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 Midrozi Clan 
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Joined: Wed Jan 13, 2010 7:02 pm
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Post Midrozi Clan
The Midrozi Clan is one of the fifteen major Jarri clans. Their bio is split into two parts. That of the Jarri species as a whole, and that of the Midrozi clan itself.

Info on the Jarri species:

Height: Ranges from 5'8" to 7'6"

Eye Colour: Pure White

Skin Colour: Pure White

Skin Texture: Smooth

Hair? Long White hair extending from their head and is tied in a ponytail. Traditionally is kept long enough to trail along the ground behind them as they walk.

Body Build: Tall and thin.

Fighting Style: Uses precise strikes against clusters of nerves to paralyse an opponent if in melee or poisoned darts, bolts or blades if such techniques are unsuitable considering the circumstances.

Psychological Profile: Each individual has their own personal traits and quirks, although most share a love of dominating 'lesser' species and manipulation. They are also a sadistic race and they enjoy making others, particularly 'lesser' species and animals suffer.

Clothing: Outfits are usually a cloth that is weaved with metal strands. Feels like silk, but is very tough to break. The exact outfit varies based on caste. Hunters (Slavers) usually wear a loin cloth and a single piece of fabric wrapped around their upper chest which can be used as a binding. Warriors wear tightly fitting pants and shirts, covering all of their skin, and have additional armour plating over their chest and a mesh suit over the rest of their outfit for easy storage of equipment. Trainers outfits vary based on individual preference of training technique.

Distinguishing features: Tall, very thin and very white skin. Their movements are slightly hypnotic as well, and spending too much time watching a Jarri move can enthral someone.

Capabilities: Every Jarri is psychic, although each caste uses their powers differently. The Hunters are masters of illusions, of making their target's see what is not their, of trapping them in cages of their own mind. The warriors are psionics, capable of turning their psychic will into physical projections of force far greater than they could normally achieve. The elites are empaths, mind readers and manipulators they can slip into a mind and twist it until the mind knows nothing except what the trainers believe their new pet needs to know to fulfil their duties.

They also have a natural sense of a species nerve clusters and how an individual being's pleasure/pain receptors operate. With a series of touches or strikes a Jarri can send someone into screaming agony, or mind shattering pleasure.

Weaknesses: Arrogant. Jarri are not a particularly strong or tough race, and are actually slightly weaker than humans in those two areas. They have a sure belief in their own superiority, and if a Jarri is injured any who learn about it are usually stunned for several seconds as they try to restructure their mind to cope. However when they do succeed in coping they will stop at nothing to take revenge on whatever lesser being dared injure one of them.

Info on the Midrozi Clan:

The Midrozi clan is the largest and most powerful of the various Jarri clans. Of the fifteen great clans it is clearly the most powerful, possessing more resources and more skilled members than the Amati and the Girath (The great clans ranked number two and three respectfully) combined. The Midrozi owe most of their resources to the funding they receive from both catching and training slaves of all species (including their own on the rare occasion another Jarri clan crosses them) for a variety of roles ranging from guards to general servants to workers to sex slaves. They are also information brokers, smugglers, pirates and mercenaries. If something makes a profit, and preferably fuels their own belief in their species superiority over the rest of the galaxy, then they likely have a hand in it.

The Midrozi is massive for a Jarri clan, numbering in the millions of members, each a part of the four castes that make up Jarri Clan society.

The lowest caste is that of the menial, the workers, builders and, as the name implies, the servants. Their clothing is sparse, and usually thrown together from whatever scraps they can find. By law anything a menial wears must be dyed black. The Menial's are the most numerous of the castes, but lack any psychic power. They are seen as better than pets or toys as they can think and have the right to, and some members of the Menial caste can rise to great importance within the clan, being trusted to oversee the maintenance, cleaning and all other such duties of entire buildings, sometimes even an entire compound. Those elevated up to this position are often called the 'black lords', and they are fanatical in their devotion to their clan that has given them so much power.

The next caste up is the hunters. The hunters are those charged with catching potential pets and toys, and they also serve as ship crew and foot soldiers if a actual fight develops. Their outfits are dyed either a dull grey, green or yellow, depending on the environment they are hunting in. They often carry net guns, electronically reloading crossbows with tranquilliser darts, daggers lined with sleep poison, and flash orbs (A small orb that releases a series of very bright lights and high pitched whistles that is designed to drive anything that hears/sees it away, often into a trap) Hunters have psychic abilities, and they train and focus their mind into the creation of illusions. Even the weakest of Hunters can conceal their own form, and the more powerful ones can make illusions so powerful a victim's own mind refuses to believe it is an illusion and re-creates any sensations caused by the illusion.

