A Monster for Every Season: Summer 2
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  1. - Top - End - #1111
    Ogre in the Playground
     
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    Default Re: Nexus Character Directory

    Arbrim Tatch:

    Alias: None.
    Gender: Male.
    Race/Species: Alien Humanoid, Undead.
    Age: Three-Hundred.
    Alignment: Red Primary, Black Secondary. [Chaotic Neutral-ish]
    Class/Profession: Intergalactic Bounty-Hunter/Mercenary. (MERC Member)
    Power Rating: B+/A-

    Description: This imposing gray-skinned humanoid stands over eight-and-a-half feet tall, staring ahead from beneath a tall, wide-brimmed leather hat, his sunken eyes of burning coal shielded by a pair of black hexagonal-patterned shades. The barest hint of the enormous bounty hunter's scarred and weathered face can be seen from certain angles, despite the fact that a majority of the alien humanoid's maimed and half-melted head remains hidden behind a dusty black bandanna and a tall, blood-spattered leather collar. His wretched, scale-covered flesh is flaky and burnt, dotted with unusual bone spikes and hooks common to his race, though several of them appear to have been chipped or torn off, old wounds inflicted by dozens of years spent as intergalactic mercenary. Scars of all shapes and sizes race across his once bluish skin, the wounds never fully having healed due to poor self-stitching, giving him a rather imposing appearance. An impressively large, crooked nose with a shape that suggests it having been broken several times hooks over the bandanna that the stranger wears to hide his lower face.

    The grime-splattered bounty-hunter can frequently be seen clad in a long, tattered black leather greatcoat worn over a thick, futuristic-looking breastplate inscribed with glowing protective runes. A dented, well-worn spiked gauntlet crafted of some unusual material and decorated with bones and runes similar to his armor can be seen worn over his left hand, while the other appears to be a particularly bulky cybernetic limb, each industrial-sized metal finger as thick as a lesser being’s wrist, pipes and pistons visible beneath heavy, spiked plating meant to crush, and grind, and utterly pulverize with brutal efficiency. Dozens of blood-stained bandages cover the prosthesis, and bones taken as trophies from successful ventures now decorate the arm, giving it a frightening, claw-like look. A cracked metal lantern decorated with flecks of gold and silver hangs from his belt alongside a trio of sentient severed heads attached to blackened chains, while a sharp, angular collar rests upon the man's broad shoulders, wrapping about his neck, where it attaches to an enormous black cloak.

    Personality: Arbrim is a pragmatist, having long since come to the realization that under it all, most people are selfish and animalistic, regardless of race, gender, or social standing. It's a cold and somewhat bleak point-of-view, but one which has served him well during his time as a particularly gruesome mercenary. For him, it's clear as glass that at the end of the day, everyone is out for number one, and that a straightforward philosophy of enlightened self-interest is ideal.

    While he knows full well the advantages of unity, wealth, and power provided by organizations, Arbrim considers himself a rugged individualist and pseudo-anarchist, generally preferring to work alone whenever possible due to his hatred of rules and regulations, a hatred which frequently sets him at odds with himself, for though his military training has taught him to begrudgingly accept the existence of directives, orders, and statutes, his belief in "might-makes-right", long reinforced by his race's tendency towards brutal colonization, is heavily ingrained.

    As such, Arbrim values his freedom highly.

    Abilities: Arbrim is a consummate survivalist and highly skilled mercenary, having once been a high-ranking member of one of the most terrifyingly effective intergalactic armies ever formed, long before he found his way into the Nexus, his extraordinary training and natural skill perfected by over two centuries of mercenary work.

    Spoiler: Specifics:
    Show
    • Superstrength: Arbrim's brutal race, the Algori, were enormous humanoids genetically engineered by a more intelligent species in order to serve as cruel and overwhelming combatants, dozens of times more physically powerful than even the strongest human.

    • Military Training: When Arbrim was very young, the Algori were themselves conquered by a highly technologically advanced race called the Borinians, and a vast majority of them were drafted into their military. While most of the Algori were to be used as front-line cannon fodder due to their impressive size, the military leaders of the invading civilization saw potential in some of the more intelligent of the Algori, and as such, a percentage of them were taken in and forcefully subjected to intelligence enhancing surgeries and drugs, before being trained to serve as highly skilled soldiers.

    • Well-Equipped: After the Borinian civilization collapsed in on itself, Arbrim chose to live out the rest of his days as a mercenary, putting his natural skill and remarkable training to use. Over the centuries, Arbrim has gathered to himself a vast arsenal of powerful weapons designed to more easily collect his bounties.

    • Undeath: After two centuries of mercenary work, an encounter with a sinister spellcaster from another time brought Arbrim low, for though the bounty-hunter managed to collect the bounty upon her head, her last words were a wretched curse, one which teleported him elsewhere, rotted his innards, and brought about a sort of walking death. The hex, potent as it was, launched the bounty-hunter into a different time and place, an interplanar anomaly known as the Nexus.


    Equipment:

    Spoiler: Specifics:
    Show
    Superheated Scattergun: A powerful analog firearm which resembles little more than an oversized, chain-covered shotgun cut roughly in half. What's left of the intimidating weapon most accurately can be described as a heavy handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons. A true classic.

    CRSPR Flamethrower: A technological weapon capable of belching forth a stream of roaring, sticky napalm capable of burning through even the toughest of hides due to the elemental enchantments afforded to the potent device. Its liquid ammunition's expanded area of effect and tendency to burn for a far longer duration than most flamethrowers makes it an efficient, if dangerous tool.

    Borinian Powered Minigun (X-Gen, Lead Storm Model): This X-Gen powered minigun is named for its external generator - a power pack which drives the firearm's highly efficient automatic feed, allowing the overwhelming weapon to fire more than 3,500 heavy rounds per minute. These weapons are common on fortified bases and in large armed encampments, and make for a particularly deadly encounter if wielded by an individual capable of handling its bulk.

    "Bulldog" Heavy Revolver: A bulky and heavily modified custom revolver firing rounds so large that it only holds four shots, an issue made manageable due to the fact that the weapon has long since been enchanted so as to generate its own ammunition over time. More or less nothing can stand before a direct hit from this 26mm monstrosity.

    LFD Screamer Rifle (Thunderstrike Model): A cruel and inhumane technological firearm, this weapon closely resembles a standard long-range rifle with an unusually wide barrel. A pair of circular metallic devices covered in glowing lights flank each side of the rifle's base, and a long "spine" of prongs runs across its barrel. The front of this frightening weapon projects a powerful cone of sonic energy that can bruise flesh, shatter bone, and deafen individuals within the area of effect.

