S08 posted. Work in progress, as it is 12:30 am here and I need to sleep for work in about 6 hours. After an 8 hour shift I will be coming back home to finish Cyprian and also start the IC.
-Beta Stage: 7th, June, 4598 Notes[ Sabre08 dosier accessible as of ET 4:00 am on 6/7/4598 ] [ redirecting... ] [ done ]
Sabre-08
Military Rank None (Formally, Dr.)
Name Cyprian Sigmund
Age 37
Sex Male
Appearance Cyprian stands at 182.88cm, and weighs 74.8427kg. His snow white hair hangs unkempt, barely reaching his bright blue eyes, and surpassing his ears. His face is rather sharp and lean in shape, but in no way malnourished or otherwise deprived. His broad shoulders and confident posture contradict his lack of significant muscle. One would not pin his body type to be that of a soldier. When not deployed, Cyprian wears a white and gray lab coat, black slacks, and black shoes. His attire is designed to stave off harmful chemicals.
Personality Neutral Good Cyprian is a scientist first and foremost. Even as a Sabre, his job is that of his previous fields of expertise. He sees the Sabre project as not only a team, but a new opportunity for learning and experimentation. His optimism might slightly annoy the other Sabres at times, but they will quickly see his devotion towards making sure everyone gets home in one piece.
Biography DOB: 12th, December, 4560 Sigmund was born and resided in Asteroid Sector 2575920-19485 until the age of seventeen [17]. There he attended standard primary and secondary tier education, showing exceptional academic skill in mathematical and scientific fields of study. At the age of seventeen [17], Sigmund relocated to the Martian Institute of Information Technology and Sciences. Until the age of thirty-seven [37], Sigmund maintained a 4.00GPA in all fields of study. However, his PhD's are only in the following fields. Note that each field is a broad spectrum, and each contains multiple actual doctoral studies: Engineering Computer and Information Science Mathematics Astronomy Atmospheric Science and Meteorology Chemistry Physics Dr. Sigmund's accomplishments in his doctoral studies is of great interest to Dr.[REDACTED]. Sigmund is to be contacted by Sabre-Recruitment Team, and deployed as Sabre 08.
Specializations Skills Sigmund's vast intelligence and technological skills will be an asset to the Sabre Project. Subject has shown the ability to self-teach and therein operate foreign computer systems, recall inhuman amounts of information and knowledge with no outside aid, and has hundreds of patented inventions related to his fields of degrees.
Augmentations Due to his role on the Sabre Project, Sigmund has received little in the way of Sabre-level augmentation, not receiving augs designed for combat.:
Model AJHAP-255910 Electronic Sensory Nodes Implanted into cerebral cortex, enhancement of thought process and speed. Subject can store, recall and process information faster. Neurons now fire in excess of 500 times/second (compared to the average of 200/sec).
Direct Wireless Binary Access Module This module is installed at the base of the skull. Allows subject to wirelessly connect to and control computer and operation systems. This is done by redirecting electrical pulses down the spinal cord to instead trip sensors in the module, which convert the pulses to binary code, and are wirelessly transmitted to the target. Subject can control the target system with thought-based commands.
S08 Deployment Suit The S08 Model Deployment suit, like models S02 through S09, are all designed and built by Dr. Sigmund. Similarly to his augmentaitons, S08's SDS is not optimized for combat.
Sabre OS Intergration The Sabre Operating System v8.0 is installed within this suit. The suit is a fully functioning computer, able to show displays on both the inside and outside of the visor, and on a tech-pad installed on the right wrist. System is optimized for the Binary Access Module. As long as user maintains connection to Overwatch, he can access all data that the user is cleared for.
Plasma Energy Beam Fire-Arm S08 SDS is outfitted with an arm cannon on the left arm, set on the posterior side. Cannon is capable of firing many types of energy-based shots, including standard energy pulses, disruption beams, exothermic and endothermic rays, and high-concentration energy blasts. The PFA is highly useful but is out shined by standard firearms in raw stopping power.
Temporal Stasis / Tractor Beam Utility-Arm Opposite the Plasma Fire-Arm is a similar energy based gun upon the right arm. However the energy types associated with the Temporal Utility-Arm are not optimized for combat. Instead, this tool can warp space. This has near unlimited uses, but is highly taxing upon the suit's energy reserve. Advisory against the use of the Temporal Utility-Arm in excess is recommended.
Temporal Thrusters The space-warping energy of the TUA is also installed in the palms, soles and back of the S08 SDS. However, these installations are specialized to only allow for propulsion. Use of the Temporal Thruster is less taxing than the TUA, and presice angling of the hands, feet and torso can allow for full-directional movement.
@SimplyJohn I really like your character's abilities. I just want to make it very clear that one would not be selected for this program if they showed tenancy to not follow orders. Charging in ahead before plans are made (presumably due to impatience) is grounds for demotion and/or dismissal in most armed forces in real-life. Saffron would not and will not get away with disorderly conduct of any kind.
@SouljaGirl It only seems that way because of the imagery that people have used for their characters. I had no intentions of using such plot conventions in this roleplay.
Skills and standard abilities Highly intelligent and knowledgeable, especially about magic, supernatural creatures/occurrences, and anatomy/medicine. He is also able to craft magical items and magically enhance existing items, armor and weapons. Relatively strong and dexterous, but is loathsome to resort to physical combat, showing no signs of martial training.
Supernatural/ magical abilities Magic As a Lich, Adamar's most potent school of magic is Necromancy. This magic deals with life, death, unlife and the life-force. While a large portion of spells directly deal with undead, other necromantic spells can drain life from the living, grant false life, and channel dark energies. Adamar is also well-versed in other schools, showing a rounded set of magical skills, though with little focus on the magics of life preservation and healing.
Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.
Divination: Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
Evocation: Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
Transmutation: Transmutation spells change the properties of some creature, thing, or condition.
Univsersal: Universal magic focuses on pure magic. There are very little in the way of spells in this school, but these spells can be some of the most potent magic there is.
Undead Traits Undead creatures are preserved by a mental/magical force, and have no physical life-force keeping them animate, as most creatures do. This protects undead from conditions or requirements that also do not apply to objects (such as needing to eat/sleep/breathe, poison, bleeding, pain, nonlethal damage, etc). *Whether or not this grants protection against The Fog is up to the GM* The process to create undead is invariably evil by nature. As such, undead creatures are harmed by magical or supernatural forces that would restore life to the living (such as a healing spell), but they are healed by forces that drain life from the living (not to be confused with spells that deal damage).
Lich Traits Typical undead creatures are mindless, created and mentally controlled by a necromancer. The Lich, however, is a product of his own sinister desires. Born from a strong magician or political figure who desires power and immortality, a Lich is the mind of such a person, bound to their undead and feted corpse by necromantic means. As such, a Lich maintains its mind, memories, personality and intelligence. However, having a mind means that the Lich is vulnerable to mind-affecting abilities and spells. Every Lich maintains his immortality by binding his soul to a trinket of sorts, called a Phylactery. This Phylactery is the source of a Lich's power, and the destruction of the Phylactery is the only way to permanently destroy a Lich. If a Lich is killed while his Phylactery still exists, then his body, mind and soul will simply reform its presence. Without the Phylactery, the Lich will be unable to reform after being killed.
Job On his home plane, Adamar served as a court wizard to the king of the lands. However, he now has no method or need to maintain an occupation.
Personality Neutral Evil Adamar is by no means cruel, sinister, or diabolic. He is called evil by others mostly because of the nature of his existence. Adamar was fully aware of the blasphemy of his transformation into an undead creature. However, he seeks no atonement for his actions. Outside of being a neutral voice in the matters of his companions, he cares not for their well-being. Adamar only seeks to preserve his own unlife, and will gladly do so even if it requires the expense of allies. However, those who he deems highly useful will see an equal amount of utility from him towards their efforts.
Biography/ history Before arriving on Mym, Adamar was a court wizard for the king of the realm he lived in. However, his king was by no means benevolent. An oppressive tyrant, his majesty set only the highest taxes upon his subjects, and ordered the beheading of all that opposed him. Adamar was smart enough to not deny any demand made of him, which for the most part was simply to define terms, enchant items, or entertain with visually appealing spells. Occasionally, more specific needs were called for, but for the most part Adamar lived rather well by serving his king.