The second highest caste is the warriors. These are the elite amongst a ship crew, the guards, the mercenaries and, when the opportunity presents itself, the pirates. When a skirmish occurs, no matter how big, the warriors are called in. The hunters may provide most of the fighting muscle for most ships, but even in the slaver ships the warriors provide the backbone. The main punch and the commanders in a battle. Every ship captain is a member of the warrior caste, and it is a rare ship's officer who is not a member of the warrior caste. The weapons used by the warriors vary, and since their aim is not taking prisoners they are often quite deadly. Due to the Jarri's sadistic nature these weapons rarely offer a quick death. The most common weapon is a bolt gun, a assault rifle that fires 5" barbed spikes tipped with a hypersensitivity poison. Warriors rarely take prisoners, although if ordered to by a elite caste member they swap their usual weapons out for hunter caste equipment and tone down their natural urges to painfully kill everything that tries to impede them. Warriors as psychic, and they condition their mind to allow them to create physical projections of their will. This allows them to create barriers of psychic energy, as well as tendrils of energy that are far stronger than the Jarri who created it. By the time a Jarri becomes the captain of a ship they are capable of crushing tanks with a thought or maintaining several dozen tendrils each twice as strong and fast as a human.

The Elite caste is the highest ranking caste in Jarri society. They are the diplomats, and most importantly the trainers. The Elite caste are subdivided into two areas of expertise. The diplomats are the lower ranking elites, and are in charge with all negotiation that takes place between the Midrozi and the other Jarri clans, as well as any outsider groups that the Midrozi must deal with. The higher rank is the trainers. Their role is simple, to break anything they are given and turn it into a useful pet or toy. The trainers are usually amongst the most sadistic and manipulative of the Jarri, and they know that given enough time anything can be broken and their mind reduced to putty to be remoulded into whatever they will. The elites are generally the most powerful psychics, and their abilities are the most taxing. While both ranks have empathy and mind reading abilities, a Jarri Elite knows every thought and emotion that anyone nearby has, only the trainers have the ability to actually enter another beings mind. Once there they must abide by the rules that govern the mind, although the more power they have the less the rules apply to them. However even the weakest of Elites can warp and twist a mind until it serves the desires of the Elite who trained it. However the Elites do not use just a mental attack, they often combine it with physical stimuli and drugs. An approach they have found to be very effective over the years.

Leadership: Each caste has their leaders, the Grey Lords of the Menials, the Huntmasters of the Hunters, the Battle Lords of the Warriors, the Silver Voices of the Elite diplomats and the Spire Lords of the Elite trainers. These leaders are above the usual castes, and if one is a part of the leadership you are higher ranking than any not also in the leadership. For those of leadership rank the caste system of ranking only applies to others with a leadership rank. As such even an Elite trainer must bend to the will of a Menial Grey Lord. Because of this once someone has a leadership position they will do whatever they can to maintain this immunity, this position above the masses. The fact that for someone to be considered for a leadership position they must be exceptional in their field also ensures that only the best reach the position, and they are constantly striving to improve themselves to keep it.

Ships:

The Three most common ship classes used by the Midrozi are the Hedla (Fighter), Margul (Destroyer) and Lindal (Cruiser)

Hedla: A Two crew fighter/bomber that is equipped with Lasers and missile launchers. Its lasers are used to engage hostile fighter targets while its missile launchers are designed to destroy, or cripple, larger targets. The Hedla is a very fast, very agile ship and has a shield generator on-board as well as a gate generator and sensor dampening technology, making locking computer systems on to the fast moving Hedla nearly impossible. They are usually flown in wings of 10 Hedla and all except the wing leader are hunter caste (the wing leader is a warrior caste)

Image
Three Hedla Fighters in formation.

