Satori Inorai
Commander of the Agmenis and Melekar charter of homeland warriors, he has been sent on a mission to recover two individuals; Melchaiah Ereclea of the house of Uraechis, and Delphinae Zjagura of the house of Agmenis.
Background
Ever since Satori can remember, he heard voices in the dark. Later he heard them during the moments when stillness settled over the environment like a fog. For years he believed himself insane, and concealed his secret, until he realized the voices were impressions transmitted by the emotional and mental uprisings of others, even animals. In time he learned to focus this gift, to sense the source of these voices; withal he became the most legendary tracker of his time. A talent which he had once feared would ruin him, assisted in his rise to power and glory.
Satori now hunts escaped slaves, fugitives and enemies of his people. One slave in-particular, name of Delphinae, he once secretly had relations with. He forbade her on a promise of murder not to tell a soul for he did not wish to risk his reputation by it being known that he had visited a slave's bed. He was the only man she had ever known. When she fled from their society, he was ordered to recover her alive at any cost. Why the patron of Agmenis insisted that she be captured alive was a mystery to Satori, who'd have preferred killing her or seeing her executed, but he would obey his orders as given regardless of his own personal incentives. Satori did at length capture Delphinae, who had been posing as a Maelvannor named Kyran Mortarus. But having been betrayed by the house he was to have delivered her to, Satori, on finding her pregnant with HIS child, secreted her away to his secluded keep on the shore of Demon Horn Lake in sight of Uraechis Island. He was allowed this 'retreat' outside Trecouri custom because of his unique gifts and his need to isolate himself at times. From the Island and Lake his stone keep could not be seen beneath the titanic trees surrounding it and shading it beneath the broad sweep of their canopy while he had a perfect view of the lake and island from the rock balcony extending from the back of his keep against the flood line. Indeed when the lake did flood, the water came as far as the balcony's stone base. When Delphinae gave birth to a son, Satori kept her alive until the child was weened then killed her quickly and cleanly, then buried her in the forest. His son of course was sheltered from what Satori saw simply and logically as a necessary act. Because there had been so much violence between the houses of late, many orphans wandered the streets. Satori decided to pass off his own son as one of these orphans by simply sneaking him into the city and abandoning him on the street. He then later adopted his own son. To do this, Trecouri law dictated he had to either have a wife, or a female house slave to rear his son, and the LAST thing Satori wanted in a matriarchal society was a wife, so... he bought as slave he found honest and sweet in her temperament to help him rear his son. Her name was Ishiju. She was also very beautiful and she was Trecouri. Satori would have no other kind of slave. So went the end of Delphinae, aka Kyran.
House Melekar' reasons for wanting the Trecouri deserter Melchaiah recovered was easily understood by Satori; his blood had been polluted by a demon's, and they wanted to conduct experiments on the only known Trecouri of ancient blood to become a demon, and when concluded, attempt to reverse the changes to reclaim him as a pure and divine specimen. Simply put, he was prized breeding stock and they wanted him back, despite the fact that he would have been dead by now had he lived a natural life. Satori was successful in Melchaiah's capture as well, but unfortunately Melekar's possession of him gave the Matron's Consort, Maasoru, all the leverage he needed to attempt a coup de tat against Matron Delai of the House Melekar. While this take over was going on, Satori, who as Melchaiah's captor had owned him by Trecouri law, liberated the creature was no longer Trecouri anymore, as a means of keeping the peace between the houses. Satori had decided that Demons, which his people had proved Melchaiah to be, were not meant to be held captive or be used as political guardians. Maasoru meanwhile succeeded in his takeover to become the first Patron of house Melekar in eons, and with Melchaiah gone, any remaining infighting between the houses ceased, as Satori had planned.
Now, raising his son, who inherited his cursed acumen with the spirts, and who he had named Akuto which meant the Lion, in the seclusion of his lakefront keep, he personally trains his son how to master the sword, firearms, martial arts, his connection with the spirits, and hires the best Trecouri tutors to educate his boy. Satori and his unit meanwhile continue to guard his homeland from threats foreign and domestic and to hunt down renegade fugatives.
Profile
Name: Satori Inorai
Military Rank: Commander of Homeland Warriors
House Rank: Regent of Agmenis
Ranking Officer: Admiral Tsumi Tehwara (the officer he answers to)
Genus: Trecouri
Age: 87
Appearance: Tall, lean, white skin; long, straight white hair, pale grey-blue eyes; exceptionally attractive.
Nature and Demeanor: Poised, serious, extreme self-control, dry sense of humor, apathetic to anything which does not concern him; confident but too dry to be arrogant. Kills without regret. Deceptively charming and seductive when he has a mind to be.