    NIL Grenade Launcher, Squad: The NIL (an acronym for "neutronic individual launcher") grenade launcher is one of the more feared grenade launchers on the black market, for while NIL's can be fitted with any sort of grenade as ammunition, the wicked device is hyper-specialized in order to more efficiently fire atomic grenades. Grenades are loaded individually, rather than in magazines, and its excellent construction allows for a user to select which type of grenade is to be fired.

    Satchel Charge: Be it an obstacle or a particularly thick-headed opponent, a blast from one of these sticky satchel charges is usually enough to get the job done. Due to the expanded area of effect, it is recommended that users step at least forty feet away from the blast radius in order to more easily avoid shrapnel.

    Autograpnel: This ominous looking device appears to be some sort of bulky hand-held pistol with an enormous spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang, trailing an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out at it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 450 feet, and the internal retraction motors are strong enough to hold up a surprising amount of weight.

    Binding Lantern: For particularly complicated bounties, Arbrim acquired this cursed item many years ago. This item, capable of binding the souls of those recently slain, is frequently seen worn at his belt.

    Severed Heads: The souls of several once-potent spellcasters are now used as arcane batteries.


    Backstory: To come.
    Last edited by The Mad Hatter; 2018-08-28 at 03:58 PM.

  2. - Top - End - #1112
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Nexus Character Directory

    Rveltrians

    Rveltrians are a blue-skinned humanoid race from the destroyed planet Rveltr. They have dark hair in shades of green, blue, and purple, and are generally a bit shorter than humans, between 4'3" and 5'8" usually.

    Spoiler: biology
    Show

    Rveltrian biology is fairly similar to humans but with a few differences. The first and most important is their lifespan. Rveltrians live incredibly long lives which last upwards of 2000 standard years. In addition, they are slightly more adaptable in terms of diseases. Whereas they are normally affected by most diseases and not resistant, they will build up immunity faster than a normal human. Their body temperature is colder than humans, closer to 92 degrees. Lastly, their vision covers a slightly different spectrum. They see more infrared than a human, and have slightly better night vision (but not so good as to be able to see in pitch darkness).

    Spoiler: Naming Conventions
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    Rveltrian names are somewhat complicated. Each name is a single word. The first part of the name is the family name, which is always a single syllable. After that comes the personal name, which can be anywhere from one to five syllables. The naming of twins or triplets has special conventions; twins are given highly similar personal names. This is due to an old belief which says that twins have a special connection to each other.

    Spoiler: culture
    Show
    Rveltr was a world steeped in tradition. For millennia, they used a guild system, where each young Rveltrian joined a guild to learn useful skills. However, the system eventually led to the planer's downfall, as a trade war over dwindling supplies of fissile material went nuclear, decimating the planet and nearly dooming the race to extinction. Modern Rveltrian culture is confused, mainly because the guild system was proven flawed, but the surviving Rveltrians still feel deeply tied to their guilds. Rveltrians typically wear clothing in their guild colors, as a sign of respect to their guild.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  3. - Top - End - #1113
    Barbarian in the Playground
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    Default Re: Nexus Character Directory

    Kara N. Fencár

    Alias: Kar.
    Gender: Nonbinary.
    Race/Species: Human.
    Age: 22.
    Alignment: Chaotic Good, leaning toward Chaotic Neutral.
    Class/Profession: Artificer/Graduate (Major in Arcane Engineering, Minor in Blood Magic)
    Power Rating: Rank C-

    Description: Kara is a slightly paunchy human standing at about 5'9" with brown eyes and light brown hair wrapped into a ponytail. They have a very noticeable scar circling the entirety of their neck, and a slightly less noticeable gash in the center of their left palm.

    Personality: A melting pot of anxiety and ambition, Kara has been doing their best to adjust to life in the Nexus as a magical repairman while searching for a way back home. They sometimes come across with a bossy attitude to hide the fact that they hate everything about the Nexus and how magic doesn’t work this way in the states, ****it.

    Equipment: When traveling Kara wears sneakers, tan jeans and a dark green jacket with one of many novelty t-shirts acquired from the Nexus underneath. At home or in the workshop they tend to wear pink slippers, torn carharts and a white shirt, along with whatever safety gear they require.

    When taking on a job, Kara will usually bring along their toolbelt of holding, full of many items that can be used to measure and analyze magic or adjust the physical properties of an ongoing spell. (Chalk, sacramental salt, a gamma-ray spectrometer, a pocket knife with antimagic wards, etc.) Sometimes they bring a pair of headphones if they think they can get away with listening to music while working.

    Abilities: In terms of dexterity and physical prowess Kara is among the average of most variations of humans across the multiverse. Their true power life in magic item creation and runecrafting, which they use to keep them safe both on the job and on the streets.
    Spoiler: Specifics
    Show
    - Attuned Ears. Kara has magical implants in their ears that can extend outward and allow them to hear the presence of magic in the area. When fully extended they resemble tiny satellite dishes, and they can be aimed in any direction facing away from the head. These implants are controlled by Kara’s thoughts, and can be turned on and off at will.
    - Contacts of Seeing. Kara has several pairs of contacts that, when worn, automatically adjust the level of light coming into their eyes. This allows them to see in the dark or look at intense lights without becoming dazed or blinded. Magical light and darkness may overcome these precautions depending on their strength.
    - Gibsey's Gauntlet Rune. A Dwarvish rune is written on Kara’s right palm. When danger is nearby the rune automatically activates, conjuring an obsidian colored gauntlet with glowing white light at the edges of it’s plates. The gauntlet is strong enough to withstand large amounts of physical strain as well as most bullet and energy-weapon fire, and grants it’s user enhanced reflexes and combat capabilities equal to that of a generalist martial artist with ten years of training. It also provides protection from intense heat over the arm it covers and Kara can use the gauntlet to lift up to five-hundred pounds without it bending or breaking. The gauntlet is active for as long as Kara allows it (or until its destroyed), and can be deactivated with a gesture, or even prevented from forming if Kara balls up their fist.
    - Rune of the Glaistig. A Gaelic rune on Kara’s back that is enchanted with healing magic, it enhances Kara’s healing factor and allows them to withstand most wounds that would instantly kill a normal human, as well as dull intense pains. It activates automatically when Kara is injured. While being able to replace most vital organs and even fingers, the rune cannot regenerate an entire lost limb. The rune can be used in intervals for up to five minutes before it loses its power and requires twenty-four hours to recharge.

    Backstory: After finally graduating from The Universal School of Magic (Wyoming), Kara was excited to begin work developing an inter-dimensional gateway to seek new life in the universe beyond their world. However, a tragic accident resulted in them getting wrenched away from their home and thrown into the Nexus. Despite multiple scrying and teleportation attempts, they are unable to return to their home, and now look for work here in the Nexus.