Margul: A two hundred crew ship the Margul is the 'jack of all trades' for the Midrozi. Each Margul carries between four to eight wings of Hedla Fighters and they often set themselves up in the middle of a system and let their Hedla wings roam around the system until they find and disable a ship at which point the Margul moves in and boards the ship while the Hedla seek their next target. The Margul are also used as transports and blockade runners, and it is a rare blockade indeed that can stop a Margul from landing or leaving. Since they are not often deployed in a direct combat role many make the mistake of assuming that the Margul is only lightly armed, and that mistake is a costly one. Despite it's small crew the Margul is capable of matching ships crewed by thousands of crew in fire-power, and its combination of speed (helped by several inertia dampeners and other mass reducing technology) and shield generators makes it a difficult ship to face. Each Margul is equipped with a series of laser arrays capable of wiping out entire wings of fighters with ease, rail guns for long range fights and punching through heavy armour and/or shielding, torpedo launchers capable of launching missiles that can cripple a battleship in a single volley, Three shield generators, a gate generator and sensor dampening equipment, making it difficult for other ships to get a proper lock on a Margul.

Image
Two Marguls chasing down a fleeing ship while their escorts are occupied elsewhere

Lindal: A five thousand crew ship the Lindal is not a ship you want to see. While the Margul is often used as a smuggling ship or transport if you see a Lindal it means it is on the prowl. Lindals are exclusivly reserved for pirate activity or very wealthy clients who want a particularly difficult job done. They are designed first as a ship of the line, but have enough speed to be able to generally catch any smaller ship that tries to flee and to operate as a raiding ship. Because of this vastly different design principle the Lindal is not only heavily armoured and armed but carries a dozen shield generators, each one capable of shielding the entire ship. It is armed with dozens of laser arrays, rail guns, torpedo launchers, plasma batteries and carries 50 wings of Hedla (500 fighters total), a gate generator, sensor dampening equipment and all frequency jammers capable of blocking any form of communication.

Image
A Lindal with two of it's Hedla in escort formation.

Gate Drives: Rather than using the same FTL drives that the rest of the galaxy uses the Jarri instead use a system of gates. These allow instant teleportation across massive distances of space, but have an unusual side effect. Any electronic system active when a ship travels through a gate is fried beyond repair. A Gate drive creates a gate in front of the ship, and if the ship is moving fast enough it shuts down it's electronics and enters the gate. When a ship enters a gate it sends out a flash that draws anything nearby with it, and many a pilot has been lost by being too close to a Jarri ship as it 'gates', their ships sucked along with the Jarri ship.

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The Midrozi clan

The Midrozi are currently prowling the space lanes, and their survey team on Shokushu are evaluating the various students.

For a list of my chars go to here

I'm always up for a scene (well unless I'm already flat out of course) and don't hesitate to pm me if you would be interested in one


Last edited by Midrozi on Thu Jan 14, 2010 5:31 pm, edited 1 time in total.



Wed Jan 13, 2010 7:04 pm
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Post Re: Midrozi Clan
Individuals/Ships of Note:

Shokushu Survey Team: Since the Midrozi have a vested interest in the stock available at the school they like to know who the most valuable specimens are in each 'graduating' class. Considering the Midrozi make significant donations to the Shokushu budget, and are on speaking terms with several high ranking members of N.I.C.E labs for technology sales, it was a fairly simple matter for them to acquire five 'licences' giving them free access to the students at Shokushu and the facilities available there. Three are held permanently by Spire Lady Misralla (Elite Trainer Leadership Caste), Battle Lord Girran (Warrior Leadership Caste) and Huntmistress Mirria (Hunter Leadership Caste). These three are charged with determining the worth and level of training of each student before graduation so that the Midrozi know who to focus on acquiring for later sale. The remaining two licences are reserved for special visitors who wish to see Shokushu for themselves or as a potential reward for those who excel.

Spire Lady Misralla
Caste: Elite trainer (Leadership)
Gender: Female
Height: 6"8'
Role: Assessment of mental training and conditioning in regard to current value of specimen and expected value upon graduation.
Abilities: Very powerful Mind reading, empathy and mind manipulation psychic abilities. Extensive knowledge of human biology, methods of causing pleasure and pain, very extensive knowledge of drugs and poisons and their effect on a number of species.
Qualifications: Has been a Trainer for the past 90 years, and has the single best training record in Jarri history for assessment of selling price, as well as teaching humanoid specimens how to be proper pets.