Alignment: Lawful
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Combat Unit - NPCs
Division Officer: Hetobe (heh-tO-bA) Oshi
Vice Officer: Samura Khadahar (earth)
Comrade: Tetobi Ishamu
Comrade: Maiyasei Abame (f)
Comrade: Khealas Húres (shadow weaver)
Comrade: Adlómë Uesuki
Comrade: Haigura Setsome
Comrade: Maisovor Eceundo
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Division II -- Reinforcements:
Comrade: Ecuardiss Kintos
Comrade: Litu Ochaies (f)
Comrade: Chazreh Kuldean (f)
Comrade: Nuno Mekai
Comrade: Serles Lufravas
Comrade: Erchai Baendain
Comrade: Khosa Lorz
Comrade: Losai Kemunduss
Comrade: Nisi Dugre
Unit Armory
Duel Sekura Swords: +160, light weight swords with long, slightly curved blades which delve added telekinetic damage
Dynamic Pistols: +45, aggravated damage, stun -1 AR per ace, shoot electrified bullets which deliver a stunning punch
Disruption Shields: AC: 75, activated and deactivated by pressing a trigger on a badge worn by each warrior; disrupts magic attacks and negates damage by AC.
Trecouri Stats
- HP Bonus: +20
- Improved Strength: +5
- Improved Dexterity: +6
- Improved Reflexes: +7
- Improved Stamina: +8
- Trecouri Haste: Level 10, +1 AR per ace.
- Improved Vision: +6
- Logic: +5
- 50% MR
Weapons and Armour
- Dual Antimatter Pistols: +100
- Duel Sekura Swords: +170 each
- Treshai Sling Blades: +25, +2 AR
- Agremar Crossbow: +100, Exploding Gas Tips: 40% crit, Multi-shot: +1 AR per ace
- Commander's Regalia: Shield Badge: activates Disruption Shield when pressed, AC-125, disrupts magic attacks and negates damage by AC. White gloves, see Pattern Glove and Anti-Magic Gloves below.
Special Items
- Pattern Glove: AC-35, by stepping through the matter stream activated by this glove Satori can restore his molecular pattern to the age he was when he originally entered this matter stream, basically making him immortal. Trecouri royals and a few nobles use this technology to maintain agelessness and he attained the gloves through their favor.
- Anti-Power Glove: AC-35, By holding this glove up with palm directed outward towards any incoming energies, he can disrupt magic, energy and elemental energies. If not careful he can blow circuits with the disruptive burst which emanates from the coin shaped disk sewn inside of the palm of this glove.
- Phasic Fold Ring: allows him to shift between areas by closing space between two junctures, range dependent on knowledge of areas involved and how well he mentally map local to destination points.
Special Abilities
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Unique Clairvoyant
- Spirit Sense: 30 (60%)
- Sixth Sense: 30 (60%)
- Spirit Tracking: (48%) 24
- Commune with Spirits: 28 (56%)
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Telepathy
- Receive Thoughts: +1 ace
- Project Thoughts: +2 aces
- Probe Thoughts: +3 aces
- Project Visions: +4 aces
- Mental Disruption: +2 aces, breaks concentration
- Mental Assault: +5 aces, pain, damage, and shatters concentration
- Visual Range: +1 ace
- Close Range: +2 aces, within 10 square miles
- Distance: +3 aces, on same landmass
- Overseas: +4 aces
- Same World: +5 aces
- Other Worlds: +6 aces
- Other Planes: +7 aces
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Telekinesis
- Area: +1 square yard per success
- Weight: up to +1 pound per success, +100 pounds per success on a crit
- Strength: +1 per success, +5 per ace
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Mental Tower
- 1-{1-3} Stupefy: -1 AR, -1 AR per ace.
- 2-{4-6} Reveal Reality: Subject sees, feels, and senses things as they really are.
- 3-{7-9} Mental Sanctuary: protects the will and mind against mental trespasses.
- 4-{10-12} Persuasion: as called vs. willpower
- 5-{13-15} Mental Bequest: improves a mental check as called by +1, +1 per ace.
- 6-{16-18} Embed Memory: implant 1 memory in that the target believes to be TRUE.
- 7-{19-21} Dementia: -1 all mental checks per success, or cause insanity as called.
- 8-{22-24} Purify the Mind: heal of all damage and cleanse all mental tampering.
- 9-{25-27} Restructure Memory: replace +1 memory per success as called.
- 10-{28-30} Immunity to Mental Tampering: +2% per success, 100% required.
- 11- {31-35} Smite the Mind: -1 all mental per success (to 2 max) as called on crit.
- 12- {36-40} Arch Tower of the Mind: improvise and formulate mental commands.
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Examples:
- Mental Asphyxiation: -1 mental, -1 per ace per turn, lasts 1 turn per success.
- Memory Displacement: wards make subject forget when they leave warded area.
Occupational Skills
- Silent Commands: give orders without being heard
- Take Cover: +2 save
- Ambush: +2 init
- Spy Ring: 10, +1 information on enemy per ace
- Tracking: 28
- Leadership: 32
- Covert Operations: 31
- Search and Seizure: 27
- Intimidation: 27
- Tactical: +2 init
- Regroup: safe retreat for party 2 turns, once during conflict, +1 init
- Retreat: lead a safe retreat, +2% chance, +20 yard distance per +1 wisdom.
- Trecouri Law: 38
Common Skills and Abilities
- Swimming:28
- Horseback Riding: 26, +2 HB combat
- Languages: read and write Trecouri and Esurian
- Speak: Cenys and broken English
- Deception: 31
- Persuasion: +3 charisma
- Resourceful: intelligence, +2% chance per success finding what he needs
- Hunting: 35, all included skills
- Trapping: 32, many kinds of quarry, people included.
- Herbology: identification and harvesting.
- Higher Education: well educated