“ | Capable and reliable, Varlets are the backbone of Swarm forces. They are abundant and far more effective in matters of war and successive Trial than Drudges, and fully subservient to the will of their respective Brigands. Equipped with standard Swarm weaponry and endless desire for Trial, Varlets are zealous true frontline elite forces of the Swarm that will relentlessly pursue and eliminate their target or die trying. | „ |
~ A description of Varlet |
“ | You stand as a Varlet. Zealous, obedient, and loyal true frontline elite force of the Swarm. Your resolve knows no bounds.
|
„ |
~ Unknown |
Summary[]
Varlets are a caste of Swarm, a species from Crestseal. They are a morph of the Swarm species. Being the second morph, they are above Drudges, the first morph, and below Brigands, the first morph.
When the first Swarm came to being, they gradually established morphs of themselves—an immutable hierarchy that can only be challenged through successful Trials. Upon birth, each Swarm is born as a Drudge, and those capable enough will rise to a Varlet, and those even more capable will rise to a Brigand, through successful Trials and gathering of sagacity.
They are the second and diverse morph of the Swarm, Varlets are foot soldiers of their respective Coven and form the backbone of its army. They may or may not appear human-like, still humanoid. They can also now change their biological sex, remain female or alter to a male, and gain fertility. They are far more capable than Drudges, who are practically nothing compared to even the weakest Varlet. Varlets are highly intelligent and masters of Proficiency Paths. They lead their Drudges in battle, fiercely loyal to the Brigands that lead them, and use various weapons in combat. Varlets who are capable enough can grow stronger through Dagger Dogma, and eventually morph into a Brigand.
There also exist Riven Varlets, which are Riven variants of the Varlets. They are mostly identical to regular Varlets but possess standard Riven capabilities, they also gain access to Impetuous, which allows them to create functional duplicates by cutting themselves apart. These duplicates are as capable as the original, but weaker and temporary, and will perish after a few days, from where the sagacity gained by the duplications returns to the original.
Powers and Stats[]
Tier: At least 8-B to 8-A, up to High 7-C to 7-B. 7-A at their peak | At least 8-B to 8-A, up to High 7-C to 7-B. 7-A at their peak
Key: Swarm Varlet | Riven Varlet
Name: Varlet, varies for individual names
Origin: Crestseal
Gender: Varies depending on the individual
Age: Varies, usually at least several years old (Generally it takes at least two years for a Drudge to gain enough sagacity to morph into a Varlet), up to a hundred years old (Oldest Varlets, the ones who are the most powerful Varlets and most close to morphing into a Brigand are generally around this age)
Classification: Human, Swarm, Varlet
Powers and Abilities:
- Phanon Control (Partial, Scale Variable, at least 90, 120 at their peak)
- Superhuman Physical Characteristics
- Genius Intelligence
- Law Manipulation (Dagger Dogma is defined as one of the principles of Middlescape, its effects on reality are far more potent than those of the Rulemakers)
- Immortality (Types 1, 2, and 3; Swarms have endless lifespan allowing them to survive even fatal injuries such as decapitation indefinitely, and can heal their wounds as long as they gain sagacity or and receive Homages through Dagger Dogma)
- Regeneration (High-Mid; Brigands can repair themselves after being cut to hundreds of pieces via sagacity/Homages they can gain through Dagger Dogma)
- Reactive Power Level (All Swarm abide by the principle of Dagger Dogma, which allows them to grow more powerful by engaging in Trial; acts of violence, devastation, and particularly killing)
- Self-Sustenance (Types 1, 2, 3; Swarm subsist off of Trial alone through abiding Dagger Dogma)
- Power Absorption (Through Dagger Dogma, all Swarm can gain powers of all those they kill)
- Acausality (Type 2; Swarm are Nonlogical due to their connection to the Nether Gnats. Nonlogical beings, at their most basic, are singularities and wholly detached from their past and future)
- Curse Manipulation, Disease Manipulation and Pain Manipulation (Swarm can utilize Sufferstrike which curses their targets and causes them to be infected by a disease that causes immense pain on a Kernel scale)
- Statistics Amplification (As a Swarm, Varlets constantly receive Homages from their underling Drudges thus grow stronger), Dimensional Travel (Swarm utilize Pathfinder to travel between Tumults. Powerful Swarm and Sublime Swarm can venture outside of a Scape or to different Scapes)
- Fragrance Manipulation, Camouflage, and Stealth Mastery (Swarm can utilize Whispershade, allowing them to control their body outline, color, and scent, can make it so that they have no scent, allowing them to sneak up on their enemies)
- Acid Manipulation, Adhesive Manipulation and Corrosion Inducement (Swarm produce Swarmgoo, a highly sticky, acidic, and corrosive substance)
- Limited Fusionism (Swarm can fuse with and inhabit each other's bodies, though only if all parties agree to do so)
- Summoning (Swarm can Summon other Swarm; Brigands can summon several of the Varlets under their command, who themselves can Summon dozens of Drudges under their own command. Sublimes and high-ranking Brigands can summon several of the lower-ranking Brigands under their command)