Battle Lord Girran
Caste: Warrior (Leadership)
Gender: Male
Height: 7"6'
Role: Capturing and restraining specimen's who have been marked for individual assessment, acquiring of specimen's who have been deemed worth shipping as stock from regular slavers (note if Girran is unable for whatever reason to fulfil this duty a ship, usually a Margul, must be called in to intercept disable and board the slaver ship carrying the specimen to acquire the stock.)
Abilities: Expert at maintaining multiple psychic projections and is one of, if not the, best at maintaining a large number (he can easily manage 32, and has gone up to 8213) of projections simultaneously. Very extensive knowledge of various species biology and methods of causing pleasure and pain. Extensive knowledge of poisons. Master of combat in unarmed and armed melee and an expert marksmen.
Qualifications: Girran is surprisingly enough, one of the weakest of the Warrior caste leadership, and yet he is also one of the strongest. He is a master at maintaining a massive number of weaker projections at once, but struggles to create single strong ones. Thus in a duel with any of the leadership caste warriors he is easily beaten, but he is the most capable of taking on massive odds of low power foes.

Huntmistress Mirria
Caste: Hunter (Leadership)
Gender: Female
Height: 6"
Role: Assessment of value of physical appearance, identification of specimen's who are worth giving an individual assessment.
Abilities: Very powerful illusions, so powerful that anyone who sees it cannot make their mind reject the illusion and as such the illusion seems real. Knowledge of nerve clusters on human body and a master of unarmed melee combat and an expert shot. Master at unseen and quiet movement.
Qualifications: Mirria is one of the few Jarri that choose to enter a lower caste than she could have. She had been offered a place in the trainer caste, but refused it and instead joined the Hunters. As such her psychic powers are several leagues ahead of any other members of the Hunter leadership caste, and that allows her to pose as a student with no risk of discovery, thus allowing close quarters observation.

The Gahzlarri
Class: Margul
Crew: 200
Menials: 24
Hunters: 150
Warriors: 25
Elites: 1
Role: Smuggler, Pirate Mercenary. The Gahzlarri is the primary Margul operating in the area around Shokushu.
Modifications: Gate drive has been unstabilised, as such it takes a little bit longer to charge, but the range of which it draws in other nearby ships is massively increased. It has used this modification to draw in wings of fighters trying to stop it escaping the ADD Shokushu blockade, and even once an entire destroyer plus crew, along with it when it returns to its base of operations, usually resulting in massive additional profits as the ADD is almost exclusivly female and it is a simple matter to break their members into sex slaves sellable on the market.
Hedla Wings: 8

Individuals of Note:

Captain Leera
Caste: Warrior
Gender: Male
Height: 7"6'
Role: Captain of the ship and leader of the Warrior aboard.
Abilities: Fairly powerful psychic. Very extensive knowledge of various species biology and methods of causing pleasure and pain. Extensive knowledge of poisons. Master of combat in unarmed and armed melee and an expert marksmen. Master tactician in ship to ship, boarding, and planet-side combat.

Mirta
Caste: Elite Trainer
Gender: Female
Height: 6"8'
Role: Assess stock for damage and provide medical check up to ensure they are fit for most profitable market (once trained of course).
Abilities: Mind reading, empathy and mind manipulation psychic abilities. Extensive knowledge of various species biology, methods of causing pleasure and pain, and very extensive knowledge of drugs and poisons and their effect on a number of species.

Liira
Caste: Warrior
Gender: Female
Height: 7"4'
Role: Second in command, Hedla Commander.
Abilities: Powerful psychic. Very extensive knowledge of various species biology and methods of causing pleasure and pain. Extensive knowledge of poisons. Master of combat in unarmed and armed melee and an expert marksmen. Expert fighter pilot at both dog fighting enemy fighters and at strafing runs over larger ships.

Lessali
Caste: Hunter
Gender: Female
Height: 6"
Role: Slave master. (She gathers the prisoners after a boarding or a slave grab, and is in charge of ensuring they remain fed and are healthy for the trip back home) She also takes charge of any slave grab operation the ship runs, rather than Captain Leera who takes charge of piracy related boarding actions.
Abilities: Powerful illusions. Knowledge of nerve clusters on human body and a master of unarmed melee combat and an expert shot. Master at unseen and quiet movement. Expert at guessing where a prey will run and at how to encircle and trap them.

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The Midrozi clan

The Midrozi are currently prowling the space lanes, and their survey team on Shokushu are evaluating the various students.