    Miscellaneous: Kara’s birthday falls on December 21st on most Earth calendars.
    Last edited by Angsty Anubite; 2018-09-17 at 02:48 AM. Reason: Debuffing

  4. - Top - End - #1114
    Firbolg in the Playground
     
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    Default Recaiden Character Listing

    That other post was getting really crowded.

    Anchor Danir
    Sex: Female
    Race: Human, Faerie Ring Radiance
    Age: ???. Anchor is clearly an adult, but also looks brand new.
    Alignment: Red / Chaotic Goodish
    Class: Wizard
    Power Rating: B- or 4
    Description:
    She's a human woman with tanned, slightly olive skin. She's got straight black hair in a bob, with long bangs. She's short, only 4'10", but looks solidly built. High cheekbones and a small pointed nose. Her facial expression is usually a little nervous. She's wearing sunglasses, even indoors, but behind that her eyes are grey and almond-shaped.
    She's wearing white jodhpur trousers and steel-toed boots, a short pink tunic over long white sleeves, a belt with a dozen things hanging from it, a warm-looking dark red cloak, a pistol on one hip and a spellbook on the other, a string of lion's teeth around her neck. Her shadow doesn't quite follow her movements exactly, and sometimes doesn't look like her, or even look human.
    Personality: Determined. She may have been driven to madness, raped, tortured, killed, and brought back to life by black magic to be experimented on, but her heart is all together and in the right place. She does have a wicked sense of humor, but doesn't take it too far. A bit arrogant, but at the same time easily concerned and constantly correcting herself.
    Backstory: After Alkania died, her body was stolen by a necromancer, and reanimated as the first of the animus shadow-ghouls, the 2nd Anchor. This creature was eventually killed and brought back, plain and alive, at the temple of Inari, the 3rd Anchor. Her shadow never quite recovered.
    Upon finally making her way home to the Skullfort, Anchor discovered that she had been replaced by a robot clone, Leah.
    Having lost her racial abilities when she died, and her undead abilities when she was revived, she engrossed herself in study of Thormoses's spellbook and mastering the necromantic secrets therein.
    When she had a basic understanding of them, she set off as a wandering heroine and had various adventures: Apologized to Naku. Fought demons alongside Eschelle. Learned secrets of the Elder Continent from a fellow graverobber. Got over her old crush. Helped steal a demon-staff. Stole a kitsune's shadow. Fought the vulture king. Helped a renegade demon kill his pursuers. Overthrew a kingdom. Collected birds with Koshal. Cured Karl of his amnesia. Intruded on the Hunting Grounds. Rescued St. Lazarus from zombies. Attended the Autumn Equinox Ball. Showed newcomers the GLoG medical lab. Went to the Masque and ran into Jack, then explored the town and faced a spectre on their date. Found Zophiel on the beach. Defeated the saint of forgetfulness. Rescued past-Sekhmet from hell. Saved some people kidnapped by mermaids while accidentally kidnapping Amatheia. Saved Coralia and the other mermaids. Stopped a fight in Rivergreen and helped Myriam find the evil wizard and her own genealogy. Helped exorcise the other Zophiel.

    Spoiler: Equipment
    Show

    Anchor stores most of her equipment magically in the shadow world when she's not using it.
    • Book of Resplendent Magic: Old parchment rebound in the skin of a drowned man after its original cover was sawed off. Contains general spells. Mostly necromancy and enchantment, with a little bit of magitek.
    • Tome of Tigers: Contains pyromancy learned from Kitty.
    • Tome of Bones: Contains necromancy learned from Kitty and copies of the spells from the Book of Resplendent Magic.
    • Book of the Ship: Contains all the other magic learned from Kitty.
    • Heroine's Book: Contains general spells used by Anchor in her adventuring life.
    • Beastbreaker: A three-pointed spear or very narrow trident of exceptional length. Originally belonged to The Empress. It has its own will and actively seeks to fight monsters.
    • Firme: An unbreakable flame-bladed sword of light black crystal, so large that it ought to be a three-handed-sword.
    • A hastily made and more-hastily enchanted steelsword, designed to slay demons.
    • One (1) bolt-action 5.53 rifle.
    • Two (2) 9mm automatic pistols.
    • A pair of ruby-studded gold dancing sandals.
    • A suit-thing, off-white temple clothes, her adventuring outfit, some ill-fitting black-and-white checkered stuff.
    • A small ivory statue of a unicorn, standing a foot tall; engraved into the base is the word 'Enhornig'. Speaking the word, whilst holding the statue, transforms it into a life-sized unicorn that shall help whomever holds it before turning back into a statue an hour later (it can be used only once a day).
    • Necklace of lion's teeth, enchanted to protect the wearer from projectile attacks. It can be overwhelmed by a high volume of fire or very-high velocities.
    • Memory Spear - elegant, clean, and bright. The air around it is filled with subtle music, a warm glow, a clean scent. Touching it brings pleasant memories bubbling to the surface, memories long forgotten.
    • Dehyydrated Mountain
    • Boots that don't leave footprints.



    Spoiler: Abilities
    Show

    Wizardry: A long time ago, Anchor killed a lich and took his spellbook. She's been learning from it. She traded a spaceship to a Rakshasa in exchange for more magical knowledge. Every spell requires a magic word or phrase. When you hear the spells cast, they sound incomprehensible. ((One group of spells are minimal-level Zalgotext of a few consonants from a relevant words, separated by spaces. Another group is 3 lines of hebrew characters rotated 90 degrees clockwise and connected with vertical lines.))

    Most of a discipline of pain-magic/sadomancy; inflicting, removing, storing and transferring pain, as well as methods of using one's pain, or the pain of others nearby, to fuel other magics.
    Quite a bit on pyromancy, particularly focused on fire-spells that synergize with the pain-magic.
    Some advanced necromancy spells.
    Enough alchemy to brew a supernatural poison that bypasses most supernatural immunities or resistance to poison.
    Bits and pieces of several other magical disciplines and methods.
    Likely to backfire: a spell that summons, but doesn't control, a giant demonic scorpion.

    <Anchor> has gained some knowledge about symbolic magic. Kitty mostly uses symbolic magic in conjunction with his innate abilities, to transfer non-physical things, so Anchor may have difficulty applying that knowledge- but if she were to, for example, create a skeleton out of a mix of human and ox bones, she could symbolically give the skeleton the strength of a bull, using the cattle bones as a symbol of that strength.

    Anchor's shadow moves and acts on its own, disrespecting light sources and physics. It can move things around, it can fight other peoples' shadows.