- Explosion Manipulation (Can launch explosive blasts with Swarm Bomber)
- Durability Negation and Spatial Manipulation (Can cut and pierce through space with Swarm Chopper)
- Deconstruction (Can atomize targets with Swarm Dispenser)
- Forcefield Creation (Can manifest a forcefield around itself with Swarm Shield)
- Flight/Spaceflight (Swarm can do battle in outer space and fly in it)
- Martial Arts and Mastery of Melee and Ranged Weapons (Verseduelists exhibit exceptional expertise in various different combat arts including wrestling, kickboxing, jiu-jitsu, and sambo to the point of knowing and fully mastering every single application of these combat arts and knowing everything these arts can ever be used to achieve. They also are very proficient across various combat disciplines involving close-ranged weapons like swords and spears, as well as proficiency in marksmanship with firearms and rifles the same way)
- Afterimage Creation (Miragestriders can leave numerous afterimages that look identical to confuse and disorient), Enhanced Senses
- Extrasensory Perception and Non-Physical Interaction (Sensethrusters have heightened senses allowing them to sense smallest details down the size of atoms, and can sense clearly from kilometers away, can interact with and harm unphysical phenomena such as emotions, smoke, shadows, as well as beings of Contour)
- Body Control and Natural Weaponry (Morphforgers have atomic control over their own physique, allowing them to manifest weapons out of it and mitigate blunt damage by readjusting)
- Sound Control, Instinctive Action, and Acrobatics (Hypermobility, All-Terrain Mobility, Self-Momentum, Surface Running; Mentalweavers can instinctively react to incoming attacks by dodging or blocking and launch a counter attack even when no longer alive, capable of performing hundreds of rapid jumps and flips both in-ground and in the air, move through any terrain and glide in the air with maximum efficiency, move in a way that is not affected by air friction to perform instant full-speed movement without acceleration, and move in a way that makes no sound)
- Analytical Prediction (Cautigazers can gain basic insight into the physical movements their targets will make on the fly as they observe and combat their target)
- Information Analysis (Basreaders can survey their target and gather information about it as they observe its movements and can learn a wide array of knowledge on their target's abilities and methods by their movements and demeanor)
All prior. Plus:
Resistance to Analytical Prediction (Cautigazers can resist Cautigaze of those comparble to themselves), Information Analysis (Basreaders can resist Basread of those comparable to themselves), Subjective Reality, Precognition, Retrocognition, Causality Manipulation, Power Mimicry, Duplication (Yekks cannot emulate Nonlogical beings). Immunity to Soul Manipulation (Swarm do not have souls)
All prior Resistances plus Resistance to Existence Erasure, Void Manipulation, Madness Manipulation (Type 3), Radiation Manipulation, Status Effect Inducement, Statistics Reduction (All Riven are unaffected by the effects of the Riven Craze, Riven Rot, and Riven Cry, of both theirs and others), Pain Manipulation (Pain and suffering is a pleasing euphoria for the Riven), Madness Manipulation, Mind Manipulation, Fear Manipulation (Riven exist in an unending state of euphoria, being unbound by the boundaries of life and pain, where no fear, inhibition, worry, emotion, or burden clings to them)
Attack Potency: At least City Block level to Multi-City Block level (Newly morphed, weaker Varlets are generally Rank 8 to Rank 7. Far stronger than all Drudges with the exception of Raging Drudges who can be stronger than this basic variant of Varlets due to experiments performed on them), up to Large Town level to City level (Older and more experienced Varlets are generally Rank 6 to Rank 5). Mountain level at their peak (At their most powerful, the elite and highest-ranking Varlets are five to six-times more powerful than experienced Rank 5 Varlets) | At least City Block level to Multi-City Block level, up to Large Town level to City level. Mountain level+ at their peak (Riven Varlets are generally comparable to their non-Riven counterparts, with rare examples of being superior or inferior)
Speed: Subsonic with Relativistic reaction speeds (Comparable or superior to peak Drudges)
Lifting Strength: At least Pre-Stellar, likely higher (Comparable or superior to peak Drudges)
Striking Strength: At least City Block level to Multi-City Block level (Newly morphed, weaker Varlets are generally Rank 8 to Rank 7. Far stronger than all Drudges with the exception of Raging Drudges who can be stronger than this basic variant of Varlets due to experiments performed on them), up to Large Town level to City level (Older and more experienced Varlets are generally Rank 6 to Rank 5). Mountain level at their peak (At their most powerful, the elite and highest-ranking Varlets are five to six times more powerful than experienced Rank 5 Varlets) | At least City Block level to Multi-City Block level, up to Large Town level to City level. Mountain level+ at their peak (Riven Varlets are generally comparable to their non-Riven counterparts, with rare examples of being superior or inferior)
Durability: At least City Block level to Multi-City Block level, up to Large Town level to City level. Mountain level+ at their peak, higher with Swarm Shield (Swarm Shield can block attacks that can severely damage or defeat the user) | At least City Block level to Multi-City Block level, up to Large Town level to City level. Mountain level+ at their peak
