Info and Permissions
Sep. 8th, 2022 03:07 pm
BASIC INFO
Name: Kahl-175
Canon: Warframe
Canon Point: post-Veilbreaker.
Species: Grineer
Occupation: Soldier, freedom-fighter.
Height: At least 6'7" (2m), possibly 7' (213cm). Big lad.
OOC
Name: Spider
Plurk: PaleAntiquarian
Discord: CellarSpider#9984
PERMISSIONS
Backtagging? Please!
Smash the fourth wall? No thank you! Statistically unlikely anyway.
Hurt him? Yes, with discussion beforehand. You might feel bad about it, though.
Kill him? Yes, with discussion. You might feel really bad about it, though.
Touch him? Sure!
Naughty things? Lots of discussion beforehand. 18+ only.
ABOUT
Kahl-175 is a Grineer, one of a race of near-human clones inhabiting the solar system in the far future. Once a genetically hobbled caste of heavy laborers and disposable soldiers, the Grineer rose up centuries ago and killed their masters, establishing a new empire under their Twin Queens. Instead of granting freedom, the Queens subjugated their followers and turned the Grineer to conquest. But when the grineer fail, they're disposable.
That's where Kahl comes in. Captured and mind-controlled by a technologically superior force, Kahl broke free to realize that nobody had come for him or his fellow prisoners. Underestimated by everyone, his canny problem-solving abilities managed to free everyone he'd been trapped with, and begin an independent campaign to free everyone that had been forgotten in the war. Grineer or otherwise, it didn't matter anymore. All the enslaved are his brothers now.
Kahl creates a home for himself and a core group of escaped slaves. The group stays small, moving quick and avoiding detection, forming a tight-knit family along the way. For now, Kahl's goals are simple: Find brothers. Break veils, Kill Narmer.
PERSONALITY
Kahl's Grineer heritage means he's looked down upon by most. They think he's stupid, and they may point to his broken grasp of the Origin System's most common language as proof. However, that's Kahl's second language, and his halting command of it belies how smart he really is. Despite his lack of education, he's able to make use of his training, his cunning, and his battlefield command skills to great effect. People underestimating him beware: he's proven that he can and will lie and extort to get what he needs from others, if they prove reticent to help him.
Kahl is determined to use his skills to save others. He's proven he's ready to give up everything for a chance to save his brothers, and his time under mind control has only strengthened that resolve. He's broken with the brainwashing the Grineer Empire instilled in him in many ways. While he still acknowledges differences between Grineer and others, he doesn't prioritize Grineer lives over others in his quest to free the forgotten mind-controlled slaves left in the wake of the New War. This sort of sentiment would probably get him killed in the Grineer Army, so he's taken the extraordinary step of leading his own band of survivors. And even free Grineer still face scorn and derision from outsiders, which he has little patience for.
Despite all he's been through, Kahl still finds occasional moments of levity, and things he enjoys about the world. Being with his brothers. New armor. A safe place to sleep. Failed attempts at fishing. He's gregarious, and will try to make friends feel like a part of the family.
Kahl may not be able to articulate everything he knows and experiences, but since gaining his freedom, he's had more time to think about and question the world. He wants to experience new things, right wrongs, and live with dignity.
Kahl-175 is a Grineer, one of a race of near-human clones inhabiting the solar system in the far future. Once a genetically hobbled caste of heavy laborers and disposable soldiers, the Grineer rose up centuries ago and killed their masters, establishing a new empire under their Twin Queens. Instead of granting freedom, the Queens subjugated their followers and turned the Grineer to conquest. But when the grineer fail, they're disposable.
That's where Kahl comes in. Captured and mind-controlled by a technologically superior force, Kahl broke free to realize that nobody had come for him or his fellow prisoners. Underestimated by everyone, his canny problem-solving abilities managed to free everyone he'd been trapped with, and begin an independent campaign to free everyone that had been forgotten in the war. Grineer or otherwise, it didn't matter anymore. All the enslaved are his brothers now.
Kahl creates a home for himself and a core group of escaped slaves. The group stays small, moving quick and avoiding detection, forming a tight-knit family along the way. For now, Kahl's goals are simple: Find brothers. Break veils, Kill Narmer.
PERSONALITY
Kahl's Grineer heritage means he's looked down upon by most. They think he's stupid, and they may point to his broken grasp of the Origin System's most common language as proof. However, that's Kahl's second language, and his halting command of it belies how smart he really is. Despite his lack of education, he's able to make use of his training, his cunning, and his battlefield command skills to great effect. People underestimating him beware: he's proven that he can and will lie and extort to get what he needs from others, if they prove reticent to help him.
Kahl is determined to use his skills to save others. He's proven he's ready to give up everything for a chance to save his brothers, and his time under mind control has only strengthened that resolve. He's broken with the brainwashing the Grineer Empire instilled in him in many ways. While he still acknowledges differences between Grineer and others, he doesn't prioritize Grineer lives over others in his quest to free the forgotten mind-controlled slaves left in the wake of the New War. This sort of sentiment would probably get him killed in the Grineer Army, so he's taken the extraordinary step of leading his own band of survivors. And even free Grineer still face scorn and derision from outsiders, which he has little patience for.
Despite all he's been through, Kahl still finds occasional moments of levity, and things he enjoys about the world. Being with his brothers. New armor. A safe place to sleep. Failed attempts at fishing. He's gregarious, and will try to make friends feel like a part of the family.
Kahl may not be able to articulate everything he knows and experiences, but since gaining his freedom, he's had more time to think about and question the world. He wants to experience new things, right wrongs, and live with dignity.