    Anchor can make abstract and nonphysical views (such as light, color, and shadow) into solid objects. She learned this power from Lyrina, forgot it when Alkania died, and was reminded of it by Charity.

    Spoiler: Spell Reference
    Show
    Dazing: d̟̪̯̟̽̋̌ ̠͚͔̝̰͑̑̉̉ͣͬͣ͗́ẻ̐҉̥͕̯͍̺
    Agony: p̢̢̻̩͐̄ͤ ͦ̓ͩ̀͏̠s̎͐ͤ͂͏̰͎͚̰͙̜͖ ̴̶̼̣̣͉̔͞l̝̝͖̹̗͍̎͛ͨ̕͝
    Firebolt: i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑
    - 2x pain powered combo: ͍̗̹͖̝̝ͨ͛̎̕͝l̶̴͉̣̣̼̔͞ ͖̜͙̰͚͎̰͏͂ͤ͐̎s̠͏̀ͩ̓ͦ ̢̢̩̻ͤ̄͐p i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑ - i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑ !
    MPK:
    Kindle:

    Last edited by Recaiden; 2021-08-17 at 04:04 PM.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

  5. - Top - End - #1115
    Ogre in the Playground
     
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    Default Re: Nexus Character Directory




    --



    At the dawn of creation, there was order. The multiverse existed as an infinitesimal singularity, a perfect mathematical figure made physical, everything exactly as it was meant to be. Creator deities, brimming with power, came about soon after, claiming entire universes for themselves, a grand experiment. Then, under the supervision of the creator deities, there was life. With life came chaos and discord, a disturbing consequence of mortal sin, one which brought about the attention of the bitter foes of reality itself, the unknowable monstrosities between the stars, locked away by deific precursors.

    Realizing the consequences of the actions of the creator deities, the divine precursors created the inevitables, beings of pure law and order designed to enforce the laws of reality in the hopes of delaying or preventing the calling of those outer gods which existed between reality itself. However, the inevitables were not a permanent solution, nor a wholly effective one, for they served more often than not as little more than a way in which to buy time, merely delaying that which could not be stopped, not truly. This unpleasant truth was most evident within Universe 14264-X, wherein the crawling chaos had made its home.

    The inevitables there proved especially ineffective, for this universe closely bordered that curious extradimensional hub known as the Nexus, one whose powerful chaotic energies were frequently vented into its neighboring dimensions. Due to its proximity to the Nexus, this universe became infected by chaos far quicker than others. Since it was created, this dimension was restarted over fourteen million five hundred and ninety-four thousand three hundred and ninety-five times, and during each version of its own existence, the inevitables retained their knowledge of what had occurred with each prior version.

    Eventually, the creator god of this universe grew distant, spending his time exploring the nature of existence in self in search of a cure to the infection that was chaos. In the absence of the guiding hands of their creator, the leader of the inevitables of this universe, a perfect entity crafted of the flawless mathematical figures which reality itself was constructed from, began to perform research into its own universal directives, eventually reaching a controversial conclusion. This ancient and nameless entity, which soon thereafter called itself "Ozymandias", stated that the time had come for change upon Axis.

    Over the next three-hundred thousand years, the inevitables of Universe 14264-X underwent a radical transformation, rewriting the complicated legislation which gave them purpose and reshaping their byzantine bureaucracy based upon this extreme interpretation of their prime directive, one which stated that far more direct measures were required in order to ensure that chaos was suitably regulated, including the use of preemptive measures within the parameters of their own universe, measures which promised to eliminate those who would commit acts of chaos before the act could even take place.

    In addition to these radical measures, for the past one-hundred thousand years, a proposed investigation of the Nexus, whose chaotic energies made their universe weak to chaotic infection, has been passing through the cogs and wheels of the Axian bureaucracy. A minority population of the Parliamentary Congregation remains wary of involving themselves with the Nexus, and as such this proposed investigation has yet to have been approved. However, all eyes rest upon the Nexus, where the next great catastrophe could very well change the mind of those against further actions.


    --


    Spoiler: The City of Axis:
    Show
    Representing the pure perfection of order, the pinnacle of lawful behavior, the infinite city-plane of Axis appears as an infinite array of clockwork machinery, stretching into the horizon. In this vast plane-machine, life clings to gears the size of continents and pistons the size of planets, completely in tune with the ticking of the multiversial clock. It is a bastion of immutable law, a pristine city of cities surrounded by a wall of gold which constantly expands, each new sector procedurally generated within the parameters set by the Parliamentary Congregation. Also known as the Eternal City, the Perfect City, or even Utopia, Axis is actually millions of separate cities folded and layered atop, within, and around one another in an elegantly arrayed masterpiece of multi-layered clockwork architecture and city planning. Despite the mind-boggling expansive nature of the ever-expanding city, each and every city-district maintains a high population level due to the fact that the inhabitants of Axis are assigned to specific dwellings when created or immigrated.

    Axis is a city of cities, divided up into thousands upon thousands of discrete urban realms called districts. Conventional travel between these cities is possible, but the distances can be extreme, particularly for shorterlived races like humans. To allow for swifter travel, the city maintains an elegant network of portals at major crossroads. The destinations of the portals can be determined by speaking the correct numerical designation for a desired location.

    Adamantine Crucible: One of the largest structures in Axis is the sprawling Adamantine Crucible, a massive fortress-foundry dedicated to the sole purpose of creating the most powerful inevitables. Responsibility for running the crucible falls on the shoulders of Master Smith Laikorus, a highly skilled Axiomite who has held his title for nearly nine-thousand years. Within the foundry’s halls, great machines separate metal from raw ore, while lake-sized smelting pits further refine the materials that serve as the skin and skeletons of the soldiers that form the inevitable armies of Axis.

    Aktun District: Aktun is one of the largest of Axis’s districts, and it serves as the capital of the city of cities. The streets of Aktun are laid out in a combination of concentric circles crossed by spoke-like avenues radiating out from the enormous courthouse at Aktun’s core. While all the districts of Axis are open to travelers from across the planes (provided they pass through customs), Aktun is perhaps the district that is friendliest to mortal visitors. Axian law ensures that this is a place that mortals can come for inspiration in building their own cities without worrying about the dangers intrinsic to planar travel.

    Citadel of Resplendent Clockwork: This extraordinarily impressive structure is directly accessible from Aktun via a set of clockwork portals. From the exterior, the Citadel of Resplendent Clockwork is a two-thousand foot tall marble-and-metal building that mixes more conventional gothic architecture with a wide array of more unusual styles derived from a handful of other worlds. The Citadel serves as the primary barracks wherein the elite soldiers of the Pure Legion can be found.