Stamina: Superhuman. Varlets can keep fighting and remain active for weeks to months, even years in some cases. Infinite through the Homage method, can continue acting indefinitely as long as they can gain homages, or draw sagacity
Range: Standard Melee Range. Several Meters with Swarm Chopper, Hundreds of Meters with Swarm Bomber and Swarm Dispenser. Interdimensional with Pathfinder
- Swarm Bomber: Swarm Bomber is one of the kinds of Swarm weaponry. It is a mid-range weapon, with an effective range of around 300 meters. This weapon can launch explosive bullets which can cause highly destructive explosive blasts that can cover a large area. Usually an explosion. Usually, an explosion can cover up to 30 meters all the while maintaining its damage output at a maximum
- Swarm Chopper: Swarm Chopper is one of the kinds of Swarm weaponry. It is a close-range weapon. It has two versions, one is a long blade, and the other is a battle axe, depending on the preference of its wielder. It can be used as a conduit for increased chopping capability, allowing users to cut and pierce space itself, and any foe that exists in that space. Swarm Chopper can cut the space up to 7 meters away from the user.
- Swarm Dispenser: Swarm Dispenser is one of the kinds of Swarm weaponry. It is a long-range weapon, with an effective range of over 3 kilometers. This weapon can launch dissolving bullets which can cause the dissolving of any target it hits. The bullets, upon hitting the target, the bullet dissolves and causes atoms to separate from one another, eroding the target. The bullet has this effect up to at least 20 centimeters around the area of its impact.
- Swarm Shield: Swarm Shield is one of the kinds of Swarm weaponry. It is a defensive weapon and can either be directly used to block attacks or manifest a forcefield around the user to form an all-encompassing protection for a brief time. It is strong enough to block attacks that can severely wound or defeat the user and still not be damaged by it.
Intelligence: Above Average. Varlets are the backbone of the Swarm and have extensive experience in all things battle-related.
Standard Tactics:
This can vary considerably for the individual Varlets, but Varlets generally follow a similar combat pattern to Brigands, making them generally mid-to-long-range combatants, choosing to keep some distance between themselves and their targets. They will fire their Bombers or Dispensers while using Whispershade to keep disguised or Swarm Shield to protect themselves if detected and attacked. This tactic is especially used by lower-ranking Varlets, while higher-ranking ones prefer more up-close combat. Their behavior, strategies, and decisions may change depending on what insight they can gather on their enemies with their Cautigaze and Basread as the battle continues
Riven Varlets are more or less the same as regular Varlets, but they will always cut themselves apart right away to make duplications to aid in battle
Weaknesses:
Notable Attacks/Techniques:
- Swarm: Swarm are a species, and have access to innate abilities
- Dagger Dogma: Dagger Dogma is a signature Method and core philosophical doctrine of the Swarm which they abide by. It is also a principle of Middlescape and affects reality in a similar way to Rulemakers do, but innately far more potent. It dictates that persistence is only possible through passing successful Trials, which are often described as acts of violence, devastation, and especially killing. Through abiding by this doctrine, a Swarm can gain sagacity through successful Trials to grow stronger as well as heal their wounds as long as they can gain more sagacity. They do not need anything else aside from successful Trials to sustain themselves. Dagger Dogma also allows the user to steal the powers of those they kill, even if it is not a true death, as per its doctrine they still prove the superiority of the Trial of their own and thus are deemed more worthy of those powers, this extends to not only specific Methods but also knowledge and memories. Those who are more proficient with Dagger Dogma are capable of preventing having their powers stolen even after their death, be a true death or a false death, as Evyren, Hosnatul, and Zetharath are capable of preventing each other from gaining the powers of their own despite having killed one another countless times and growing serrated through it.
- Homage: Established by Evyren, this is lower-ranked Swarm paying Homage, a portion of the power they gain from Trial to higher-ranked ones. As a Sublime Swarm in charge of an entire Covern, Evyren receives an enormous amount of Homages that not only strengthen her but can also heal her further
- Resilience: Swarm are highly resilient and can survive and remain functional even when cut into many pieces
- Sustenance: Swarm do not need to eat or breathe as long as they can Trial, as they subsist off of Trial alone
- Sufferstrike: Swarm are capable of cursing their targets with their strikes even if these strikes don't properly connect, causing them to be affected by various ailments. These ailments, while initially starting weak, can build up and eventually cause extreme pain to the point of driving the cursed to end themselves. The build-up of the curse's ailments are even slower when Swarm uses it on a target stronger than themselves.
