Juniper Modnar
Joined: Fri Dec 07, 2012 5:14 am Posts: 655 Location: Where she's not supposed to be...
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Captain Weaver - Cuthroat Buccaneer Haunted By Her Past
Name: Ahria D'Val "Captain Weaver"
Race: Elianite, "Spellbinders" colloquially
Type: Six-armed humanoid with innate mystical awareness.
Place of Birth: The derelict wreckage of a pilgrimmage vessel whose designation has been lost to time.
Gender: Female
Age: 27 in ADD Referential Years
Height: 6'7"
Weight: 180lbs
Eye Color: Dark purple eyes with a light reflective fuschia iris. The pupils open and close in a spiral formation giving the impression of an six pointed black star in low light conditions.
Skin Color: Milky White
Skin Texture: Slightly cold to the touch. Smooth like glass, but yielding to pressure.
Hair Color: Dark velvet with luminescent strands of fuschia worked through, worn to waist length.
Body Build: Curvacious and slender by turns, as if hand-sculpted to some ideal proportions.
Breast Size: 36C
Cock Size: Not as such
Clothing: Captain Weaver's relationship with clothes is . . . curious. Culturally, her people have never bothered, their homeworld's ecosystem being dominantly a temperate garden world. Harnesses with pouches were common from a strictly practical standpoint, but decoratively they relied more upon body paints, jewelry, and light airy scarves made from Threads for formal occasions. Clothing was generally reserved for religious icons who eschewed the easy life of the lowlands to meditate in the rocky higher atmospheres upon the connections formed between life forms.
Ahria, however, was not born in such idyllic circumstances. Aboard the drifting wreck she spent her formative years aboard, there was the ever-present risk of sudden decompression as a bulkhead would collapse under the irregular gravity or collide with some drifting debris. Worse yet, amongst many of the non-Elianite races their tendency to eschew clothing was often interpreted as a weakness or even an invitation. So, Ahria learned to keep herself covered, though the concept of fashion continues to elude her.
As Captain Weaver, she applies the same degree of hedonism to her wardrobe as anything else. Her garments are chosen primarily for the way they feel against her skin, and as such it's not at all uncommon to see her sporting outfits composed of various cuts in brilliant but clashing colors. When at her leisure and feeling secure, however, she generally eschews the use of garments entirely in favor of luxuriating in what she feels is a more natural posture. Her fondness for riches, however, means that the jewelry tends to remain prominently displayed about her figure, clothed or not.
Capabilities: Though the Elianites have a number of strange, esoteric powers the race is primarily known as "Spellbinders" throughout the greater Sector. Every member of the race is capable of inducing an overwhelming hypnotic trance in any sapient who looks into their spiraling eyes. The target's body goes rigid as their muscular system tries to move in every direction simultaneously and they stare unblinkingly forward while in the grips of this trance which, their mind playing out a detailed scenario of the Elianite's choosing which includes full sensory data. Objectively, these trances never last more than a full minute, however depending on how intricate the scene crafted and the skill of the Elianite they could subjectively take months of time to run their course. In Captain Weaver's case, a given trance rarely lasts more than a few hours, her scenarios usually little more than sparks of inspiration that play off of elements of the reciever's brain than the epics her people have passed down and recreated for centuries.
Similar to the Spellbinding effect, Elianites are also known to practice a specialized form of Threading called Puppet Mastery. It is, essentially, exactly what it seems like. Briefly looking into the victim's eyes, the Elianite takes control of their somatic mind. Ephemeral lines tend to run from the subject's wrists, ankles, and head which the person affected will claim feel like she's being drawn along by, meanwhile the Spellbinder needs to move their arms in certain arcane patterns to direct the other's motions. The victim is fully aware of everything happening around them and what they are doing, and there is no mental compelling to help them rationalize their actions, they are simply observers to their own body's actions for a time.
It should be noted that despite the similarities these abilities have to telepathic powers, Elianites have no abilities to receive thoughts or mental impulses from other races only transmit them. That doesn't keep the race from often times being treated as psychic.
