Nemo
pic_nemo.jpg
Nemo
Biographical Information
Homeworld Suskillon
Location of Birth Brinnoa, Suskillon
Date of Birth (age 26)
Physical Description
Species Kasatha
Gender Male
Height 7'6"
Mass 265 lbs
Hair Color N/A
Eye Color Blue
Skin Color Blue
Family Information
Family Members ?
Chronological and Political Information
Affiliations ?

Nemo'kim a'Ónulm u'Stálat qu'Apóstafa us'Kard, known better as simply Nemo, is a kasatha solarian. His mother is Ónulm, his father is Stálat, his family is Apóstafa from the Clan Kard.

Biography


Early life

Nemo'kim was born the first son of a moderately wealthy family in the capital city of Brinnoa. He was one of several chldren, including a younger sister, D_.

Nemo's father, Stálat, was a betting man, and thought himself untouchable. That was until he placed a wrong bet on a orbak race and ended up in debt with the ysoki crime syndicate. Stálat was periodically harassed by a ysoki capo named Brickfoot. During these visits, Brickfoot repeatedly broke into the houshold, smashed their belongings and demanded money, which the family tried to pay to avoid problems. It seemed that no matter how much money was given, the debt was never payed.

It was through a chance encounter in the city market that Nemo met his master, Adaar. While he was out buying groceries, some ysoki henchmen attempted to kidnap young Nemo. He was saved through the masterful martial prowess of Adaar, a kasatha solarian who was in the city. Nemo explained the situation to the warrior and Adaar announced his interest in helping. However, Nemo's father believed the solarian would only anger the ysoki syndicate further and angrily told the solarian to leave and to not involve himself. During the conversation, however, Adaar heard more ysoki henchmen arriving. Adaar took Nemo and they both hid away. Nemo listened as Brickfoot smashed the door in, physically beat his father and destroyed several of their belongings, angry of the violence done to his henchmen. They demanded they hand over Nemo before the day was done, and left. Once they were gone, Nemo's injured father brought his son out of hiding and tearfully hugged him, requesting that Adaar take Nemo to the cosmonastery.

An emotional Nemo promised his father he would work hard in his training, become as power and strong as possible and then come back to protect his family and any others who face injustice.

Time at the Cosmonastery

Nemo was taken to the Eight Thousand Suns Cosmonastery and taught the principles to the Philosophy of the Cycle. Although children are not unknown to the cosmonastery, they usually only stay until they finish childhood schooling and return to society. Some take oaths and become monks who stay further, sometimes they stay for their entire lives. But an elite few are chosen to become Solarians, warrior-monks who champion the cycle of balance.

During his time at the cosmonastery, Nemo learned a very valuable lesson when his dear pet squox died. Adaar comforted him by relating how his beloved pet was now part of the cycle of life and death, to eventually find itself back in the body of a star.

Despite his enthusiasm, by the time Nemo reached early adulthood, it became clear that he wasn't grasping his lessons as well as he should and his chances of becoming a solarian had all by passed him by. It was Adaar that persuaded Master Tuhthaar to test Nemo for Solarian training, where he passed his tests. He then began his training as an official solarian initiate under Adaar.

Throughout his training, Nemo had always made clear his intention to one day return to Brinnoa and help his family from the persecution of the criminal syndicate. Master Tuhthaar become concerned that Nemo's motivations would unbalance him to disorder. Nemo insisted this was not the case as he was not driven by vengeance, but justice. Nevertheless, Nemo admitted he hated Brickfoot for what he has done to his family.

The Tempering

Now it is time for Nemo to undergo the Tempering.

He traveled back to Brinnoa and met several allies. He took up a few jobs from Floosh, including rescuing a cargo-shipper from the ysoki syndicate and escorting an archaeologist to a shirren temple.

After his year was over, he returned to the cosmonastery to continue his training and connection to the cycle. However, when he heard about the swarm attacks, he asked permission from the Grandmaster to join the planet SDF. He was given new armor and set out.

SDF

As a member of a local church on Suskillon, you felt the call to administer to the spiritual needs of the soldiers that took up arms against the Swarm. Since the 5th Battalion’s sacrifices at the Battle at Stone Sea, the battered outfit has had several soldiers suffer from battle fatigue and crises of faith as the Swarm enemy continues its campaign. You stepped into a chaplain role in the battalion to protect not only the bodies of your fellow comrades, but their mortal souls.