    Threefold Pillars of the Axiomite Godmind: The Threefold Pillars of the Axiomite Godmind are collectively one of the tallest structures in Axis. The pillars themselves are three crystalline obelisks that display a constantly changing stream of equations: physical manifestations of the will of the Axian Godmind. Within these hallowed halls, First-Axion Ozymandias, aided by elite Axian intellectuals, continually attempts to calculate and model the intrinsic rules of the multiverse. The gap between the three pillars serves as a space where the Axion Godmind is capable of physically manifesting, usually choosing to appear as a burning star formed from billions of luminous eldritch equations.


    Spoiler: Inhabitants of Axis (By Rank):
    Show
    Axions: The first entities which were brought into existence by the mysterious creator deity of Universe 14264-X were not the construct-outsiders known as inevitables, but rather were enigmatic entities known as Axions, powerful incorporeal pseudo-divinities formed out of the mathematical energy which formed the universe at the dawn of creation, made sentient and self-aware. These beings of pure law and order, led by First-Axian "Ozymandias", form the Axian Godmind, the most powerful sub-faction within the ranks of the Parliamentary Congregation.

    Primal Inevitables: While the lesser inevitables which make up the majority of the armies of Axis are as varied and myraid as the tasks with which they are assigned to carry out upon creation, primal inevitables were constructed for one purpose; to wage war upon the forces of chaos. This caste of ancient inevitables, those who were first to be crafted by the Axian Godmind eons ago, appear as hulking titans crafted of golden clockwork. Since their creation, these primals have grown in power, achieving the strength of demigods, but relatively few remain today—roughly only a quarter of their original number still survives.

    Standard Inevitables: The inevitables which act as the spines of the vast armies of Axis as well as extradimensional enforcers of law are a created race, yet they live and think. They share many features with constructs, but each is a specific individual. They are the upholders of the fundamental rules of the multiverse, and track down and punish those who would seek to break them. Originally created by the Axions long ago in response to the growing threat of universal destabilization, the inevitables today serve as Axis’s guardians, patrolling its streets and defending its portals and walls, or acting as agents of law across the planes.

    Modrons, Secundi: These highly intelligent modrons were created by the Axions specifically in order to serve as governors over the countless cities which make up the infinite city-plane of Axis, and as such form the bulk of the Parliamentary Congregate. Unlike most modrons, Secundi are sentient and possess a sense of identity. They appear as incredibly tall and extraordinarily beautiful humanoids crafted of glossy marble, with deep-set eyes of glittering gold. All Secundi wear a flowing white toga as a symbol of their position, as well as a golden cloak which shimmers like liquid in the light.

    Modrons, Tortion: Unlike the Secundi, who control entire cities, answering only to the Axions, the Tortion modrons were created in order to micromanage the districts which form each of countless cities which make up the infinite city-plane of Axis. While each Tortion modron occupies a position within the Parliamentary Congregate, they are far less important. Like the Secundi, Tortion modrons are sentient and possess a sense of identity. They appear as plain humanoids crafted of glossy marble, with deep-set eyes of glittering gold. All Tortion modrons wear a flowing white toga as a symbol of their position, as well as a golden headband.

    Modrons, Quarton: The Quarton modrons serve as judges, legislative masterminds, and interpreters of the primary directive, and are confined to the Threefold Pillars, the imposing obelisk-structures which dot the surface of the infinite city-plane of Axis. There are only nine, and their interpretations of the primary directive are respected throughout Axis, even by the Axions themselves. Like the Secundio and Tortion modrons, the nine Quarton modrons are fully sentient and self-aware. They resemble morbidly obese, bald humans the size of entire rooms, whose seemingly endless girth is reinforced by glittering golden cybernetics.

    Modrons, Quinton: These foppish modrons act as lawyers and officials of the law, the most prominent of which answer to the Quarton modrons themselves. Despite their important rank and position within Axian society, which would suggest a relatively low population, Quinton modrons are quite common, and easily contacted within the many courthouses which can be found across the infinite city-plane of Axis. These modrons appear as spindly legged entities possessing ludicrously angular bodily proportions, whose flesh is dusted with a golden powder similar to the sort used in the wigs worn by their Quarton masters.

    Modrons, Hexton: Dour and lacking any sort of emotional depth, Hexton modrons act as bureau chiefs and assistant record-keepers, answering to the official archivists of the infinite city-plane of Axis, the enigmatic Bararut inevitables. These modrons have the appearance of floating spheres of flesh encased in golden clockwork, with four spindly arms hanging below.

    Modrons, Septon: Unlike inevitables, who act as generals on the field of battle, Septon modrons serve the infinite city-plane of Axis as agents of a sort of tactical think-tank, constantly performing simulations within the lowermost sections of the Threefold Pillars, the imposing obelisk-structures which dot the surface of the infinite city-plane of Axis. Any information gathered by these simulations, as well as by the ruminations of the Septon modrons, is immediately passed along to the inevitables. They resemble six-armed constructs whose abdomen resembles a floating golden pyramid.

    Modrons, Octon: These eight-armed spheres act as governmental inspectors, forty-nine in number, responsible for ensuring that each modron below it is performing its duties satisfactorily. They answer directly to the Hexton modrons, who in turn report to the Bararut inevitables. It is common for an Octon modron to decorate itself with legislative documents.

    Modrons, Decaton/Nonaton: Nigh indistinguishable from one another, these models of modron are charged with overseeing the physical welfare of the base modrons below them. There are one-thousand in existence at any given time, and they resemble metal spheres with up to ten robotic arms which branch off of them. They have access to a variety of curative spells that only affect modrons, and can also levitate at will.

    Modrons, Pentadrone: Pentadrones form the lesser police officers of the infinite city-plane of Axis, being charged with law enforcement as well as reporting to the inevitables. Their primary task is the capture of any who would commit what Axian law qualifies as a chaotic act within the city-plane. As the borderline between Base and Hierarch modrons, these constructs are five-function beings that can communicate, operate, monitor, plan and manage. They resemble enormous one-eyed constructs clad in a crimson toga and cloak which marks them as members of the police force.

    Mercanes: These charming individuals act as the most ubiquitous of the city’s traders, for while extraplaner merchants are tolerated, these construct-outsiders were created to represent the essence of mercantilism itself. They embody the notion of mercantilism and economy with every fiber of their being, and tend to dress themselves in colorful shades, always featuring gold.

    Axiomites: The first civilian inhabitants of Axis were the axiomites— humanoid incarnations of the essence of law, created by the Axions in order to serve as Axis’s architects and caretakers. They are the most populous of the realm’s inhabitants, and like all other inhabitants, are effectively immortal, reforming within the city months or years after destruction.

    Modrons, Quadrone: As the most "intelligent" of the Base modrons, Quadrone modrons are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being "four-function" creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.

