Chronicles of The Omniverse Archived Jomber's Multiverse of Characters

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Hello World! (Worlds?) Welcome to a typical character depot of my scatterbrained mind.

Dusk:
Dusk ~ Xisteznicthez


History: Xisteznicthez, or Dusk as he generally calls himself, started off as an Aquazorais Sentinel, although he’d have very little time to live amongst his people. The Aquazorais are a fungaloid species, and the Sentinels were the ones who acted as the leaders, capable of linking their minds with that of their underlings. It was because of this mandatory cooperation that only a loose government was in place, as well as the stagnation of their technology. After all, if everyone thinks the same, then nobody comes up with new ideas (although the Jinvahn, another race, found a workaround). Their genetic makeup however, was highly mutable, and thus lead to several sub-species of their kind. Unfortunately, made them a prime target for space-faring nations to abduct them for their experiments.


The Ne’Tev were one such nation, and stole Dusk away in his infancy. The Ne’Tev, at least according to the Human race, were tyrants, and as such, conquered human colonies had a nasty habit of rebelling against their alien overlords. One such colony was designated as an experiment that, if proven useful, would be used across all other conquered territory as a deterrent. Dusk had various bits of technology grafted into him, and inserted into a machine. The goal was to fill his mind with Ne’Tevian memories to make Dusk think like them and empathize with their cause, effectively brainwashing, so that he could quell the rebellion. He was given the ability to remotely control squadrons of drones via a psionic connection. This robotic police with its new officer was the ultimate goal, but things went awry.


The Human rebellion caught wind of the project, and an opportunity. The facility in which the experiment was taking place was broken into and taken over. Instead of Ne’Tevian memories, they uploaded memories of that of a human war general. The rebellion surged and fought off the Ne’Tev occupying forces, with the new stolen drones and commander in charge.


Dusk, dismayed at his virtual memories, and the truth behind his creation, soon left the colony in search for answers. It was during his journeys that he learned of his true given birth name, amongst other things. He never had as many drones under his command as during the rebellion, but still kept an entourage of drones wherever he went.


Appearance: Dusk is large, although somewhat flat. His size is that of half of the interior of cargo truck, and his general overall shape is oval, almost reminiscent of the shape of a waterbug. His upper carapace has all sorts of mechanical inputs, devices, and wires meant to interface with special sockets where he can plug himself in, and gain all the CPU given by the supporting device. The more CPU, the greater his command of potential drones. Dusk’s underbelly is much more exposed and fleshier. His main form of locomotion is floating in the air, allowing a myriad of tentacles flow underneath him, with two main long tentacles towards his front which is his primary way of interacting with his world. His head hangs just below his front end, with three orange slits for eyes. His overall color scheme is brown and orange.

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Rough outline.

Personality: Dusk is generally reclusive, paranoid, and a bit abrasive. If he has a ship or other vehicle, he generally doesn’t tend to leave it, only speaking through his drones, leaving some to wonder to who he actually is. Because of these traits, making friends is a bit difficult. It doesn’t help that he tends to move a lot either. That said, as is with most people, those who get past his hard shell will find a fierce, loyal companion, if perhaps still a little bit of loudmouth.


Because of his memories being not of his own for the most part, he has a huge dissonance with which species he actually belongs to. This is why he tends to keep to himself, partly because of embarassment of who he actually is, as opposed to who he “grew up” as. It isn’t uncommon for him to replay memories when he has nothing else to do. His unwillingness to let go of the past, and yet forge a new identity is a great source of internal conflict. Still, whether it’s pure stubbornness, or a faint hope, he still wanders the cosmos in search of some kind of inner peace, whilst avoiding nations that’d love to consign him back to his status of being an experiment.


Skills: The constant maintenance of drones and the ships that he “comes across” means that he is quite the proficient engineer. Most of the drone schematics that he uses are stolen or gifted, depending on the situation, as he finds that his designs usually fall short of tried and tested creations. That said, due to his paranoid nature, he is pretty adept at creating security systems to if not stop, detect potential intruders. Turrets, alarms, cameras, you name it, he’s probably done it. His carapace even has cameras embedded into it as a way of gaining more visual awareness.