- Whispershade: Swarm, by utilizing Whispershade, can control the texture, color, and scent of themselves, or completely erase their scent. This allows them to sneak up on their enemies, with capable Swarm being able to sneak up on crowded rooms of enemies and not get noticed until they wish to be noticed
- Swarmgoo: Swarmgoo is a highly acidic, corrosive, and sticky material Swarm produce through their elbows and mouths. The purpose of Swarmgoo is unknown though it might be a pheromone. Swarm can weaponize it by spiting it to their targets
- Body Fusion Swarm can fuse and reside within the bodies of each other. This however is limited to other Swarm, and only if they allow it.
- Pathfinder: Swarm are capable of traveling through different Tumults within the Middlescape. Powerful Swarm and Sublime Swarm can venture outside of the Middlescape and to other Scapes
- Summoner: All Swarm can summon other Swarm to aid them in battle, while it usually takes some time and generally they can only summon those in the command of their own, who are always weaker than themselves; Brigands can summon Varlets under their command, and Varlets can summon dozens of Drudges under their command.
- Proficiency: Swarm are highly proficient and battle-hardened masters of warfare as their entire history is war. Varlets are masters of several different Proficiency Paths
- Versaduelist: Verseduelists exhibit exceptional expertise in various combat arts to the point of knowing and fully mastering every single application of these combat arts and knowing everything these arts can ever be used to achieve. They also are very proficient across various combat disciplines involving close-range weapons, as well as extensive knowledge in marksmanship with various weapons/abilities
- Sensethruster:Sensethrusters have exceptionally heightened senses. They can perceive their surroundings down to an atomic scale, and usually in a radius around them. They can perceive sounds and sights from kilometers away. They can see, interact with, and harm unphysical phenomena such as smoke, shadows, and beings of Contour as if they are solid or physical
- Morphforger: Morphforgers have extensive control over their own physique down to an atomic level. These characters can alter their shape considerably, conjure weapons out of their body, and even partially counteract blunt force damage by readjusting their structure.
- Mentalweaver: Mentalweavers can effectively control their bodies like puppets guided by their mind rather than conventional movement. For these individuals, the thought of moving is the same as moving itself, and there is no delay between the mind and the body. This allows them to perform hundreds of rapid jumps and flips both in-ground and in the air, move through any terrain and glide in the air with maximum efficiency, move in a way that is not affected by air friction to perform instant full-speed movement without acceleration, and move in a way that makes no sound. They can also innately react to any incoming attack by dodging and launching a counterattack, even when no longer alive or conscious
- Miragestrider: Miragestriders can manifest numerous afterimages with their movement that perfectly replicate their own form, creating a perplexing and disorienting effect on opponents.
- Cautigazer: Cautigazers can gain basic insight into the physical movements their targets will make on the fly as they observe and combat their target. The accuracy of prediction can vary depending on the distance and complexity of possible movements that are being predicted, though it is considered much greater than half the time, significantly more accurate if not in combat situations, and has more time to observe.
- Basreader: Basreaders can survey their target and gather information about it as they observe its movements and can learn a wide array of knowledge on their target's abilities and methods by their movements and demeanor
- Riven Psychology: Rivens, due to the nature of their existence, also possess distinctions in their mind, behavior, and thought. Rivens generally are stripped of their wills. They constantly experience euphoria, where all things, especially orders from their masters, are just pleasing to them. Pain, worries, and responsibility are nothing but a pleasing sensation for the Riven. They are never stressed nor do they suffer
- Riven Craze: A Riven's mere presence is enough to cause malfunctions in the mind as well as eventual fear on all those that can perceive it. Prolonged exposure to a Riven's existence can cause insanity and eventual destruction of the Mind
- Riven Rot: Riven Rot is a type of gaseous, blue-ish substance that partially colors and is also leaked out of a Riven's body in the form of a smoke or vapor. Riven Rot is very toxic and radioactive. Can affect senses to cause blindness and cause malfunctions in other senses such as balance, touch, and hearing, as well as can weaken whatever comes into contact with it. And most significantly it can gradually erase the reality around it by causing it to shrink away from itself, leaving behind a field of unreality, along with any substance it comes across. All Riven are unaffected by Riven Rot. Riven Rot only has these effects in several meters (up to ten meters) of the Riven it is being exuded by.
- Riven Cry: Screams of a Riven activates Riven Cry, which is a scream so intense that it can fracture material such as plastic and harm blood vessels on any target near a Riven (up to 30 meters)
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches