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Overview
Vintyrr vi Arlasgo
MASCULINE
[he/they]
92
Vintyrr has been alive for 92 of Earth's years, though his species views that as a small blip given their lifespan is typically around 500 years. He's matured plenty, and is by far considered an adult, though he still has a lot of physiological growth left.
VILLAIN
[Description TBA.]
THE WRAITH
[Description TBA.]
Looks
VITRUVIAN
Excerpt from “Under The Microscope: Unbiased History of the Milky Way,” Vesuvi Sanderval (ct3608)
[...] Alongside the tsrikat’thients, vitruvians are incredibly influential in the Sol, Tau Ceti, and Alpha Centauri systems, and well-known in many others. They have always been at odds with the tsrikats, and many speculate that it is because the xaianthra, a very ancient race that used to inhabit Alpha Centauri, used vitruvian DNA as the other half to their playing god and creating the tsrikats. [...] As of ▉▉▉▉, vitruvians recovered from a two hundred-year civil war… only to be met with a war against the tsrikats as more violent actions against the vitruvians living in Proxima began getting put to light. In spite of their ill treatment on Centauri A and C, the vitruvians strive to be better than their neighbors, with the electives and high councils treating tsrikats with equal respect and justice in court and law. The public and the people have varying views, as one may expect.
7' 4" (224cm)
296lbs (134kg)
CYAN
BLUE
Varying shades of blue, hints of purple; pseudo-gills and the surrounding flesh are pinkish in coloration.
BULKY, ATHLETIC
Powers & Abilities
DIMENSIOKINESIS | ◻◻◻
V is disturbingly adept at manipulating the energy around him - specifically dimensional energy. He can pop holes in the space around him, passing through and pulling objects out of his "Rift," a pocket dimension of sorts, as well as utilizing Rift energy for short-ranged attacks. His abilities were already fairly strong before Humanity's Protectorate got ahold of him and a few other members of his crew; that experience made him even stronger, and ultimately aided in his escape.
Due to hiding his crew's vessel in a dimensional Rift, his abilities are significantly weaker. It is very easy for him to overextend, and he must use abilities in moderation lest he risk injury to himself and potentially even comatose or death.
DIMENSIONAL VISION, DIMENSIONAL BORDER CONTROL | ◻◻◻
Walking the dimensional border is V's most commonly-utilized ability. It allows him to slip in and out of the dimension and walk between it and his Rift, making it appear as though he vanishes and reappears elsewhere. He has increased perception while passing through the border, though anyone with a PERCEPTION modifier of 6 or more that he makes eye contact with will immediately know his position in the Rift. A PERCEPTION modifier of 5 or more may alert the individual to his presence, but will not give his position away.
While passing through the border, V is able to perceive more in his surroundings for brief periods of time as he walks the line. That coupled with his augments allows him to track specific technology or people if he manages to get a fix on them from the border.
He cannot do it for long periods of time without ample rest in between, and so he uses the ability in very brief bursts. Overuse results in self-injury.
DIMENSIONAL RIFT | ◻◻◻
Usually in an act of desperation, V can tear a hole in the space around him. He can draw objects ranging from common rocks, meteoroids, and other celestial debris through the Rift.
At the moment, V cannot use this ability aside from forcing very small amounts of debris (typically basketball-sized meteoroids) out of the Rift. Even with it not being near its fullest potential and strength, he damages himself via 1d10 when using this ability, and a bad luck roll from an ally may result in his unconsciousness. Living things cannot be pulled into nor pushed out of the Rift.
THE PSION | TIER I | PASSIVE
+2 wisdom
+1 intelligence
-1 charisma
Ever-vigilant and ever-learning, V was trained to have a mind of steel. He is very quick to absorb information and glean whatever he can on the fly.
The trauma he suffered at the hands of Humanity's Protectorate left him far more closed off from the world than he once was.
DIMENSIONAL DANCER | TIER I | CONDITIONAL
+2 perception
+2 dexterity (stealth)
When Riftwalking, V receives increased PERCEPTION, as well as a DEXTERITY buff against any PERCEPTION checks performed on him. He gains "true sight," allowing him to perform a PER check to scope out hidden objects in his surroundings and track them via his augments. V can only remain in the Rift for 1 Turn at a time.
REVERSE ENGINEER | TIER I | CONDITIONAL
+5 intelligence
-1 perception
V gains increased INTELLIGENCE when working with machinery and technology, as well as an additional bonus to PERCEPTION checks on finding tech when it's considered FAMILIAR. He can perform INT checks to interface with compatible tech and become FAMILIAR with it, should the rolls succeed. Technology and machinery only become FAMILIAR in the roleplays following
Nature
V probably isn't who you'd expect to have been raised among "disreputable" folks considering his personality and behavior. In spite of his status as the leader of the Al'jhe bahk T'su and as a renowned assassin, V is.. mostly approachable.
