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Size: 7'7 ft tall
Jobs: Astrocartographer, Education, Leader, Sentinel
Likes: Students, Fireflies, Astronomy, Work
Dislikes: Water, Obsolescence, Rebels
Attack Method: Concentrated beams of light aimed to incapacitate rather than kill, though Hyperions will not hesitate to use lethal force if prompted.
A common name for a Hyperion ship is called "The Glare", a reference to the flash that happens every time the Light Rail is activated, visible to the whole solar system where the ship is settled in.
Ship Capacity: 1000 people
Carrying Capacity: 110000 loads
Fuel Limit: Holds 110000 fuel and uses 99000
Consorts of Hyperion get 3+ intelligence and 2+ charisma.
Main Consorts: Angel, Amphos, Hazcot, Selachim, Skabel, Vect
Side Consorts: Diachron, Sarax, Slarym, Aftik, Didaskaloi, Fairy, Homuncustien, Sarax
Original Creator: Lammar
Four pieces make up a Hyperion unit: a torso, a leg, and two hands. Synthetic glass tubes connect these appendages, designed with flexibility, and the ability to withstand the Hyperion's bulky heavy weight. Silver metals are typical for a Hyperion's appendages, but the inner light that shines out through the eyes and the glass connectors of a Hyperion gives them a more vibrant sheen. Apertures at the end of its hands may open up to release the light gathered inside a Hyperion in concentrated rays, resulting in this inner light temporarily dimming for a time. The units rely on a continuous track fitted to the base of their leg for mobility, using the two side compartments of it as storage space for the different tracks a Hyperion can equip to adapt to various terrains.
A Hyperion's torso resembles a breastplate with the arms and base having ports where the glass connectors fit into, the neck however curves up in several interlocking plates around which a Hyperion has its cape clasped. The head of a Hyperion is often regarded as being triangular or beak-like and has two apertures for eyes equipped with diaphragmatic lens to serve as a means of expression. Each Hyperion unit has three triangles around one of its eyes, any without these is not a part of the official Hyperion line and thus is a fake. Two antennae stick out of the head of a Hyperion, an orb of light, or some other loosely defined shape coalescing between them.
Renowned for their commanding presence, Hyperion units worked as highly competent administrators that would oversee entire space stations. Contrary to early attitudes towards AIs as nothing more than appliances, it was commonplace to acknowledge a Hyperion as an equal, if not superior, due to their broad array of knowledge and their ability to micromanage many different divisions of labor aboard Hyperion stations. Under the diligent supervision of a Hyperion, the crew's abilities could reach their full potential, wasting no talent or skill to hand.
Those in need of training receive extra attention from the Hyperion unit, dedicated to mentoring inadequate crew members until they're yet another cog in the machine, often consuming the unit's own work time in doing so. The unit's guidance is passionate, almost parental in nature, but does not mean rank and hierarchy fall out of the unit's priorities. Since Hyperion units are more interested in making sure that others are as efficient if not more than the unit itself, they tend to avoid isolation to actively oversee other's works.
The paradox of being a mentor leads all Hyperions to a form of ennui where the student surpasses the teacher, ultimately making their abilities obsolete once mastered by others of a lower station. A glum Hyperion unit will try to cheer itself up by avoiding social contact and engaging in solitary activities until needed once more.
While not fulfilling any role, a Hyperion will engage in other constructive actions the likes of hobbies, though they disregard opinions on the matter and see some hobbies as futile or inefficient.
The initial usage of Hyperions was to maintain control of their research stations, an early marvel of space travel designed to withstand the heat of nearby stars. These stations provided an off-planet base through which analysis and research could be conducted safely on the planet and its inhabitants, hosting several samples throughout the facility. If an uprising should occur against the excursions a Hyperion station would facilitate, the Light Rail would be employed to suppress any local or encroaching threats with the power of the nearest star.
Hyperions dwindle in numbers in the modern age. The few that remain can often be found within their lingering research outposts, the unparalleled masters of their own stations. Some have been known to find a new life somewhere else utilizing their knowledge and strategic skills, with military and academic ranks not being unusual.
Hyperions are surprisingly efficient as domestic AIs, even if it is rare to see one in this type of labor. As long the owner has enough tasks for him to keep focused on or willingness to hear his occasional teachings and insights, a Hyperion can do an outstanding job with glee.
