Other Qarin

Discussion in 'Approved' started by Hastur, Jul 4, 2017.

  1. Hastur

    Hastur the assad regime will reclaim syria

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    Name: Qarin




    Description: Phase-matter beings that function as unique companions and aids to their Bearer.




    Abilities:



    [*]
    A Qarin exists primarily as a phase-matter entity, invisible to the naked eye in most circumstances, and is able to momentarily become corporeal in order to interact with their environment while being under the complete mental control of their Bearer. A Qarin's abilities and functions are more specially designed during the linking process, chosen by the one who will bear the Qarin.

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    A Qarin is usually faster than a typical organic, but its speed and strength are affected by how focused and attentive their Bearer is on their behavior.

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    When corporeal, are able to interact with physical objects, such as moving items, opening doors, or helping in a fight.

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    A Bearer can see and hear through a Qarin for a distance of up to 5 feet from the Bearer, this ability deteriorates in quality as the Qarin moves from farther from their Bearer due to the strain on the neural link. Though when corporeal, its vision is normal and unaffected.

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    A Qarin's standard strength and speed is based upon that of its Bearer. This can be changed with how much individual mental focus a Bearer is putting on their Qarin.

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    The main ability of a Qarin is the power to change from phase matter to solid matter, turning from incorporeal to corporeal and interacting with the world around it.


    Conditional Abilities (Optional):




    Limitations:



    [*]
    Due to a shared link with a sentient life form's mind, pain suffered by a Qarin is shared with its Bearer. For instance, if an incorporeal Qarin is shot with a plasma rifle, then the Bearer will also feel the pain, though not relative to the spot the Qarin is damaged, assuming their Qarin is a bipedal, humanoid form. Mechanical Bearers will suffer problems in their systems in case they lack any sort of pain modules.

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    A Qarin's entire body cannot travel more than 40 feet from its bearer, or the mental link will break and the being will lose its form entirely.

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    Qarin cannot be corporeal for more than 8 seconds (( Two combat turns )), and after becoming corporeal, must wait 20 seconds (( 5 combat turns )) before being able to interact with the physical world again. They may still be damaged by energy weaponry in this recovery time.

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    Only one Qarin can be bound to a Bearer.

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    If a Qarin is destroyed, the Bearer will be overcome with waves of nausea and headaches as their brains tries to adjust to the sudden disappearance of the Qarin's bond. Mechanical Bearers will have their systems scrambled for about the same time, about 30 minutes.

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    Qarin have a maximum height of 8 feet, and a minimum height of 2 feet. They can be any height or size in between these two numbers.

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    If the Bearer dies, the Qarin dies as well.


    Conditional Limitations (Optional): 



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    A Qarin always has some portion of its body pointing or leading towards its Bearer, which can give away their position in the event they are trying to be stealthy.

    [*]
    A Qarin's strength and speed are dependent on the focus of their Bearer, meaning that focusing heavily on one's Qarin will leave themselves open, and not focusing on a Qarin will leave it slow and weak.


    How does it work: A Qarin is an amorphous, phase-matter creature that only gains form by binding with a sentient being. The phase-matter of the Qarin enters the being, who is referred to as a Bearer's, brain, brand or processor, and links itself with the neurons and synapses, or whatever transmits mental information, effectively becoming one with Bearer. During this time, which lasts for up to 4 hours, the Bearer can mentally "sculpt" the Qarin, making it into any shape or form they desire, though once the Qarin has fully synced itself, the form cannot be changed. The user is able to control the Qarin almost like a second body, able to control its movements, mentally see through whatever eyes they created within a certain range, and decide when the Qarin shall become corporeal. 




    Flavor text: In Islamic texts, Qarin are a type of Djinn assigned to each person at their birth, meant to either lead them down the righteous path or astray. Though not the mythical beings of Arabia, Qarin were first cataloged in the Fringe by ICIF researchers musing over relics and texts taken from the depths of the Undercrypt. The entities that are the Qarin are normally found in hyperspace, traveling in massive, shapeless clouds much like a school of fish. As with all hyperspace beings, they can cross to realspace on occasion, and have an odd relationship with most intelligent, sentient life forms in the galaxy, seemingly binding themselves to them and gaining shape, as well as purpose, leading to the speculation by the Caliphate that they are indeed helpers sent by God. Due to their simple nature, at least in the terms of hyperspace creatures, and with the help of tomes written by sorcerers and possibly Firstborn mages found in the Undercrypt, the ICIF has been able to engineer Qarin from regular phase-matter, though the process is both highly expensive and time consuming. Wild Qarin can be found in locations where hyperspace and realspace blur together, such as the Undercrypt, though an unbound Qarin in realspace is a rare sight to see, and a valuable asset for someone to claim. 




    Referenced Technologies (Optional): Phase-matter (( If that counts ))




    Attainability: Semi-Closed
     - Attainable through learning of and ordering one from the ICIF Qarin manufacturers or from events, such as the Undercrypt.




    Tags: Industrial