Darth Strelok
Intent: To provide a new strain of vampirism for chaos lore, both for intentional antagonists in faction or personal character stories, or as a new type of vampire to rp as, one with an interesting set of strength and weakness that could require imaginative rping to take full advantage of.
Image Credit: N/A
Canon: No
Links: http://starwarsrp.net/topic/18050-tera-vampir/
http://starwarsrp.net/topic/109137-sanguinius-vampirika/
GENERAL INFORMATION
Name: Psy-Pire
Designation: Sentient
Homeworld: Atrisia. http://starwars.wikia.com/wiki/Atrisia/Legends
Language: Any they can learn or grew up speaking.
Average Lifespan: Two thousand years
Estimated Population: Scattered.
Description: Original Psy-Pires look Atrisian, but are often tall and lithe. The males have a noticeable gauntness to their features, while the women have softer features. Psy-Pires "sired" by an Atrisian (given a transfusion of blood) may look any species, but with a noticeable tint of purple, visible from the pupil in the dark, as the originals
Breathes: Type 1
Average height of adults: 1.8 meters
Average length of adults: N/A
Skin color: Olive to pale skin if Atrisian. Skin pales slightly in sired Psy-Pires
Hair color: Black (Atrisian) Iron gray for sires with hair.
Distinctions: Original Psy-Pires are distinguished by their taller stature, very black hair and olive or pale skin tone. They seem to often unconsciously flex their fingers. Sires possess this trait also. They are notable in that unlike many other species of vampire they can consume food, though this only provides very minor nourishment, barely enough to keep their bodily functions and organs working. They usually only consume food as a desperate survival tactic. In the darkness their is a purple glint from their pupils. In Atrisians its very dull, only viewed when you get close, only at face to face. In sires its brighter and can be viewed a meter away. When approaching prey their hands move forward, taking on a clawed gesture unless they are holding a weapon. All Psy-Pire's possess retractable fangs with a metallic purple sheen. They are not made of actual metal, but the sheen very much resembles it. Not all are Force sensitive, as these abilities are genetic rather than from the Force
Races: Atrisian, any human, near human species sired.
Strengths:
Sound Mimicry: They possess instinctively the ability to mimic almost any voice or sound they hear.
Blood thrall: Psy-Pires who put their blood on a small animal such as a rat are capable of controlling it for a short time, up to fifteen minutes. As the animal becomes smaller, longer control, up to forty minutes, is possible. The Psy-Pire can control only one animal or insect at a time. Requires imagination to get use out of this.
Blood Immunity: Psy-Pire blood provides near total immunity to poison, even sith related poisons. Only Vong Toxins have any effect, and even then it leaves them only sluggish, not dead. They are also immune to silver, an allergy prevalent among certain strains of vampirism.
Can blend in: In times when the Psy-Pire must stay hidden, this vampire can consume food for limited nourishment. While in theory a Psy-Pire could forgo their abilities entirely as well as their innate desire to feed off thought and memory for sustainance, they would forever be on the verge of malnourishment, with migraines that come and go, and depression and a decreased ability to focus Force powers, along with with advanced aging, as Psy-Pires who feed regularly look youthful, even at the end of their lifespan. But the option is there. An aged Psypire can restore their youth by feeding.
Specialized eating: Psy-Pires feed on mental energies, not blood, and not Force Energy, The victim will not bleed out nor lose life energy. Instead, select thoughts and memories are instead consumed, with more potent thoughts and memories providing greater nourishment, and while the Vampire is telepathically connected via biting, they can select the memories that will provide greater nourishment. A memory or thought with very strong emotions connected to it can sustain them up to a week before needing to feed, and since they have the capacity to consume only two to three memories or powerful thoughts at a time, though they can feed on multiple subjects per day after waiting an hour between feedings so their body can properly process what they have absorbed, they can sustain themselves for weeks on one or two feedings before the urge to feed comes again, provided they don't use any gifts during that time. Minor thoughts or memories with little emotion or significance attached are more easily accessed, but provide nourishment to last only a few days. Some of the more ethical Psy-Pires prefer this latter approach, as it allows them to feed without indefinitely stripping a victim of their most precious, important memories. The minds of animals provide only enough nourishment to sustain them for a few hours, though Psy-Pires with access to an animal population are happy to use them as an alternative to people should they be so inclined, though feedings will become a regular occurence.
Specialized regeneration. Psy-Pires can regenerate wounds even faster than energy vampires...but only if they are asleep. Heavily injured Psy-Pires can be put into a medically induced coma to regenerate within hours severe lascerations, blood loss, and damage to major organs.
Blood Mesmerism: They possess a unique form of mesmerism in that by smearing a small amount of their blood on the surface of an object, the psychic imprint within the blood causes the weak minded to focus on whatever object or spot the blood is smeared on. This can affect only a few people at a time, however, and even novice mentalists can resist it. On stronger characters it might distract them for only a second or two. It takes imagination to get the most out of this power.
Capable of creating sires: Psy-Pires can give their blood to anyone they choose. The ease of transmission and high survivability of the process means they propogate far more easily than other vampires, and can establish a coven in a matter of days through this method. (All members have final say on what happens to their character in this scenario)
Weaknesses:
Garlic: Psy-Pires have an allergic reaction to garlic, which can cause them to have seizures in high doses, and causes pain equivalent to Devaronian blood poison on contact with skin or introduction to the bloodstream. Even hanging the stuff up in a room provokes an instinctive, unwelcome burning and watering of the eyes. Then again, how many times do prey happen to have garlic around?
Slower healing while awake: Psy-Pires heal from wounds very slowly when awake, taking many days for even a minor cut to close fully. This can be deadly if they have a bad enough cut and no easy way they can ensure their safety during slumber.
Feeding can be resisted: Those with naturally very strong wills or trained mentalists can resist the Psy-Pires telepathic feeding. Successfuly resisting means the Psy-Pire gets little to no nourishment at all.
Vulnerable to Ion blasters: Psy-Pires possess a weakness common to droids: Ion blaster bolts cause far more severe effects than normal people, which can include severe pain, blisters, and burns. Grenades with ionic properties are capable of actually setting them ablaze.
Bones break more easily: Due to a lighter weight skeletal structure, they can't withstand the same heavy impacts as other species. Their wrists have been known to fracture during sword duels while defending against power blows. They tend to favor fighting styles with grace and finesse over power. They tend to produce a lot of Makashi or Niman practitioners as a result.
Vong Vulnerability: Vong based toxins seem to be among the few poisons that seem to effect them, causing sluggish responses and flu like symptoms. But even the most lethal Vong Toxin can only keep them down for so long, the strongest only being able to render them comatose for an hour or so.
All persuasion powers are touch based: Even the strongest Psy-Pire can only use their mind domination abilities via direct touch with unprotected flesh.
Quantity over quality: While the Psy-Pire can consume food in an emergency or out of choice, they typically only receive a quarter of the nutrients from an average size meal, and must eat far more often...as many as twelve times in one day, if they choose to eat only food. Also, if they choose to eat only food, they will have access to only a few of their Psy-Pire abilities, such as blood mesmerism, and neuron-vision. Psy-Pires who eat only food are typically only a step away from malnourishment.
CULTURE
Diet: Thoughts and memories, but can consume all food in an emergency for reduced nourishment.
Communication: Archaic Atrisian for the original Psy-Pires, plus basic and whatever language they or their sires bother to learn.
Technology level: Galactic current.
Religion/Beliefs: Original Psy-Pires express worship of the Ancient Psy-Pire Progenitor, a Atrisian Jedi Consular known as Nine Lives, who made a terrible sacrifice to save the population of Atrisia, Though some some hundreds were still affected eventually by the original energy vampire bacteria , but as she also imprisoned those she later infected with her own strain, she is celebrated by those who revere her simply as the legendary mother of their species, and pay homage to her in a way that resembles ancestor worship. To others she is a troubling figure who in her madness tried to turn her back on the gift she gave others and was first given to herself. Beyond that, Original Psy-Pires have aspects of Atrisian culture, though they tend to be open minded. Their sires believe whatever they wish.
General behavior:
Family Life: Original Psy-Pires arrange their families as covens, and can be a mixed gathering but members within covens always have defined roles. However, sires are not necessarily bound to this structure, especially if they join no coven. But as they have not had a chance to propogate until recently, conduct are very loose and informal among many covens, especially the ones run by sires. Atrisian Psy-Pires have more formal customs and arrangements, with roles in their covens clearly having an almost caste system set up, though mobility to higher ranking castes is possible though the Psy-Pire in question must prove themselves especially useful.
Feeders are often sires given the situation. They are less able to resist their hunger and fight in packs when defending the coven. Mistreatment of feeders is punished with having a memory eaten in covens or even death, depending in the level of mistreatment.
Elders are experienced Psy-Pires, often among the ranks of the Original Atrisians who were affected by the pathogen. They are considered equivalent to Jedi Knights, and have average command of their abilities.
Master Psy-Pires are the oldest Psy-Pires, the first to be altered by directly consuming the blood of Nine Lives. They have the greatest control over their abilities. They authorize all sirings within a coven, and one makes collective decisions for everyone else in the coven.
Family units consist of one "parent" and one "Sire" at the lowest, though a parent can have one or multiple sires in a coven. Families that are more traditional do exist however, each as variable as the galaxy itself.
Values: Original Psy-Pires venerate their progenitor, and have a special loyalty towards Atrisia, and often have a strong sense of honor, disliking attacking defenseless prey. Many Psy-Pires are not fond of their condition, willingly forgoing the comfort and protection a coven would bring in order to live as hermits and eat only food, no matter how much. Psy-Pires that desire a mate in a non-vampire often attempt to seduce them into becoming one. Others forgo romance entirely, out of a desire to not pass on what they view as a curse.
Mating Habits: They seem attracted to those with strong wills, and will reveal clearly what they are before making any tentative steps.
Views on Non Psy-Pires. Some view non vampires only as prey, but these are a minority. They tend not to be as bloodthirsty as other vampires (pun not intended) and random victims have a better chance of surviving an encounter with this type of vampire than others, as they do not typically kill those they feed on, as only a few rich memories can sustain them for weeks. Much of this is pragmatism...why leave a corpse if it isn't necessary? However, it should be noted that even the very oldest Psy-Pires have rarely killed unless left with little other choice. Even Nine Lives in her manic state left very little in the way of corpses after her rampage in the Necropolis, and dealt harsh punishments to those who left too many bodies dead in their hunts.
Preferred occupations: They run the gamut from builders to artists. Many find roles as psychologists, and some find a niche eating unpleasant memories, though there is a limit to the type of memory or thought they will ingest willingly. They can have nearly any occupation they want, in truth. When hunting they like to approach from behind.
Preferred time of day: The sun does not hurt them, but they mostly are noctunal.
HISTORICAL INFORMATION
The Psy-Pires are the result of the tragic downfall of Jedi Knight Ni-Ne Li-Ves, an Atrisian Jedi Knight desperate to get inside an ancient fortress on her homeworld after a deadly bacteria created within caused victims to become energy vampires.
As the fortress had been constructed by an energy vampire, a seal on it had been placed that could only be broken by another energy vampire's blood. Ni-Ne learned of one who ruled an ancient Necropolis...Darth Shojo. Ni-Ne bravely risked Shojo's wrath by stealing into her stronghold, ambushing the Sith horrified to realize it was an old friend she was attacking, who she had once called Sawa. She was too shocked to process this fact beyond extracting a sample of her blood then fleeing.
Exhilerated by the boldness of her new prey, as well as intrigued at having once again a chance to try and turn her old friend to the darkside as she had secretly tried to many years before, Shojo tracked Ni-Ne back to Atrisia, and just as Ni-Ne was close to developing a cure to the deadly plague, Shojo ambushed her in turn, and the bacteria samples were destroyed during the duel. Ni-Ne held out for a short time with her Niman but it was not long before she was beaten.
Ironically, Ni-Ne got what she wanted: most of the remaining samples had been destroyed during the fight, due to Ni-Ne mostly fleeing from the Sith, and parrying or defending only when she had to, amusing Shojo even further, though she was quite upset that she had been tricked into destroying the samples. In a fit of pique, Shojo decided Ni-Ne would live but she would live as that which she was dedicated to stop from spreading. Destroying the prototype cure, Shojo exposed her prey to the last sample of the bacteria, but miraculously, it turned out Ni-Ne was naturally immune to the bacteria. Shojo then tried infecting her personally, but Ni-Ne survived the bite and remained uninfected.
Determined to get what she wanted Shojo took her prisoner and began using Sith Alchemy to try and unlock the secret to disabling her immunity, as well as trying to sway her to her service, by playing on their old friendship, getting perilously close multiple times only to be rebuffed and taunted at every step.
Slowly, Shojo's irritation with Ni-Ne's resistance to both her attempts to turn her as well as the inability to awaken the disease in her through alchemy, each attempt more painful then the last. The tension between them came to a head when Ni-Ne, after being terrified and humiliated by Shojo's coven of vampires, knocked Shojo out with a right hook, just as Shojo was trying to stop the hazing, screaming that Sawa was gone. In a rage, she was dragged to experimentation by Shojo after she regained consciousness and Ni-Ne was left in perpetual agony as a result.
Though intending to leave her to die, Shojo felt a genuine sense of shame after the dying Ni-Ne asked a question that pierced Shojo right to the core. Deciding to give Ni-Ne an overdose of painkillers to end her suffering, partly out of guilt and partly out of the fact they had once been as close as someone like Sawa was capable of being to another, Shojo gave the injection. In a horrific twist of fate, the overdose caused her body to finally awaken the inert disease that had bonded to her. Ni-Ne awoke as the first Psy-Pire, instinctively biting Shojo in revenge, drinking her memories of their entire horrid experience, as well as all memory of their friendship and then brutally murdering all witnesses in a psychotic fugue state. Remembering only a corrupted version of her name, "Nine Lives" would go onto to Atrisia and in her altered state of mind she would create a two thousand-five hundred strong coven that used the fortress where her life had been destroyed as the main stronghold. Eventually she snapped out of her fugue, and horrified, used the fortresses ancient defensive systems to imprison her own "children" in a form of Force Stasis chambers, while she tried desperately for the next five hundred years to find a cure for her own condition before sealing herself in stasis also...but destiny has set Sawa Ike and Maple Harte on a course to freeing the imprisoned...
Image Credit: N/A
Canon: No
Links: http://starwarsrp.net/topic/18050-tera-vampir/
http://starwarsrp.net/topic/109137-sanguinius-vampirika/
GENERAL INFORMATION
Name: Psy-Pire
Designation: Sentient
Homeworld: Atrisia. http://starwars.wikia.com/wiki/Atrisia/Legends
Language: Any they can learn or grew up speaking.
Average Lifespan: Two thousand years
Estimated Population: Scattered.
Description: Original Psy-Pires look Atrisian, but are often tall and lithe. The males have a noticeable gauntness to their features, while the women have softer features. Psy-Pires "sired" by an Atrisian (given a transfusion of blood) may look any species, but with a noticeable tint of purple, visible from the pupil in the dark, as the originals
Breathes: Type 1
Average height of adults: 1.8 meters
Average length of adults: N/A
Skin color: Olive to pale skin if Atrisian. Skin pales slightly in sired Psy-Pires
Hair color: Black (Atrisian) Iron gray for sires with hair.
Distinctions: Original Psy-Pires are distinguished by their taller stature, very black hair and olive or pale skin tone. They seem to often unconsciously flex their fingers. Sires possess this trait also. They are notable in that unlike many other species of vampire they can consume food, though this only provides very minor nourishment, barely enough to keep their bodily functions and organs working. They usually only consume food as a desperate survival tactic. In the darkness their is a purple glint from their pupils. In Atrisians its very dull, only viewed when you get close, only at face to face. In sires its brighter and can be viewed a meter away. When approaching prey their hands move forward, taking on a clawed gesture unless they are holding a weapon. All Psy-Pire's possess retractable fangs with a metallic purple sheen. They are not made of actual metal, but the sheen very much resembles it. Not all are Force sensitive, as these abilities are genetic rather than from the Force
Races: Atrisian, any human, near human species sired.
Strengths:
Sound Mimicry: They possess instinctively the ability to mimic almost any voice or sound they hear.
Blood thrall: Psy-Pires who put their blood on a small animal such as a rat are capable of controlling it for a short time, up to fifteen minutes. As the animal becomes smaller, longer control, up to forty minutes, is possible. The Psy-Pire can control only one animal or insect at a time. Requires imagination to get use out of this.
Blood Immunity: Psy-Pire blood provides near total immunity to poison, even sith related poisons. Only Vong Toxins have any effect, and even then it leaves them only sluggish, not dead. They are also immune to silver, an allergy prevalent among certain strains of vampirism.
Can blend in: In times when the Psy-Pire must stay hidden, this vampire can consume food for limited nourishment. While in theory a Psy-Pire could forgo their abilities entirely as well as their innate desire to feed off thought and memory for sustainance, they would forever be on the verge of malnourishment, with migraines that come and go, and depression and a decreased ability to focus Force powers, along with with advanced aging, as Psy-Pires who feed regularly look youthful, even at the end of their lifespan. But the option is there. An aged Psypire can restore their youth by feeding.
Specialized eating: Psy-Pires feed on mental energies, not blood, and not Force Energy, The victim will not bleed out nor lose life energy. Instead, select thoughts and memories are instead consumed, with more potent thoughts and memories providing greater nourishment, and while the Vampire is telepathically connected via biting, they can select the memories that will provide greater nourishment. A memory or thought with very strong emotions connected to it can sustain them up to a week before needing to feed, and since they have the capacity to consume only two to three memories or powerful thoughts at a time, though they can feed on multiple subjects per day after waiting an hour between feedings so their body can properly process what they have absorbed, they can sustain themselves for weeks on one or two feedings before the urge to feed comes again, provided they don't use any gifts during that time. Minor thoughts or memories with little emotion or significance attached are more easily accessed, but provide nourishment to last only a few days. Some of the more ethical Psy-Pires prefer this latter approach, as it allows them to feed without indefinitely stripping a victim of their most precious, important memories. The minds of animals provide only enough nourishment to sustain them for a few hours, though Psy-Pires with access to an animal population are happy to use them as an alternative to people should they be so inclined, though feedings will become a regular occurence.
Specialized regeneration. Psy-Pires can regenerate wounds even faster than energy vampires...but only if they are asleep. Heavily injured Psy-Pires can be put into a medically induced coma to regenerate within hours severe lascerations, blood loss, and damage to major organs.
Blood Mesmerism: They possess a unique form of mesmerism in that by smearing a small amount of their blood on the surface of an object, the psychic imprint within the blood causes the weak minded to focus on whatever object or spot the blood is smeared on. This can affect only a few people at a time, however, and even novice mentalists can resist it. On stronger characters it might distract them for only a second or two. It takes imagination to get the most out of this power.
Capable of creating sires: Psy-Pires can give their blood to anyone they choose. The ease of transmission and high survivability of the process means they propogate far more easily than other vampires, and can establish a coven in a matter of days through this method. (All members have final say on what happens to their character in this scenario)
Weaknesses:
Garlic: Psy-Pires have an allergic reaction to garlic, which can cause them to have seizures in high doses, and causes pain equivalent to Devaronian blood poison on contact with skin or introduction to the bloodstream. Even hanging the stuff up in a room provokes an instinctive, unwelcome burning and watering of the eyes. Then again, how many times do prey happen to have garlic around?
Slower healing while awake: Psy-Pires heal from wounds very slowly when awake, taking many days for even a minor cut to close fully. This can be deadly if they have a bad enough cut and no easy way they can ensure their safety during slumber.
Feeding can be resisted: Those with naturally very strong wills or trained mentalists can resist the Psy-Pires telepathic feeding. Successfuly resisting means the Psy-Pire gets little to no nourishment at all.
Vulnerable to Ion blasters: Psy-Pires possess a weakness common to droids: Ion blaster bolts cause far more severe effects than normal people, which can include severe pain, blisters, and burns. Grenades with ionic properties are capable of actually setting them ablaze.
Bones break more easily: Due to a lighter weight skeletal structure, they can't withstand the same heavy impacts as other species. Their wrists have been known to fracture during sword duels while defending against power blows. They tend to favor fighting styles with grace and finesse over power. They tend to produce a lot of Makashi or Niman practitioners as a result.
Vong Vulnerability: Vong based toxins seem to be among the few poisons that seem to effect them, causing sluggish responses and flu like symptoms. But even the most lethal Vong Toxin can only keep them down for so long, the strongest only being able to render them comatose for an hour or so.
All persuasion powers are touch based: Even the strongest Psy-Pire can only use their mind domination abilities via direct touch with unprotected flesh.
Quantity over quality: While the Psy-Pire can consume food in an emergency or out of choice, they typically only receive a quarter of the nutrients from an average size meal, and must eat far more often...as many as twelve times in one day, if they choose to eat only food. Also, if they choose to eat only food, they will have access to only a few of their Psy-Pire abilities, such as blood mesmerism, and neuron-vision. Psy-Pires who eat only food are typically only a step away from malnourishment.
CULTURE
Diet: Thoughts and memories, but can consume all food in an emergency for reduced nourishment.
Communication: Archaic Atrisian for the original Psy-Pires, plus basic and whatever language they or their sires bother to learn.
Technology level: Galactic current.
Religion/Beliefs: Original Psy-Pires express worship of the Ancient Psy-Pire Progenitor, a Atrisian Jedi Consular known as Nine Lives, who made a terrible sacrifice to save the population of Atrisia, Though some some hundreds were still affected eventually by the original energy vampire bacteria , but as she also imprisoned those she later infected with her own strain, she is celebrated by those who revere her simply as the legendary mother of their species, and pay homage to her in a way that resembles ancestor worship. To others she is a troubling figure who in her madness tried to turn her back on the gift she gave others and was first given to herself. Beyond that, Original Psy-Pires have aspects of Atrisian culture, though they tend to be open minded. Their sires believe whatever they wish.
General behavior:
Family Life: Original Psy-Pires arrange their families as covens, and can be a mixed gathering but members within covens always have defined roles. However, sires are not necessarily bound to this structure, especially if they join no coven. But as they have not had a chance to propogate until recently, conduct are very loose and informal among many covens, especially the ones run by sires. Atrisian Psy-Pires have more formal customs and arrangements, with roles in their covens clearly having an almost caste system set up, though mobility to higher ranking castes is possible though the Psy-Pire in question must prove themselves especially useful.
Feeders are often sires given the situation. They are less able to resist their hunger and fight in packs when defending the coven. Mistreatment of feeders is punished with having a memory eaten in covens or even death, depending in the level of mistreatment.
Elders are experienced Psy-Pires, often among the ranks of the Original Atrisians who were affected by the pathogen. They are considered equivalent to Jedi Knights, and have average command of their abilities.
Master Psy-Pires are the oldest Psy-Pires, the first to be altered by directly consuming the blood of Nine Lives. They have the greatest control over their abilities. They authorize all sirings within a coven, and one makes collective decisions for everyone else in the coven.
Family units consist of one "parent" and one "Sire" at the lowest, though a parent can have one or multiple sires in a coven. Families that are more traditional do exist however, each as variable as the galaxy itself.
Values: Original Psy-Pires venerate their progenitor, and have a special loyalty towards Atrisia, and often have a strong sense of honor, disliking attacking defenseless prey. Many Psy-Pires are not fond of their condition, willingly forgoing the comfort and protection a coven would bring in order to live as hermits and eat only food, no matter how much. Psy-Pires that desire a mate in a non-vampire often attempt to seduce them into becoming one. Others forgo romance entirely, out of a desire to not pass on what they view as a curse.
Mating Habits: They seem attracted to those with strong wills, and will reveal clearly what they are before making any tentative steps.
Views on Non Psy-Pires. Some view non vampires only as prey, but these are a minority. They tend not to be as bloodthirsty as other vampires (pun not intended) and random victims have a better chance of surviving an encounter with this type of vampire than others, as they do not typically kill those they feed on, as only a few rich memories can sustain them for weeks. Much of this is pragmatism...why leave a corpse if it isn't necessary? However, it should be noted that even the very oldest Psy-Pires have rarely killed unless left with little other choice. Even Nine Lives in her manic state left very little in the way of corpses after her rampage in the Necropolis, and dealt harsh punishments to those who left too many bodies dead in their hunts.
Preferred occupations: They run the gamut from builders to artists. Many find roles as psychologists, and some find a niche eating unpleasant memories, though there is a limit to the type of memory or thought they will ingest willingly. They can have nearly any occupation they want, in truth. When hunting they like to approach from behind.
Preferred time of day: The sun does not hurt them, but they mostly are noctunal.
HISTORICAL INFORMATION
The Psy-Pires are the result of the tragic downfall of Jedi Knight Ni-Ne Li-Ves, an Atrisian Jedi Knight desperate to get inside an ancient fortress on her homeworld after a deadly bacteria created within caused victims to become energy vampires.
As the fortress had been constructed by an energy vampire, a seal on it had been placed that could only be broken by another energy vampire's blood. Ni-Ne learned of one who ruled an ancient Necropolis...Darth Shojo. Ni-Ne bravely risked Shojo's wrath by stealing into her stronghold, ambushing the Sith horrified to realize it was an old friend she was attacking, who she had once called Sawa. She was too shocked to process this fact beyond extracting a sample of her blood then fleeing.
Exhilerated by the boldness of her new prey, as well as intrigued at having once again a chance to try and turn her old friend to the darkside as she had secretly tried to many years before, Shojo tracked Ni-Ne back to Atrisia, and just as Ni-Ne was close to developing a cure to the deadly plague, Shojo ambushed her in turn, and the bacteria samples were destroyed during the duel. Ni-Ne held out for a short time with her Niman but it was not long before she was beaten.
Ironically, Ni-Ne got what she wanted: most of the remaining samples had been destroyed during the fight, due to Ni-Ne mostly fleeing from the Sith, and parrying or defending only when she had to, amusing Shojo even further, though she was quite upset that she had been tricked into destroying the samples. In a fit of pique, Shojo decided Ni-Ne would live but she would live as that which she was dedicated to stop from spreading. Destroying the prototype cure, Shojo exposed her prey to the last sample of the bacteria, but miraculously, it turned out Ni-Ne was naturally immune to the bacteria. Shojo then tried infecting her personally, but Ni-Ne survived the bite and remained uninfected.
Determined to get what she wanted Shojo took her prisoner and began using Sith Alchemy to try and unlock the secret to disabling her immunity, as well as trying to sway her to her service, by playing on their old friendship, getting perilously close multiple times only to be rebuffed and taunted at every step.
Slowly, Shojo's irritation with Ni-Ne's resistance to both her attempts to turn her as well as the inability to awaken the disease in her through alchemy, each attempt more painful then the last. The tension between them came to a head when Ni-Ne, after being terrified and humiliated by Shojo's coven of vampires, knocked Shojo out with a right hook, just as Shojo was trying to stop the hazing, screaming that Sawa was gone. In a rage, she was dragged to experimentation by Shojo after she regained consciousness and Ni-Ne was left in perpetual agony as a result.
Though intending to leave her to die, Shojo felt a genuine sense of shame after the dying Ni-Ne asked a question that pierced Shojo right to the core. Deciding to give Ni-Ne an overdose of painkillers to end her suffering, partly out of guilt and partly out of the fact they had once been as close as someone like Sawa was capable of being to another, Shojo gave the injection. In a horrific twist of fate, the overdose caused her body to finally awaken the inert disease that had bonded to her. Ni-Ne awoke as the first Psy-Pire, instinctively biting Shojo in revenge, drinking her memories of their entire horrid experience, as well as all memory of their friendship and then brutally murdering all witnesses in a psychotic fugue state. Remembering only a corrupted version of her name, "Nine Lives" would go onto to Atrisia and in her altered state of mind she would create a two thousand-five hundred strong coven that used the fortress where her life had been destroyed as the main stronghold. Eventually she snapped out of her fugue, and horrified, used the fortresses ancient defensive systems to imprison her own "children" in a form of Force Stasis chambers, while she tried desperately for the next five hundred years to find a cure for her own condition before sealing herself in stasis also...but destiny has set Sawa Ike and Maple Harte on a course to freeing the imprisoned...