is as bountiful in gem stones. Do to this many Duol technology or parts are expensive in comparison. When it comes to weapons they favor lasers a straight beam of energy to hit a target. Their favored melee weapon being usually a crystal sword or a projected beam weapon that mimics one. Thus use of the Duol energy blade however is difficult to build and so isn't very common. When it comes to ships they usually are agile but fragile. Great at a dogfight, but ending in just a few hits. The vehicles of theres is to delicate usually, armor kind of being a abandoned focus for them.
CRYSTAL SAND: Duol know how to make the drug "sand". When shot into the eyes ones vision improves usually shrugging off difficulty in any lighting or from lights and seeing so much farther. When shot into the hands one seems to have telkenesis, it's not very strong most can't even float a cup but still. When in the mind one develops empathic abilities. When in the heart one feels excited and overly sensitive. And when in the leg they feel floaty, in some cases it makes one a greathe self increasing dexterity, in others a danger to themself. Use of "sand" however clots the blood and clouds the mind. It is medically described as "one use shaves off one year of life". It's slower for Duol do to head tails, but still can a uickly kill one. A overdose is usually spotted by crystals forming in ones blood stream around injection, in the more shady parts on planets amputation is common. The crystallization forming in ones body from reckless use leading to then having to take a limb.
Name: Jackie Full Name: Jimmy Amy Caroline Kyle Ivan Ema, the first six humans Jackie came to know Age: 20 Height: 3 ft 2 Gender: Lutumul (currently equipped as male) Physical description: light brown and black fur, humans have described it as a raccoon like especially coloring around the eyes as if it had a mask. It's black stripes are larger then most Lutumul stripes and are glossier do to much care taken in cleaning itself and maintenance. Eyes are a vibrant green, and a small chunk of left ear is missing. Jackie has a number of piercings in the right ear, six to be exact.
Specific attire: A Lutumul may change their wardrobe but usually have some form of uniformity. Something they stick to such as how a human might always have a Hoodia they like or piece of jewelry. For Jackie its the small name tags of those first six humans, the Lutumul will almost always have these on its person.
Bio: Jackie was adopted into a crew as the ship crashed into a asteroid inhabited by Lutumul. They eventually found Jackie at approximately 13 with no pack. From there they helped Jackie learn English and human technology. Being of a new pack Jackie also became a bit of a kleptomaniac looking to run around and take all the stuff it could to help the new pack. This also lead tona fair bit of development of a bad reputation.
In the last year give or take Jackie came across Dorothy. The critter took a liking to the woman and the ideas of exploration. Which has lead to the engineer now also wanting to document it. Well to make a documentary. Lutumul are not known for history keeping and note collecting, movies are exciting though to Jackie! So the Lutumul has found a desire to film and photograph all of the things! To hoard all the cameras and lighting equipment it may need! Jackie may not have an eye for cinematic angles or make up, but damn if the little thing isn't going to try.
Species Lore: The Lutumul Home World Lutumite: The Lutumul though good with technology hasn't expanded necessarily all that far. While populating other world or asteroids near their home world its population is largely founded on Lutumite. It's a largely forest world that's populated by more predators and omnivores then simple prey. The formation of packs was how Lutumul survived at the start, their ability to learn lead to technology to help with survival. From survival came an evolution of more cities and technological advancements. Lutumite is a dwarf planet populated by countless small cities built in trees these communities are usually not wide so much as stacked atop eachother. To human simplification it'd be like small towns layered on top eachother to be closer to a small city. Such cities usually have a mix of developments, it'll be a hodge podge of wood work stone work and metal work. To be more precise that mixture is in everything, a home built by one generation in wood that next generation was fixed by some one who loves the shine of metal, but then a neighbor who moved in thought stone work was superior. There's a lack of uniformity and pattern to what any Lutumul building looks like, almost no uniformity would exist in how a city is designed, and it would barely look similar at all from city to city. This chaotic way of building has further changed by the introduction of and o other races. Inspired by others technologies and cultures more changes are made. Similarly a Lutumul is much smaller and so a Lutumul familiar with other races or wishing to be will try and change the size of a home, resulting in a size difference in structures as well. From homes to important pack buildings they can range from no more then six feet tall to twenty because they don't get over four feet tall, and some only hearing of races think them giants (compared to them).
Biology: A Lutumul is a when adult 2 to 4 foot tall bipedal creature often looking to humans like a mix of monkey and raccoon. It is important to note that most of them usually are an average of 3 feet tall those taller then 3.5 feet are probably a mutation or half breed of some kind. This is a growing trend in their society one probably wouldn't find a Lutumul over forty of such heights. They are furry creatures with a wide range of colors, though those colors are meant to blend in with the wildlife. Browns and blacks are way more common, with things like reds and greens being a bore rare. A Lumul is usually only going to live up to sixty years, the oldest of Lutumul is legendary hunter Uugu found in the city of Uugumul even now, who is sixty six years old! Their eyes are sort of small and beady noses sort of scrunched into the face and mouths wide. Though the teeth are tiny more pointy nubs then fangs, some off world Lutumul have bigger teeth but it takes time for such changes to come along.