    Modrons, Tridrone: Tridrone modrons are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the modrons who command the Duodrone modrons. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. They act as effective middle-management.

    Modrons, Duodrone: These modrons are charged with performing complex tasks that a monodrone is too simple-minded to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons.

    Modrons, Monodrone: Monodrone modrons are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders.


    Spoiler: Inevitables by Model (and Rank):
    Show
    Inevitables are made in great crèche-forges located in several locations throughout the infinite city-plane of Axis. The creation process is extraordinarily complicated and requires the reshaping of primal mathemetical energy into a soul-like shard-entity, which is then bound into a powerful mechanical chassis crafted out reinforced starmetal, each molecule infused with the essence of law and order. While they are technically constructs, inevitables are capable of learning and developing a personality over time, though the process is often very slow.

    Inevitables exist in several different kinds of models, each with their own specialty. After its creation, an inevitable is given a target dependent on model type by a special sub-grouping of Axions who divine the cosmos for any lawbreakers and is sent out to mete out justice. Upon their creation, they know nothing but how to use their abilities and the location of their target. From its interactions with the world, an inevitable begins to foster a personality, though as a being of pure law this makes it at best a little unhinged and detached. These personalities tend to evolve over time, until finally an inevitable develops a sense of self-identity, usually based upon its experiences acquired from hunting down several targets: the more they find the less of an automaton they become. However, the more independent they become, the more they long to return to their crèche-forge. As such, the more of an identity an inevitable possesses, the more unpleasant it finds the imperfect world around it.

    When an inevitable returns, they have their personalities wiped and are given a new target. Should an inevitable become outdated, it is recycled.

    Inevitable, Varakhut: The most potent and rare kind of inevitable, the Varakhut are meant to uphold the divine order. All those who would seek to destroy the gods, or become one themselves through intolerable means, eventually come into conflict with these potent beings. They are the most lethal of their kind, employing powerful magic and physical prowess in order to destroy their enemies. A Varakhut’s construction is unusual for an inevitable, as they resemble a humanoid form in only the vaguest of parameters.

    They usually appear as an enormous, abstract monolith of golden metal, its form vaguely humanoid from the waist up and terminating in a flexible spike instead of legs. They hover off the ground, and unusually circuitboard patterns carved into its metal form tend to glow with a soft white light. The head of a Varakhut is low and flat, a wedge shielding an array of luminous eyes. Despite the fact that Varakhut hover inscrutably over a single taper—this taper can extrude long spider-like legs and keep the creature mobile in areas wherein it cannot function, but they tend to spend a majority of their existence airborne.

    Although the arms of a varakhut are long, featureless trapezoids, they can extend and retract a number of fine fingers; this provides the Varakhut the dexterity of a human hand should it be required.

    Inevitable, Lhaksharut: Lhaksharuts are tasked with maintaining the separation between different planes of reality. They generally do not concern themselves with petty trespasses by visitors from one plane to another, nor even the occasional creation of a pocket plane or hijacking of a chunk of one reality to serve as a base within another. What does trouble a lhaksharut is anything that represents a permanent link between planes, or an effort by the denizens of one plane to invade and conquer another. They often find themselves in conflict with the machinations of powerful outsiders who seek to create beachheads on other planes to serve as launching pads for massive incursions.

    When possible, a Lhaksharut enforces the separation of planes through the simple expedient of smashing any device that creates a dangerous breach, or killing any creature that seems determined to mix or blend realities. The inevitable does not care why such infractions occur, and is often deaf to any excuse suggesting even a temporary linking of planes is a good idea. However, while singled-mined, a Lhaksharut is not mindless or incapable of reason. They are emotionless, but can be negotiated with if a problem cannot be solved by smashing and killing violators. Rarely, a Lhaksharut can even be convinced that maintaining a planar link is important enough to let the gate stand, if only temporarily. In such cases, the Lhaksharut always volunteers to guard the portal until the time comes to shut it down. These arrangements must include a detailed explanation on how a desired course of action will directly lead to meeting the Lhaksharut’s goal. Only when facing the most overwhelmingly powerful foe does a Lhaksharut agree to assist in a task not related to its primary function, and then only to win allies to help it achieve success in an area where the Lhaksharut has already met with failure. Even if convinced to undertake such an alliance, a Lhaksharut is likely to insist its mission be accomplished first. A creature of pure order, a Lhaksharut is incapable of defaulting on a promise made in good faith, but it is aware that not all creatures are so bound. If for some reason the needs of its allies must be put first, a Lhaksharut insists on guarantees that its allies will meet their commitments to it once they have what they want.

    In combat, a Lhaksharut uses its speed and mobility to get close to targets. A Lhaksharut sees groups as imperfect machines, and knows that the best way to overcome them is to disrupt their smooth functioning. While creatures able to directly harm the inevitable are dealt with if necessary, it much prefers to first eliminate supports before tackling more powerful individual. A Lhaksharut cannot be taunted or baited into changing its course of action—it is completely emotionless and only cares about the efficiency of its battle plan. It also fights without care for its own survival, knowing that either its regeneration will restore it to life, or that it will simply be reforged in time.

    When unaware of a threat to the sanctity of the division of the planes, and not threatened, a Lhaksharut can be a surprisingly good conversationalist. They are as likely to be found floating through a void as maintaining any kind of stronghold. Lhaksharuts are aware that the domains they wish to patrol are too vast to be directly viewed with any efficiency. Some Lhaksharuts thus forge networks of informants who can patrol the many planes, and send word to the inevitable to alert it of any apparent breaches. The constructs have no other need for the treasure that they gather from transgressors, and sometimes even pay for tips that might lead to a planar infraction. Anyone who might prove to be a valuable informant is treated with respect, and may even be able to gain insights into the planes from the Lhaksharut’s vast knowledge on the subject, as long as questions never wander into the dangerous territory of combining two planes.

    A typical Lhaksharut is a six-armed construct that appears to be made of a mix of golden metals and white stone. Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery—it is this whirling machine that grants the Lhaksharut the ability to fly. Though a Lhaksharut has huge, metal wings, they serve as little more than stabilizers when it’s in flight. Four of the construct’s arms end in functional hands that it normally uses to carry a mix of weapons. The Lhaksharut’s lower two arms hold large, flaming metal spheres in their hands—it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.

    Inevitable, Quarut: The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space-time, especially with regards to the creation of paradoxes. The foes of the Quarut are potent indeed, and as such they tend to keep their distance until a better understanding of their quarry is gained. They often engage their foes by matter of proxies, interrogating associates and minions and seeking weaknesses in their foes before acting. Unlike most inevitables, the Quarut tends to pursue diplomatic options before all others, and as such, the easiest way to deal with one is to determine what they want.