One day, his majesty called Adamar for a very unique request. Upon his arrival, Adamar learned of the king's desires for immorality, so that he might rule the lands for the rest of time. Such a tall order required years of research, practice and preparation. This was a condition that Adamar make very clear before getting to work.
Eventually, Adamar was ready. He approached his majesty in private to inform him of his progress, and arranged a time to perform the ritual. In a horrible turn of events, the ritual failed, and the king was now dead. Fearing for his own life, Adamar decided to try the ritual himself, so that he may survive any repercussions with a well-hidden phylactery.
After several hours of careful incantation, Adamar had completed the ritual. His life was ripped from his lungs, his heart ceased to beat to the soft rhythm that the living take for granted. And in its place, he felt a surge of negative energy lift his corpse off the floor. He had done it, he had become a Lich.
The following years would don a great war. With a bounty on his head, Adamar was frequently pursued by knights, paladins and clerics, seeking to slay him and purge his undead soul from their world. However, his hew-found powers over the dead allowed him to fight back with great force, in a war that would last for many centuries to come. Every aspiring hero slain by Adamar's undead forces only joined his ranks, and it would seem that victory would be his for sure.
However, the reverse quickly became true after the army of the living discovered the holy power of Positive Energy. With this gift granted to them by the gods, they easily destroyed hoards of undead while simultaneously reviving and healing the wounds of living soldiers. In a final resort to avoid destruction, Adamar weaved the mightiest spell he could muster. And with it, he stepped through the gaps of space and time itself to escape the world he once knew, in favor of a separate plane of existence.
In only a few short moments, Adamar found himself on the dull beaches of Mym...
Equipment Taking with him only what he could hold in his final moments in a battle-scarred kingdom, Adamar has little in the way of supplies. Other than his robes, he keeps a mask to hide his rotted face, a tome within which his spells are written, and his phylactery.
The phylactery is contained within a small leather pouch, with leather straps tied to the top that allow opening and closing of the pouch, as well as securing the pouch to a belt or wrist. The phylactery itself is a small sheet of parchment, and written upon the parchment is a fell contract of death written and signed by Adamar. The contract is written and signed in a sinister language of the dead, called Necril. This paper is carefully rolled and stored in the pouch.
Shown Spells by School and Level Abjuration
0 1 2 3 4 5 6 7 8 9
Conjuration
0 1 2 3 4 5 6 7 8 9
Divination
0
You detect magical auras in a 60 foot cone directed as you wish. The amount of information revealed depends on how long you study a particular area or subject.
First, you sense the presence of magical auras.
Then you discern the number of auras, and can pinpoint the most powerful aura.
Lastly, you learn the properties and nature of each aura.
1 2 3 4 5 6 7 8 9
Enchantment
0 1 2 3 4 5 6 7 8 9
Evocation
0 1 2 3 4 5 6 7 8 9
Illusion
0 1 2 3 4 5 6 7 8 9
Necromancy
0 1 2 3
This spell acts as Animate Dead, except that you can only create up Small or Medium sized undead, and you can only control up to 12 undead.
4
This spell turns corpses into skeletons or zombies that obey your commands. You can create Tiny, Small, Medium or Large sized undead creatures.
The undead can be made to follow you, attack any creature (or just a specific creatures) in an area, or become idle. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
The undead you create remain under your control indefinitely (until they are destroyed or dismissed). But no matter how many times you cast this spell, you can only control up to 12 undead. Any undead in excess created by this spell become under your control, but undead created by previous castings become uncontrolled until you control 24 undead. You choose which undead leave your service. These undead become free-willed (if they are not mindless), or simply act as normal uncontrolled undead.
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit.
If the creature is struck, they suffer moderate life-draining. Creatures who don't out-right die become weaker.
Undead creatures who are struck are healed instead of damaged.
5 6
This spell acts as Animate Dead, except that you can also create Diminutive and Huge sized undead, and you can control up to 24 undead.