Abilities: Dusk is first and foremost a psionic. This is mainly used to control drones while he resides within his own ship. Using direct psionics requires a line of sight, and as such is difficult to use anything other drone command when in an interior. This is easier with cameras, although still inaccurate and weak. His psionic powers mainly manifest as electricity and magnetism. Both can be used offensively, electricity for obvious effect, but magnetism can be a bit more creative, such as yanking weapons out of the hands of weapons, or forcing two objects to collide with one another. This also has the side benefit of Dusk being able to protect himself against electric and magnetism attacks. He is also capable of creating a psionic shield around himself, which is necessary as he is fairly slow and large.


Dusk moves around via levitation, although he has a fairly low flight ceiling, that of a two story house.


As drones are sometimes unavailable, such as a squad’s destruction, or a lack of printers compatible with the Novo Crystal he carries, he does have a backup plan. The Novo Crystal is capable of manipulating and transmuting matter, although the relatively small size of the crystal is unable to do too much before needing to recharge. However, it combined with Dusk’s psionics allows two drones of his smallest combat class to temporarily manifest. Being that these two drones are formed partially from psionic energy, anytime they suffer damage, it results in mental feedback. Too much, and both drones disperse into energy, as well as a bit of pain and suffering on Dusk’s part. Dusk has affectionately named these two drones as Sol and Luna, keeping in theme of his own nickname. Sol being that of a white drone, while Luna being of black drone. In contrast to Dusk’s personality, the two drones are very emotive in the happy jubbly-wubbly sense, despite lacking any real sentience.

The Puppeteer ~ Daz Veeln:
The Puppeteer ~ Daz Veeln

History: Daz, or as he likes to be known as, The Puppeteer, is a puppet possessed by a ghost. Naturally, he used to be alive, and was an actor, participating in theaters across the globe. Unfortunately for him, he wasn’t exactly successful. He was criticized for hogging the spotlight, being overly dramatic for the scene, and generally being a megalomaniac.

Somewhere along his travels, he managed to piss off a rather notorious wizard within a bar. Daz insisted he was much more well-known than the Wizard, and he didn’t take that too lightly. With a zap of his staff, the Wizard captured Daz’s soul, and enslaved him within the body of a puppet. Over the next few years, the enslavement slowly grated on him. He wasn’t completely helpless though. He was expected to do tasks, and thus granted some limited powers.

At last, an opportunity arose. The populace had grown tired of this Wizard, and had sent a few heroes to enforce the law. During the ensuing chaos, Daz had made himself scarce, and snuck off to the top of the tower where the Wizard kept off-limits. He had gotten brief looks inside before being sent off. He saw within a powerful orb within, seemingly soaked with magic. The door was locked with a magic seal, but Daz was prepared. Over the years, he stole trinkets and ingredients while the Wizard wasn’t looking. Daz threw dust over the door to dispel the seal, went inside, and grabbed onto the artifact.

The Wizard was dead, Daz long gone, finally free. He assumed the name of “The Puppeteer,” bent on creating a new “life” for himself. Theatrics still ran through him, and with his new found powers, he could be the best actor the world had ever known.


Appearance: His head is that of a tapered cylinder, the neck being the shorter end, with a short purple flat hat on his top. A crooked jagged smile is accompanied with a pair of red glowing eyes are engraved on his face. A cloak drops down from his neck, a red jewel acting as the clasp at the neck. Within his cloak or six brass limbs hidden within. Each one limb ends with a three-pronged claw. Each limb can also have the claw substituted with other tools. He floats in the air, his cloak barely touching the ground.


Personality: Daz is overdramatic, a bit narcissistic, and a bit of a show-off. It doesn’t take much to insult him, or for him to use his abilities for a pointless show of power. He isn’t fond of being told to do trivial tasks either.


Skills: Working within in the theatres and his time imprisoned has left him with skills. He knows all the tools and basic workings of how a theatre operates, and thus any related tasks. Daz also knows a thing or two on the workings of magic. Using these two skills, he can devise and create contraptions, although they are leaning towards the more needlessly complicated side of things.


Abilities: His main ability is that of telekinesis. Manipulating objects, and making them perform tasks is his main way of interacting with the world. Animated objects can also do things a bit out of the ordinary. A table that skips across the floor and tackles someone, a chair that tries to box someone, if it adds a little bit of personality, pizzaz, and theatrics, it’ll be done. He’s even animated someone’s beverage into two dancers.

Outside of animating objects, he’s skilled in swordplay and the use of crossbows. That said, he doesn’t have the permits to carry any of them. Something about being too unstable, and being the pawn of a wizard once.
 
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