Though all Elianites are capable of Threading, mastering the skill requires situational awareness and raw dexterity beyond the common Elianite. For generations it was considered the sole purview of religious monks who often spent decades doing nothing else but mastering the art. Unfortunately for the galaxy at large, however, as the child of pilgrims, Captain Weaver received the fundamental training and had enough aptitude to develop a sophisticated control over the art. Threading is somewhat like Telekinesis, ethereal, silvery threads appear from the air, wrap around what you wish, and move it as you wish. There are some caveats, of course. For example, the threads can only pull, and each individual thread can only lift so much weight before it breaks. As such, complex Threading tends to look like some kind of unholy fusion of tapestry weaving and a Rube Goldberg Device in action. It is her talent in this field that granted Captain Weaver her sobriquet, and she continues to regularly practice her decidedly profane variations on the traditional training methods.
Finally, all Elianites have an inherit understanding of the relationship between living things. A predator and it's prey has a connection, as do family members, friends, rivals, and lovers. This appears, to their eyes, as a faint tracery of a thread between the two people, the deeper their connection to one another the thicker the thread. It is said that the Masters can decipher the complex interpersonal politics in play with every person in a crowded room, though Captain Weaver's own abilities are barely good enough to tell her when her pets are forming connections with one another, or when one of her enemies is nearby and hunting for her.
Weaknesses: Having grown up upon a Space Hulk and lived most of her subsequent life aboard space ships and orbital stations, The Captain is moderately agoraphobic. Specifically, she feels a rising anxiety when under an open sky without being secured to something, the harsh realities of unassisted space walking far more familiar to her than the press of planetary gravity.
Ahria also has difficulties with heavy gravity conditions, her graceful form ill suited to resist the crushing pressure of such environments whether their root be natural or artificial in occurrence.
Lastly, Madam D'val suffers some social stigma in that certain circles consider her race to be SFA's rather than proper monsters. The distinction is primarily made via Captain Weaver's abilities, she proved her capability in Vanejin VII by publicly Puppet Mastering her would-be slaver into blowing off his own head. He had a spare, but he quickly got the point when she forced him to cock the hammer back for another shot.
Personality: Captain Weaver is an expressive but self-centered young woman, intent on carving every pleasure that exists from the galaxy for her own enjoyment. Like all of her people, the Captain is intrinsically aware of the bonds that link living things together, however, unlike her spiritually enlightened precursors Weaver is only concerned with the ones that tie back to her. Her crew are formed up primarily of those who buy into her cult of personality, she actively cultivates a large menagerie of pets and servants, and she relishes the final flicker of spite between her and her enemies as she snuffs their lives with a dark sensuality that continually threatens to become a deeper obsession with each passing year.
In her youth, Ahria existed in a state of abject poverty where death threatened to appear from every quarter. Once she escaped that stifling atmosphere, however, she was drawn to the finer things in life like a moth to the flames. Rich foods, fine clothes, glittering gemstones and shining metals, every new bauble takes her just a little further away from the desperate starving girl she so desperately wishes to forget. She's come quite a ways down that road, though she's still prone to wild mood swings between bubbling cheer, sultry blood lust, and crushing depression. Though she distracts herself with new pets and experiences, underneath it all she fears she'll never end the nightmares rooted in her past until she finds and destroys the twisted wreckage that she escaped so long ago.
Fighting Style: Captain Weaver is a close-quarters skirmisher, raised in conditions that translate well to the boarding actions she frequently runs these days. She's a natural at acrobatic maneuvers in zero, micro, and normative gravity conditions, quickly maneuvering through maintenance ways and elevator shafts once the power to the target vessel has been disabled.
For armaments she wields a quartet of curved short swords that her multidextrous nature allows her to wield like a whilring dervish of slashes, parries, feints, and counter-attacks. However, the "sting" in her style is a pair of pistols that often get lost compared to the more attention grabbing flashing steel in her other four arms. Each pistol is loaded with a bevy of long darts which stick into the skin and hold fast with barbed hooks while a reservoir of paralytic nerve toxin is slowly but steadily fed into the target, rending them passive and easily recollected for slaving once the fighting dies down.
The Captain is, of course, well versed in the small-unit tactics that piracy tends to rely upon, though she is unpracticed in the realities of fighting in an open battlefield, poorly suited for setting up logistic trains or protecting herself from spotters and snipers when planet side. though aware of this limitation on her part, so far she's been content to simply avoid fighting in such circumstances.
_________________ Juniper Modnar Spirited investigator
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