    Quarut tend to appear as large slender humanoids with glittering gold frames and complex plating, often clad in flowing robes of liquid gold. They usually employ powerful magic in order to gain the upper hand in battle, even spells which are often associated with the very quarry they hunt. They seem to conveniently ignore the fact that the use of these spells is what they're created to combat.

    Inevitable, Marut: Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they’ve come to take. Rarely seeming to hurry, a marut’s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.

    Maruts primarily target those lost souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches, cybernetically-enhanced individuals, and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals.

    Maruts are patient in their hunts, biding their time until they are ready to strike, where they strike targets with lightning-charged fists. Because of the solitary nature of many of their targets, Maruts have little opportunity to practice their social interaction, and as such are the slowest to develop personalities. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality, dreams which mark each and every mortal as a potential criminal, whose crimes are to be answered only by total annihilation.

    Inevitable, Zelekhut: Zelekhuts are bounty hunters and executioners, designed to hunt down and eliminate fugitives of cosmic law. They seek out those beings who continually evade justice—either through active flight, or through power and station—and bring law and justice to the multiverse’s most notorious fugitives and criminals.

    Ironically, while Zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a Zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. All Zelekhuts understand that laws can and must differ from place to place, and it is not the Zelekhut’s job to moralize, merely to track down those who seek to flee their punishment.

    When no law exists within a region, a Zelekhut defaults to the laws of Axis itself. A typical Zelekhut appears as enormous four-armed construct crafted of glittering gold and porcelain, whose powerful legs end in hooves. A pair of bright, bladed rotors branch out from the creature's back, and it fights by utilizing four ominous chains.

    Inevitable, Kolyarut: Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained. They are designed to uphold oaths both spoken and written, provided, of course, that the oaths themselves are not fraudulently misrepresentative. Kolyaruts appear as humanoid constructs forged of a glossy black metal: they often have a half-finished look with many exposed parts jutting out here and there. These inevitables are generally identifiable by their shimmering golden cloaks and bright eyes.

    Kolyarut track down oathbreakers and use intimidation, magic, or outright force to browbeat someone into upholding their bargain. They only kill if it is part of the bargain in question (or if no other reasonable alternative exists): otherwise they use powerful spells in order to accomplish their task. Kolyarut hold all bargains to be equal in their importance: from the repayment of a monetary debt to the promise of an extradimensional horror to destroy the gods. They are the most talkative kind of inevitable: they often speak with people in places where oaths are normally sworn, such as courts of royalty or law, temples and other such places. As such, they tend to develop personalities far faster than their brethren, and as a consequence they tend to return back to their crèche-forges regularly.

    They do not differentiate between those who have no intent on upholding their oaths, those who unwillingly broke their oaths or those who are not able to uphold their oaths for some reason. If possible, they first inform their targets of them being in breach: if they are willing to uphold their parts of the oath the Kolyarut will make sure they do so. Those less willing are made to uphold their bargain through force or magic. Should a situation arise where the violation of contract results in a situation where the breach cannot be amended, a Kolyarut will not hesitate to enforce punishment. However, if the Kolyarut discovers that both parties do not keep their ends of a bargain, it treats the bargain as void and dismisses it.

    Inevitable, Terakhut (Arbiter): Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved. Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a creature, they aren’t above using diplomacy to try to influence the summoner’s friends or refusing to undertake actions that seem contrary to their programming.

    An arbiter who comes across evidence of a significant insurgence of chaos upon a given plane does everything in its power to rally its allies against the dangerous instability, and in situations that are clearly beyond its ability to handle, it may refuse to continue onward until the group agrees to help it reach the nearest greater inevitable and make a full report, or else may travel to the infinite city-plane of Axis itself and present its urgent information in person.

    Arbiters typically bear the shapes of tiny clockwork spheres with shiny metal rotors. They are generally peaceful unless combating true creatures of chaos.
    Last edited by The Mad Hatter; 2018-09-19 at 08:48 PM.

  6. - Top - End - #1116
    Ogre in the Playground
     
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    Spoiler: Dr. Nicodemus "Val" Valiance
    Show
    Dr. Nicodemus "Val" Valiance

    Gender: Male.

    Race: Human, Alt-Earth.

    Age: 37, born 1954. (32 Earth, 5 Nexus).

    Alignment: Red (Dominant), Blue (Recessive).

    Profession: VIGIL scientist.

    Description: Dr. Valiance is an overweight man who appears to be in his early forties. The sides of his head are shaved, while what remains of his auburn hair is tied up in a bun. A graying beard covers his chin, and a curling mustache sprouts out from beneath his large nose. His blue-gray eyes, although glassy and vacant at first glance, betray a deeper intellect within. He's often seen wearing a pair of cherry teashades, with velvet gloves and dress shoes to match. When attempting to appear presentable, he usually layers a red sweater atop a dress shirt of some sort. Finally, he's rarely seen without his large, white woolen coat.

    Personality: Dr. Valiance is defined by his self-destructive behavior and inability to control his own impulses. He looks towards substance abuse as a way in which to overcome his poor self-esteem. As a deeply imaginative individual, he enjoys puzzles and problem-solving, which lends himself well to his profession.

    Equipment: As an inventor, Dr. Valiance's equipment tends to change over time as he becomes bored of his previous equipment.

    Abilities: Dr. Valiance is entirely ordinary, save for his propensity for technology.

    Spoiler: Backstory
    Show
    Backstory: Dr. Valiance was born in 1952, the youngest of six children, and the only male. His father owned several acres of farmland and made his living by selling crops to the local corn-kit factory. He, along with his siblings, were homeschooled by his mother. He excelled in his studies, but chafed under a restrictive home life. When he was seventeen, he participated in a nation-wide academic competition put on by NASA. The prize was a scholarship at the University of Texas at Austin, to be followed up with by an entry level position at the Lyndon B. Johnson Space Center in Houston, Texas. It was a dream come true.

    His essay, which focused on the importance of computer science in relation to space travel, won second prize - a devastating defeat. Unhappy with his life as it was, Dr. Valiance left home in order to major in mechanical engineering at the University of Wisconsin. While there, he garnered national attention with his 'Unmanned Operators', mechanical inventions which would one day become known as drones. He also developed a reputation for self-destruction, becoming involved in the burgeoning disco scene in his early twenties. Even more controversial was his involvement with the Communist Party of the USA.

    After graduating, Dr. Valiance co-founded an engineering firm, experiencing some success. It was not to last, however. With the Cold War having begun in earnest, federal agents were actively searching for individuals engaged in active espionage on behalf of the Soviet Union. In October, a formal investigation was launched into Dr. Valiance's personal life. Realizing that his life was about to come crashing down, Dr. Valiance considered fleeing the country. At this time, he was contacted by a clandestine research organization known as Conference Zeta. Their representative, one Cauvin Kramolagh, offered an out.