Curious by nature, V has a fascination with the unknown, history, technology, and biology; do not call him a nerd unless you want the most irritated look on the planet pointed in your direction. He's fairly sociable and polite, but has a low tolerance of thick-headed or annoying individuals. His intelligence is matched only by his dry humor and his mastery of deflecting emotional conversations, but he also has a surprisingly wide range of emotions in spite of his attempts to keep his thoughts and heart reserved from the majority of people.
While not very chatty, V is still fairly sociable when it suits him. He tries (tries) to keep most people at an arm's length, and typically uses dry humor to deflect anything too heartfelt. He can be just as cordial as he can be apathetic, and first impressions mean a lot to him. If someone proves to be good company, he's typically more inclined to share his time and thoughts with them. However, if someone comes off as a nuisance, then he shuts down and retreats into his thoughts. In spite of this, he always strives to be polite - so long as no one is a dick around him. His charisma can be wavering, especially around humans, but all in all: he's pretty chill, if not a total tease and occasionally a bit of an ass.
V is intelligent, calculating, and headstrong. His actions are rarely snap-judgement, though he is prepared to toss his plans if the waters get too rough. He is very open-minded, albeit maybe a bit skeptical. V uses his head for most of his decisions, but he will gladly try to be empathetic toward anyone close to him in need of comfort. He can be surprisingly goofy in the company of friends or trusted individuals, though it's still a rare sight even then.
In spite of his eye for planning and detail, he is just as prone to slipping up as anyone else. He likes to view plans as possible paths rather than absolutes. His vices tend to get the better of him, especially when it comes to self-indulgence. V's interactions with humans are always fairly cautious, even though he knows not all humans share the same views as Humanity's Protectorate. Truthfully? V hopes a human can work into his life and change his outlook and comfort levels around humanity for the better.
History
NOVEMBER 17, 1933
V's family was always the tight-knit community of nomads that traveled Helios-5; his origins and "real parents" were never of any concern to him. The community was numerous and diverse, filled with all different species and folks of multitudes of backgrounds. Through them, he first learned the ins and outs of technology, from common cybernetics to the massive rigs that moved the clan to and fro. You'd probably find it hard to believe there would be such kinship among outlaws, yeah? The Karnacra were the most familial group of cutthroats, pirates, and thieves you'd probably ever come across. While he was taught to care for the needs of his kin, self-sufficiency was always emphasized by his mentors. He needed to be strong on his own, too.
The mobile city V was raised in - Arlasgo - was originally one of many war rigs designed to carry massive amounts of foot soldiers, supplies, and weapons across the surface of the planet. After the civil war, it had been left to ruin, as Helios-5 was unlucky enough to be the planet most environmentally-impacted by the violence in the Kholo System. The rig was repurposed and named the Arlasgo, serving as a major trading city and growing to become one of the most prosperous of the nomadic cities on Helios-5.
Psionics aiding him in all of his endeavors, V thrived both in and outside of Arlasgo. His aptitude with technology, as well as his reliability as a blade for hire, made him a very wealthy Vitruvian at a young age. Given his natural leadership skills, it wasn't hard for V to form a group of his own, and the bunch became thick as thieves (hah). Becoming known as the "Al'jhe bahk T'su," the "[TBD]," the group was often hired for mercenary work; they frequently went on raids and the like when there was no work to be found. He began to augment himself to further his abilities, and once he knew the procedures were safe, he'd augment any among his crew that wanted the procedures done.
When the Al'jhe were tasked with clearing out a rival gang's headquarters and retrieving the cruiser within that was being worked on, they were left with a unique opportunity: they could take the ship. The majority of the crew was augmented, and thus had similar methods of interfacing with technology as V did. Wiping the gang out, raiding their stocks, and managing to get the ship (of which they later named the Karnacra after their family in Arlasgo) off the planet, a whole new door was opened for the Al'jhe. They began to travel the galaxy, rallying more support wherever they went. Technology, resources, knowledge, augments, a roof over their head - V shared anything needed with folks who heeded his call and traded either goods or work with the Al'jhe. Some people were assassins, some pirates, some thieves, and some just hitchhikers that didn't know where to go. There was almost as wide a variety of species and backgrounds present on the ship as there had been in Arlasgo.
That was just the way V wanted it.
Miscellaneous
SARO - "EYELIDS"
ANTHONY HOWELL
Overview
Details about this character's overview
Vintyrr vi Arlasgo
MASCULINE
[he/they]
92
Vintyrr has been alive for 92 of Earth's years, though his species views that as a small blip given their lifespan is typically around 500 years. He's matured plenty, and is by far considered an adult, though he still has a lot of physiological growth left.
VILLAIN
[Description TBA.]
THE WRAITH
[Description TBA.]
Looks
Details about this character's looks
VITRUVIAN
Excerpt from “Under The Microscope: Unbiased History of the Milky Way,” Vesuvi Sanderval (ct3608)
[...] Alongside the tsrikat’thients, vitruvians are incredibly influential in the Sol, Tau Ceti, and Alpha Centauri systems, and well-known in many others. They have always been at odds with the tsrikats, and many speculate that it is because the xaianthra, a very ancient race that used to inhabit Alpha Centauri, used vitruvian DNA as the other half to their playing god and creating the tsrikats. [...] As of ▉▉▉▉, vitruvians recovered from a two hundred-year civil war… only to be met with a war against the tsrikats as more violent actions against the vitruvians living in Proxima began getting put to light. In spite of their ill treatment on Centauri A and C, the vitruvians strive to be better than their neighbors, with the electives and high councils treating tsrikats with equal respect and justice in court and law. The public and the people have varying views, as one may expect.
7' 4" (224cm)
296lbs (134kg)
CYAN
BLUE
Varying shades of blue, hints of purple; pseudo-gills and the surrounding flesh are pinkish in coloration.
BULKY, ATHLETIC
Powers & Abilities
Details about this character's powers & abilities
DIMENSIOKINESIS | ◻◻◻
V is disturbingly adept at manipulating the energy around him - specifically dimensional energy. He can pop holes in the space around him, passing through and pulling objects out of his "Rift," a pocket dimension of sorts, as well as utilizing Rift energy for short-ranged attacks. His abilities were already fairly strong before Humanity's Protectorate got ahold of him and a few other members of his crew; that experience made him even stronger, and ultimately aided in his escape.
Due to hiding his crew's vessel in a dimensional Rift, his abilities are significantly weaker. It is very easy for him to overextend, and he must use abilities in moderation lest he risk injury to himself and potentially even comatose or death.
DIMENSIONAL VISION, DIMENSIONAL BORDER CONTROL | ◻◻◻
Walking the dimensional border is V's most commonly-utilized ability. It allows him to slip in and out of the dimension and walk between it and his Rift, making it appear as though he vanishes and reappears elsewhere. He has increased perception while passing through the border, though anyone with a PERCEPTION modifier of 6 or more that he makes eye contact with will immediately know his position in the Rift. A PERCEPTION modifier of 5 or more may alert the individual to his presence, but will not give his position away.
While passing through the border, V is able to perceive more in his surroundings for brief periods of time as he walks the line. That coupled with his augments allows him to track specific technology or people if he manages to get a fix on them from the border.
He cannot do it for long periods of time without ample rest in between, and so he uses the ability in very brief bursts. Overuse results in self-injury.
DIMENSIONAL RIFT | ◻◻◻
Usually in an act of desperation, V can tear a hole in the space around him. He can draw objects ranging from common rocks, meteoroids, and other celestial debris through the Rift.
At the moment, V cannot use this ability aside from forcing very small amounts of debris (typically basketball-sized meteoroids) out of the Rift. Even with it not being near its fullest potential and strength, he damages himself via 1d10 when using this ability, and a bad luck roll from an ally may result in his unconsciousness. Living things cannot be pulled into nor pushed out of the Rift.
THE PSION | TIER I | PASSIVE
+2 wisdom
+1 intelligence
-1 charisma
Ever-vigilant and ever-learning, V was trained to have a mind of steel. He is very quick to absorb information and glean whatever he can on the fly.
The trauma he suffered at the hands of Humanity's Protectorate left him far more closed off from the world than he once was.
DIMENSIONAL DANCER | TIER I | CONDITIONAL
+2 perception
+2 dexterity (stealth)
When Riftwalking, V receives increased PERCEPTION, as well as a DEXTERITY buff against any PERCEPTION checks performed on him. He gains "true sight," allowing him to perform a PER check to scope out hidden objects in his surroundings and track them via his augments. V can only remain in the Rift for 1 Turn at a time.
REVERSE ENGINEER | TIER I | CONDITIONAL
+5 intelligence
-1 perception
V gains increased INTELLIGENCE when working with machinery and technology, as well as an additional bonus to PERCEPTION checks on finding tech when it's considered FAMILIAR. He can perform INT checks to interface with compatible tech and become FAMILIAR with it, should the rolls succeed. Technology and machinery only become FAMILIAR in the roleplays following
Nature
Details about this character's nature
V probably isn't who you'd expect to have been raised among "disreputable" folks considering his personality and behavior. In spite of his status as the leader of the Al'jhe bahk T'su and as a renowned assassin, V is.. mostly approachable.
Curious by nature, V has a fascination with the unknown, history, technology, and biology; do not call him a nerd unless you want the most irritated look on the planet pointed in your direction. He's fairly sociable and polite, but has a low tolerance of thick-headed or annoying individuals. His intelligence is matched only by his dry humor and his mastery of deflecting emotional conversations, but he also has a surprisingly wide range of emotions in spite of his attempts to keep his thoughts and heart reserved from the majority of people.
While not very chatty, V is still fairly sociable when it suits him. He tries (tries) to keep most people at an arm's length, and typically uses dry humor to deflect anything too heartfelt. He can be just as cordial as he can be apathetic, and first impressions mean a lot to him. If someone proves to be good company, he's typically more inclined to share his time and thoughts with them. However, if someone comes off as a nuisance, then he shuts down and retreats into his thoughts. In spite of this, he always strives to be polite - so long as no one is a dick around him. His charisma can be wavering, especially around humans, but all in all: he's pretty chill, if not a total tease and occasionally a bit of an ass.
V is intelligent, calculating, and headstrong. His actions are rarely snap-judgement, though he is prepared to toss his plans if the waters get too rough. He is very open-minded, albeit maybe a bit skeptical. V uses his head for most of his decisions, but he will gladly try to be empathetic toward anyone close to him in need of comfort. He can be surprisingly goofy in the company of friends or trusted individuals, though it's still a rare sight even then.
In spite of his eye for planning and detail, he is just as prone to slipping up as anyone else. He likes to view plans as possible paths rather than absolutes. His vices tend to get the better of him, especially when it comes to self-indulgence. V's interactions with humans are always fairly cautious, even though he knows not all humans share the same views as Humanity's Protectorate. Truthfully? V hopes a human can work into his life and change his outlook and comfort levels around humanity for the better.
Social
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Family
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History
Details about this character's history
NOVEMBER 17, 1933
V's family was always the tight-knit community of nomads that traveled Helios-5; his origins and "real parents" were never of any concern to him. The community was numerous and diverse, filled with all different species and folks of multitudes of backgrounds. Through them, he first learned the ins and outs of technology, from common cybernetics to the massive rigs that moved the clan to and fro. You'd probably find it hard to believe there would be such kinship among outlaws, yeah? The Karnacra were the most familial group of cutthroats, pirates, and thieves you'd probably ever come across. While he was taught to care for the needs of his kin, self-sufficiency was always emphasized by his mentors. He needed to be strong on his own, too.
The mobile city V was raised in - Arlasgo - was originally one of many war rigs designed to carry massive amounts of foot soldiers, supplies, and weapons across the surface of the planet. After the civil war, it had been left to ruin, as Helios-5 was unlucky enough to be the planet most environmentally-impacted by the violence in the Kholo System. The rig was repurposed and named the Arlasgo, serving as a major trading city and growing to become one of the most prosperous of the nomadic cities on Helios-5.
Psionics aiding him in all of his endeavors, V thrived both in and outside of Arlasgo. His aptitude with technology, as well as his reliability as a blade for hire, made him a very wealthy Vitruvian at a young age. Given his natural leadership skills, it wasn't hard for V to form a group of his own, and the bunch became thick as thieves (hah). Becoming known as the "Al'jhe bahk T'su," the "[TBD]," the group was often hired for mercenary work; they frequently went on raids and the like when there was no work to be found. He began to augment himself to further his abilities, and once he knew the procedures were safe, he'd augment any among his crew that wanted the procedures done.
When the Al'jhe were tasked with clearing out a rival gang's headquarters and retrieving the cruiser within that was being worked on, they were left with a unique opportunity: they could take the ship. The majority of the crew was augmented, and thus had similar methods of interfacing with technology as V did. Wiping the gang out, raiding their stocks, and managing to get the ship (of which they later named the Karnacra after their family in Arlasgo) off the planet, a whole new door was opened for the Al'jhe. They began to travel the galaxy, rallying more support wherever they went. Technology, resources, knowledge, augments, a roof over their head - V shared anything needed with folks who heeded his call and traded either goods or work with the Al'jhe. Some people were assassins, some pirates, some thieves, and some just hitchhikers that didn't know where to go. There was almost as wide a variety of species and backgrounds present on the ship as there had been in Arlasgo.
That was just the way V wanted it.
Miscellaneous
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SARO - "EYELIDS"
ANTHONY HOWELL
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