For a list of my chars go to here

I'm always up for a scene (well unless I'm already flat out of course) and don't hesitate to pm me if you would be interested in one


Last edited by Midrozi on Mon Feb 22, 2010 1:26 am, edited 4 times in total.



Wed Jan 13, 2010 7:06 pm
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Post Re: Midrozi Clan
What you have so far is pretty well thought out and well written. Good job so far.

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Wed Jan 13, 2010 7:31 pm
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Post Re: Midrozi Clan
Yeah, I agree, it is pretty interesting. I couldn't stop reading, a very fascinating structure.
I was about to start wondering before I read that it isn't finished, would be a shame if there would be no individuals out there to roleplay with :D

I doubt Ryu will ever be able to rp with them suitably, but it seems to be a pretty addition to the space and so on. Just... well done, can think of nothing else right now. ^_^

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Wed Jan 13, 2010 7:36 pm
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Post Re: Midrozi Clan
And finished (At least for now :mrgreen: )

If I've missed anything let me know (And yes I know that the individual's are pretty sparse in detail, but due to the amount of them making a full blown detailed bio for each would take ages)

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The Midrozi clan

The Midrozi are currently prowling the space lanes, and their survey team on Shokushu are evaluating the various students.

For a list of my chars go to here

I'm always up for a scene (well unless I'm already flat out of course) and don't hesitate to pm me if you would be interested in one


Thu Jan 14, 2010 7:25 pm
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Post Re: Midrozi Clan
Wow i normally dont comment on other monsters but you have thought this out, anyway Welcome to Shokushu Campus, hope you enjoy your stay here and if you have any questions please feel free to ask, every one here very helpful for the most part and you will find alot of ladies that would love your attentions here ;) again Welcome to Shokushu Campus

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Thu Jan 14, 2010 7:28 pm
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Post Re: Midrozi Clan
Well, I guess it is definitely 'enough' now :mrgreen:

I love the structure of everything, kinda hard to combine everything to such a scaffold I guess, just have to say it looks great. It'll be fun to play with them as well to read stories with such an interesting race involved.

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Thu Jan 14, 2010 7:38 pm
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Post Re: Midrozi Clan
Wow! That is a lot of work you have put into this :shock:

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Thu Jan 14, 2010 7:46 pm
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Post Re: Midrozi Clan
I wasn't really sure what sort of response I would get from this, but I certainly didn't expect this. :shock:

Thank you.

Although i am getting slightly annoyed about the fact they still feel like I've only just scratched the surface and there is a lot more that I should add. (Where they are based, what their shop on Vanejin VI looks like, make up some of their favoured 'pets' that they use for either battle support or to assist in training, as well as flesh out the characters a bit more)

Since weekend is almost here no doubt some more stuff will be added within the next three days or so.

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The Midrozi clan

The Midrozi are currently prowling the space lanes, and their survey team on Shokushu are evaluating the various students.

For a list of my chars go to here

I'm always up for a scene (well unless I'm already flat out of course) and don't hesitate to pm me if you would be interested in one


Thu Jan 14, 2010 7:57 pm
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Post Re: Midrozi Clan
well some time role playing with the characters helps show the finer points of your creations and help give it more depth, but if you do make any add on's it helps those who read your profile that you have the add on's in a different color so we can see the new ideas you placed in your development

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Thu Jan 14, 2010 8:03 pm
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Post Re: Midrozi Clan
I know about the different colours for updates. I did make a point of reading the other bio's before I started writing the Midrozi up.

Only reason I didn't bother for this edit/update was because I had said they were not finished and the only stuff I added went on straight underneath what was already there.

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The Midrozi clan

The Midrozi are currently prowling the space lanes, and their survey team on Shokushu are evaluating the various students.

For a list of my chars go to here

I'm always up for a scene (well unless I'm already flat out of course) and don't hesitate to pm me if you would be interested in one


Thu Jan 14, 2010 8:08 pm
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Post Re: Midrozi Clan
heh i understand not doing it to the editing part but its good to know you did some research before doing any thing :)

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Thu Jan 14, 2010 8:10 pm
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Post Re: Midrozi Clan
Just so it's easily findable and easy to reference.

Despite the fact I havn't put the link in my sig (and won't because would have to lose the quote to do it) the Midrozi Clan is me.

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Thu Mar 18, 2010 1:40 pm
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