Appearance and personality


At seven and a half feet, Nemo is an extremely tall kasatha.

Wearing the red and white coat military uniform.

Nemo is naiive of the world outside the cosmonastery. He assumes the best of everyone. While he is book smart, his application of that knowledge is unpracticed. Nemo is kind and peaceful, and always seeks non-violent ends to his problems. However, when violence is apparent, he seeks to end the conflict as quickly and efficiently as possible.

Relationships


Adaar

There was a strong connection and bond between Adaar and Nemo almost instantly. For his thirteenth birthday, Nemo received a river stone from Adaar, something that came from the ancient homeworld of Kasath.

Others at the cosmonastery

Nemo had a good relationship with a young shirren initiate named Xilkesh, to whom Nemo gave a gift to. He also had a very close relationship with Kyorin, a lashunta initiate who always pushed the limits of what was permissible.

After Nemo began his initiate training, he met with Senhir'e during melee training. They started off on rocky terms, as she was a naturally angry student, but would later forge a friendship that might even develope into something more.

However, not everything was friendly. He would become rivals and possible enemies with B_ and A_.

Eight Thousand Suns Cosmonastery


map_maz_ifl_desert.jpg
Maz'ifl Desert

The Eight Thousand Suns Cosmonastery (Naóssumiea Eida ílimus) is located somewhere in the Maz'ifl Desert (meaning "beside-the-water") in northern reaches of Alappu Major. The cosmonastery is positioned to see some of the longest days and the longest nights of the world.

The Maz'ifl Desert is a semi-arid scrub desert located in a basin with mountains to the east, west and north.

Features

  • zones of salt flats
  • lightning fires
  • desert golden forests
  • shadow rain
  • a zone in the desert the government may have been doing tests in long ago
  • desert devils near an unholy site
  • stones that change color
  • a literal ghost town
  • lightning sand
  • lava pools
  • geothermal energies keeps the area warm even how north it is
  • rumors of a powerful fey trickster spirit that can change shape

Flora

  • Saguaroi, cactus monster
  • blue grass that sprouts during rain falls
  • ricegrass
  • saltgrass
  • desert thorn plants
  • salt-bush
  • poppy fields for narcotics
  • local berries
  • four winged flying shrubs

Fauna

  • Asabi
  • Galeb duhr (small size)
  • Thoqqua
  • Porcupine
  • Dust Digger
  • Wolf-in-Sheep’s-Clothing
  • Goblin Snake
  • Wolpertinger
  • Desert Landwyrm (rumored)
  • Reptilian owl
  • Fairy owl (tiny)
  • Crysmal
  • small magma elementals
  • Albino Cave Solifugid
  • Crest Eater
  • Dust manta
  • Suskillon gazelle
  • Flayer Leech
  • Thermatrod
  • Reptilian horse
  • Lotus Leshy (near the river)

Build


Future feats

  • 1; Weapon Focus: Advanced Melee
  • 3; Jet Dash
  • 5; Connection Inkling
  • 7; Mystic Strike
  • 9; Deflect Projectiles
  • 11; Toughness
  • 13; Mobility

Jet Dash
You are swift of foot and can make enormous leaps.

  • Benefit: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.
  • Normal: You move four times your land speed and gain the flat-footed condition while running.

Connection Inkling
You gain a hint of mystic power.

  • Prerequisites: Wis 15, character level 5th, no levels in mystic.
  • Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Mystic Strike (Combat)
Your magical power flows into your weapons.

  • Prerequisites: Ability to cast spells.
  • Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Deflect Projectiles (Combat)
You can use your melee weapon to deflect attacks.

  • Prerequisites: Base attack bonus +8.
  • Benefit: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon.

Toughness
You have enhanced physical resilience, and harsh conditions or
long exertions don’t easily tire you.

  • Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Kasathan Battle Dance (Combat)
You are a student of the battle dances of kasathan legends. You weave in and out of a fray with grace, moving your arms and body in a flowing motion that confounds your foes.

  • Prerequisites: Dex 13, Mobility or trick attack.
  • Benefit: When you take the withdraw action and have at least two hands free, none of the squares you move through are considered threatened by any opponent whose location you are aware of (see The Four States of Awareness on page 261 of the Starfinder Core Rulebook).
  • Normal: When you withdraw, the square you start out in is not considered threatened by opponents you can see, but squares you subsequently move through may be.
  • Special: A solarian with a solar weapon treats the hand holding the solar weapon as being free for purposes of using this feat.
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