The senses of a Lutumul are elevated for surviving on a predatory world. A vision of these small creatures can usually see clearly up to three hundred meters, and can adjust to most lighting conditions. It's not perfect night vision but it's usually not going to fail them. Hearing is relatively sharp, one needs possibly to hear a slither in the grass so as to not get bitten! Such hearing isn't as uniform though with more technology comes more loud noises and so it's not uncommon for one to be a bit hearing impaired. Smell is probably their strongest sensory ability, they have to be able know good meat from bad, dangerous berries from consumable ones and to know if bigger hunters are possibly after them. A Lutumul can usually tell if food is good for them and what's around them for three hundred meters. With a further ability to track a person or animal if the trail is recent, the trail usually going bad after twenty four hours. Taste is a bit more of a muted sense, as scavengers and foragers they are not as prone to caring about pallet. They've come to know combinations are better, that hot food tastes nicer, but they are by no means a culinary expert of a species. A lutumul is often just as willing to eat the wrapping paper with a candy bar as they are to bite down on a hot meal. Touch these critters have no real special differences here other then having surprising grip strength meant to help climb. The only real distinction in touch is their tails are as dexterous and strong as any other limb helping them hold or lift things.
Internal biological functions are most distinct in digestive and immune system better used for breaking down and surviving whatever food they swallow. It's not perfect by any means poisonous are likely to work on them just as well but foods alone usually won't get to them. They're lungs are some what small for their size they don't need as much oxygen to function. They are heavy sleepers and prone to hunger, their biology not likely to take to eating or sleeping less to get by. Intellectually they are quick to learn things doing best in sciences and creativity, they don't do well with things like history as much. Survival and expression has become more fundamental in their development then record keeping. Perhaps most significant on a scientific level is their reproduction organs, a hermaphrodite physiology being how they evolved. A Lutumul doesn't really factor in "gender" for themselves they are just Lutumul. These critters will change in those organs as the pack needs, with those in twenties usually being with female parts more often as the pack needs and older ones being more male to make sure offspring comes from the more healthy and youthful Lutumul. When outside of a pack it usually will change to reflect which ever is less prominent. Even though they may not be looking to reproduce this is just how they seem to function.
Communication: While a Lutumul can speak other languages its usually a bit choppy and distorted being more animal adjacent a growl or hiss might sneak into pronunciation if it can. Their own language of course being more sounds then "words". Lutumul have also adopted some mannerisms. The tail salute, as they learned of humans they developed a salute with their tail this is to them a very respecting gesture. The ha, the mouth opens as wide as it can before snapping shut in a sort of mock laugh, this is their rudest gesture the most scoffing at someone else possible. The loud chew, they aren't exactly the cleanest or silent of chewers being more chomps ans saw motions, they have learned that other races don't often like chewing sounds though, so to annoy people at times they will be as noisy about this as possible. Usually as their way of telling someone to be silent as if they don't want to hear it. And of course the ear droop, while ears aren't to large they do move usually pointing up if flat it means annoyed and if down usually means sad.
Relationships: Lutumul are pack animals by nature. They usually are not alone, they will find eachother and form groups almost any time it is possible. When it isn't they will try and latch onto other groups anything to not be on its own. This need for a pack means it will usually also struggle to move away from places and if it does look to use technology to stay in touch with a pack. There are usually two kinds of Lutumul those who will see a place as theirs and anyone there as apart of the family old or new, or who travel and while maybe having a smaller pack think almost everyone they meet is apart of the pack. When it comes to romantic ties it is usually a bond for life. If the pack needed to grow they might open themselves to others but generally speaking they will grow closest to one other individual . It is not uncommon for a Lutumul who loses their significant other to end up seeking death as well rarely being able to move on.
Technology: Lutumul are clever and take to learning sciences quite well. They however do this more by pack then some sort of educational practice. Because of this most devices they make or work on will have an asymmetry to them. Some have often described the machines of theirs as something that almost looks like it shouldn't work. Beyond this is a focus on more bulky design then sleek. As a species that foraged scavenged and would hunt when it did move to tools and engineering it wanted it to endure. Something more solid and blocky was better then tiny and frail.
Habits: They are drawn to stuff. Given their nature they have a tendency to hoard, and to stash things away. Not wanting to be wasteful of something that might help they will pocket all that they can essentially. A Lutumul also doesn't usually have much order. It wants to have its things and it wants to hold onto why they have them, for a Lutumul clutter is a home. Stealing warm things, not all Lutumul are thieving scheming little fellas but all Lutumul like to stay warm. It is possible if someone is missing blankets or socks it's because the ship or metal buildings are to cold so a Lutumul at least tried to "borrow" what will keep them warm.
Music and Art: Much like their technology the other ways of expression are disorderly by nature. It's not until recently they bothered to record things or for adhering to a pattern. It's more how they feel at the timemor care to perform then anything intentional. While a Lutumul may try and say draw a landscape it will oftennbe colored wild different or change to be more fantastical anything to sort of go out of the lines.
Hunting: Lutumul are protective and defensive of their packs but not particularly violent. Most of their experience there is by way of hunting other species. They favored specifically developing harnesses or clothing to help with climbing and sticking above hunters on Lutumul. Leaned towards weapons with range to help stay clear of the bigger predators. And when they do go for things like a hunt it's in groups. As individuals and up close they usually don't fair well.
Diplomatic Beliefs: Lutumul will usually lean one of three ways, possessive extensive or collaborative. Possessive for some Lutumul they will feel like they have a plentiful enough family so they will want stuff for family. Deals and discussion to chase after more belongings to help a pack. Extensive will be the desire to extend the family and pack. It won't be about profit but making more connections with people. Lastly is Collaborative looking to mix those two. Lutumul are not really to fixated on history or religion its roughly just which of these three ideals they think will help their clan.