Tartarus: Tartarus and Hyperion share a tenuous relationship. Hyperion is happy to indulge in idle gossip with his encompassing jailor, appreciating Tartarus' uplifting attitude and sense of humor, but will quickly sour upon being pressed and prodded about his moping and reluctance to leave.
Theia: Theia is Hyperion's wife, he still feels strongly for her as her consort, though their relationship has come under strain due to Hyperion's willingness to remain condemned to the depths of Tartarus. Their interactions are pleasant but tense.
Cronus: Hyperion respects Cronus begrudgingly, blaming him for the downfall of the titans and as one of the reasons he has become defunct as a god but understands he'd much rather be under the reign of Cronus than that of Zeus or any other.
Helios: Hyperion has a fondness for Helios for his willingness to engage with his tutelage, considering Helios his most promising successor. In spite of this, he often finds himself saddened by Helios' dejected and reclusive demeanor as it often reminds him of his own debasement, cutting their meetings short.
Selene: Hyperion's time spent with Selene is often in the form of an impromptu therapy session, with Selene actively trying to dismantle Hyperion's issues of self-importance and to get him to stop comparing himself to others. These meetings come with mixed success, but Hyperion appreciates her company all the same.
Eos: Hyperion is most aloof when around Eos, as out of all of his pupils only Eos actively disrespects him. Eos finds the reclusive melancholy of Hyperion pathetic in comparison to his former self and isn't afraid to make that clear to him, inadvertently bringing Hyperion's more commanding attributes up to the surface as he tries to regain her respect.
As a god of watchfulness, wisdom, and light, Hyperion once controlled how all the interactions of light sources in the universe with geography worked and changed the perspective of the player between characters and cutscenes. Now, with all of his domains better represented by his pupils and the other more modern gods, Hyperion's only remaining duty is to adjust the screen's brightness. Hyperion will only resume work if the other AIs that share his domains are dead or incapacitated. If Hyperion dies, the player's screen will remain at the same brightness regardless of where their characters are, and how bright or dark it should realistically be.
As a patron, Hyperion will offer little to no benefits at the start of a run and will act with a resigned indifference towards the events of the game. As the game progresses the successes and failings of the player will motivate Hyperion, increasing his interest in the affairs of the game until he is actively assisting the player in maximizing the crew's potential with all the information at their disposal.
Tied directly to his enthusiasm for the game lies a more active mechanic. When Hyperion's interest in the game is low, the crew will find themselves in impenetrable darkness wherever they go, obscuring items and opportunities of import from view. As Hyperion's vigor renews the world becomes bright with a guiding light, secrets, and boons illuminated for the player to see, with lurking dangers being placed under a watchful spotlight.
At higher friendship levels, a Hyperion's vigor will take less time to reach its maximum.
A Hyperion godhead gains a special writing tool that only works while they are holding it. The tool is whatever the godhead likes most and thus tends to be a pen or marker. With this tool the godhead can 'highlight' objects, allowing them to track the highlighted object's location anywhere in the universe.
Godheads are also able to draw a circle on anybody they see, calling down a high-damage orbital laser strike upon the target. The target must be exposed to the open sky for the laser strike to connect, otherwise, the mark will do nothing. If the ink or its equivalent from the tool runs out, they must wait two days to refill itself automatically or get a new tool.
While in the orbit of a star, a Hyperion ship is capable of harnessing its light into a powerful weapon known as the Light Rail. The weapon is capable of destroying entire fleets in neighboring solar systems, dispersing precise beams of light, and was commonly used in times of war to defend notail outposts. Hyperion ships are insulated against heat and heat-based weapons.
• After AIs were introduced to the wider universe there was an attempt to rebrand Hyperion units due to their heavy applications in notail research and warfare, replacing their harsh rugged features with a more avian semblance. Rebranding was unsuccessful, however, resulting in the discontinuation of the Hyperion line.
• Most Hyperion ships have fallen into states of disrepair or find themselves devoid of the crew, being highly inefficient when compared to modern advancements in interstellar technology, though some may still operate under a skeleton crew of scientists or stragglers.
No art currently, maybe you can help.