APPEARANCE
Kahl's face fits the current mold for male grineer: extremely homely, showing the signs of premature skin aging that are common for their template. He's completely hairless, his lips a dark blue-grey, and his remaining right eye is an unnatural yellow-orange hue. His left eye was lost in combat, and this disfiguring injury is still healing, with visible swelling on the left side of his face, as well as a large wound on his temple. He also has a small metallic implant on his forehead, likely a part of the cybernetic systems all Grineer are outfitted with.
The Grineer genomes leave them predisposed to certain physical disabilities, which Kahl's cybernetics compensate for. He's a quadruple amputee at the elbows and knees, making use of cybernetic prostheses with neural integration for both motor and sensory function. Mass-produced for the military, these prostheses are armored and dependable, but not as advanced as those available to the Grineer elite.
ABILITIES
Kahl's genetic template was designed for heavy labor or wielding heavy weapons with ferocious kickback. Combined with his prostheses, his strength surpasses a human in peak condition. In his heavy armor he won't be out-sprinting anyone, but he can run at a good clip when called for.
His combat armor has taken some hits, but it's made of a blast-resistant material that provides heavy protection to his organic parts. He carries a Grakata assault rifle, five incendiary grenades, and a reusable, collapsible barricade that inflates on deployment into a low bulletproof wall, approximately 1.75m wide, 1.5 m tall, and 30 cm thick. He also carries a basic Grineer trauma kit--charge it up, apply to the wounded, and there's a fair chance they'll be back on their feet with some life back in them, but not happily.
While Grineer are often considered brutish and uncreative, they have a rarely acknowledged flair for improvisation, especially in modifying existing tech. This stems in part from their need to maintain their prostheses under harsh conditions. Kahl has shown aptitude for modifying tech, once he understands how it can be pushed.
One result of this is the Veilbreaker--a former EMP ram, the Veilbreaker can lob an energetic projectile at a target, creating a localized blast of electricity that stuns people or creatures within range. The Veilbreaker can also create a close-range, sustained charge that can short out electronics or deliver a powerful shock.
Kahl can detach his prostheses at the joints if necessary, but he'd probably rather not. He's down enough parts already.
Kahl's face fits the current mold for male grineer: extremely homely, showing the signs of premature skin aging that are common for their template. He's completely hairless, his lips a dark blue-grey, and his remaining right eye is an unnatural yellow-orange hue. His left eye was lost in combat, and this disfiguring injury is still healing, with visible swelling on the left side of his face, as well as a large wound on his temple. He also has a small metallic implant on his forehead, likely a part of the cybernetic systems all Grineer are outfitted with.
The Grineer genomes leave them predisposed to certain physical disabilities, which Kahl's cybernetics compensate for. He's a quadruple amputee at the elbows and knees, making use of cybernetic prostheses with neural integration for both motor and sensory function. Mass-produced for the military, these prostheses are armored and dependable, but not as advanced as those available to the Grineer elite.
ABILITIES
Kahl's genetic template was designed for heavy labor or wielding heavy weapons with ferocious kickback. Combined with his prostheses, his strength surpasses a human in peak condition. In his heavy armor he won't be out-sprinting anyone, but he can run at a good clip when called for.
His combat armor has taken some hits, but it's made of a blast-resistant material that provides heavy protection to his organic parts. He carries a Grakata assault rifle, five incendiary grenades, and a reusable, collapsible barricade that inflates on deployment into a low bulletproof wall, approximately 1.75m wide, 1.5 m tall, and 30 cm thick. He also carries a basic Grineer trauma kit--charge it up, apply to the wounded, and there's a fair chance they'll be back on their feet with some life back in them, but not happily.
While Grineer are often considered brutish and uncreative, they have a rarely acknowledged flair for improvisation, especially in modifying existing tech. This stems in part from their need to maintain their prostheses under harsh conditions. Kahl has shown aptitude for modifying tech, once he understands how it can be pushed.
One result of this is the Veilbreaker--a former EMP ram, the Veilbreaker can lob an energetic projectile at a target, creating a localized blast of electricity that stuns people or creatures within range. The Veilbreaker can also create a close-range, sustained charge that can short out electronics or deliver a powerful shock.
Kahl can detach his prostheses at the joints if necessary, but he'd probably rather not. He's down enough parts already.
Setting and Character History
Sep. 8th, 2022 03:04 pmDue to the complex nature of Warframe lore and its scattered nature, I've prepared a focused overview of relevant points.
WARNING: MAJOR WARFRAME SPOILERS. Some of these are well-kept secrets by the fandom, out of respect for new players. If you plan on playing, skip to the "Spoiler-Safe History" cut, which covers events of quests from the Introduction to the start of Natah. There's still spoilers in there, but not as major. Then, things dip back into major spoiler territory. Kahl's entire history is contained within this back third of the story, so again: if you want to play the game for yourself, do not engage with this character! Go play it! It's fun!
( Spoiler History )
( Spoiler-Safe History )
( More Spoiler History )
WARNING: MAJOR WARFRAME SPOILERS. Some of these are well-kept secrets by the fandom, out of respect for new players. If you plan on playing, skip to the "Spoiler-Safe History" cut, which covers events of quests from the Introduction to the start of Natah. There's still spoilers in there, but not as major. Then, things dip back into major spoiler territory. Kahl's entire history is contained within this back third of the story, so again: if you want to play the game for yourself, do not engage with this character! Go play it! It's fun!
( Spoiler History )
( Spoiler-Safe History )
( More Spoiler History )