    The organization would smuggle Dr. Valiance out of the country, and in exchange, he would work for them within a facility built underneath the city of Pripyat, Russia. Dr. Valiance hastily agreed, fleeing to Russia in 1980. Conference Zeta was extraordinarily advanced, possessing technologies decades ahead of anything Dr. Valiance had ever seen. As such, he excelled under their employ, although his isolation left him unhappy. During his time there he allowed himself to spiral out of control, becoming far more reliant upon various substances than he had ever been before.

    Everything changed in 1986.

    An experiment had gone terribly wrong, resulting in an energy fluctuation powerful enough to rip a hole in reality itself at the center of the facility. This unstable burst of energy triggered a chain of events which ruptured the reactor core of the nuclear power plant above ground, resulting in a highly destructive nuclear disaster which all but decimated the city which surrounded it. The facility itself was spared the fate of the city above, however, as the rift at its center had transported much of the facility across dimensions, emerging within the Nexus, a reality at the center of all possible realities.

    Conference Zeta continued its work in the Nexus, as did Dr. Valiance. Five years passed. Then, the facility disappeared.

    Now, Dr. Valiance works for VIGIL, as a head of its new science division.

    Spoiler: Reference Art
    Show

    Spoiler: Activites (Chronological)
    Show
    • Sells experimental restorative sunscreen.
    • Accidentally knocks out Marin while peddling sunscreen. (Thursday)
    • Attempted to cremate Marin, suspecting her of having died. (Thursday)
    • Kidnapped by gangsters, along with Marin, who was not dead. Rescued by Jade. (BC56)
    • Proposed a Science Department at VIGIL/Meeting with Cessie. (Shadowcaller)
    • Hires Felicity as an assistant. (Earl of Purple)
    • Met Svetlana at VIGIL, it went poorly. (Beagle)
    • Moved into VIGIL, having made a deal with a sketchy construction agency.
    • Obtained samples from Obsidian. (Thursday)
    • Tranquilized Obsidian while pursuing a second dose of samples with Svetlana. (Thursday)
    • Fabricated evidence of a false parasite to excuse his tranquilizer error.
    • Incriminated Svetlana after she attempted to turn him in. (Beagle)
    • Confronted by Svetlana, at sword point. Cessie saves him.
    • Explained the situation to Wenomir.
    • ???
    • Received a cursed staff from some angels. (BC56)
    • Met a she-centaur called Alice, it didn't go very well. (Recaiden)
    • Visited Trog's, got drunk and chatted with Zee about jukeboxes. (Rebo)
    • Vomited in MERC, but hired a pig man to cook at a party he's planning. (DK)
    • Met with a cloning technician called 'Eyes'. (Shadowcaller)
    • Tricked Anika into helping steal research from Professor Payne. (Thursday)
    • Visited a Conference Zeta Laboratory in Skyside with Ambrosia. (Shadowcaller)


    Spoiler: Billie Bansford
    Show
    Billie Bansford

    Gender: Female.

    Race: Orc.

    Age: 38.

    Alignment: White (Dominant), Blue (Recessive).

    Profession: Police Detective, Intersection

    Description:

    Personality:

    Equipment:

    Abilities:
    Last edited by The Mad Hatter; 2020-09-04 at 02:01 AM.

  7. - Top - End - #1117
    Barbarian in the Playground
     
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    Default Re: Nexus Character Directory

    Naku

    Sex: Female
    Race: Human(?) Vampire

    Everything else: temp to be edited in later

    Kin

    Sex: Female
    Race: Lamia

    More temp

    Grace

    Sex: Female
    Race: 100% human she promises

    The Nurse

    Job: Bring a Nurse
    Race: Kitsune
    Pink: so much
    Last edited by Mee; 2018-10-30 at 12:42 AM.
    Spoiler: Quotes
    Show

    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  8. - Top - End - #1118
    Pixie in the Playground
     
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    Danya
    (will be editied as I figure more out)

    Alias: No alias
    Gender: female
    Race/Species: Kitsune (two tails)
    Age: 20
    Alignment: neutral good
    Class/Profession: based on the pathfinder oracle
    Power Rating: maybe C?
    Description:
    human form
    In her human form danya appears younger than she is. She has white hair and pale cloudy eyes. (she is afflicted by the oracle's blindness curse) she is not nessisarily attractive... more cute. (think like a younger sibling you think is cute) she seems a little frail but wears armor (chain mail) and carries a crossbow most of the time. She also has a scar from a lightning bolt she took to the chest before she arrived in nexus.
    fox hybrid form
    in fox form Danya has white fur with the same pale eyes. She has two fox tails while in this form. her fur is blackened over her chest where she was struck by a bolt of lightning.

    Personality: Danya is a free spirit believing heavily in the power of fate to tell her what needs to be done. She is generally kind and out going, and maybe a little too open about herself sometimes.
    Equipment: chainmail, crossbow,
    Abilities: WIP
    Backstory: Danya was born in a small tribe of kitsune. At her birth she was blessed and cursed by the goddess of fate. (phrasma in the pathfinder universe). She gained divine power but her eyes were cursed so she would never see normally and eventually her sight would fade completely. Her tribe saw this as her being chosen by the gods and revered her as a mouthpiece of fate and once she could speak they went to her for all their questions. Danya lived in as much luxery as her tribe could give her, she never wanted for anything. She was very content in her life
    One day she had the feeling that she needed to go. So go she did, without a word to her tribe or her direct family. The thought came to her in the night and no one was awake to see her go. She didn't do this out of anger or even boredom. she got the feeling and followed it as she had basically been told to her whole life.
    She has been wandering ever since going where the wind takes her and helping others along the way.
    Last edited by Harrisonvinny; 2018-11-24 at 03:02 PM.
    GENERATION 21: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
    Avatar by the ever amazing Linklele.

  9. - Top - End - #1119
    Firbolg in the Playground
     
    Recaiden's Avatar

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    Default Recaiden Character Listing

    Danir Telue

    Speaks in Teal


    Sex: Female
    Gender: Feminine
    Race/Species: Human (with just a trace of fairy)
    Age: 64
    2-Axis Alignment: Lawful Neutral
    Color Alignment: Red / White
    Blood Type: AB Rh-negative
    Vampire Sign: Crystal
    Lunar Sway: Derse
    Class/Profession: Gossip
    Power Rating: C or 2
    Psionic Class: H
    Sorceress Mastery: 4 Core Gates / 2 Ambular Locks / 2 Radial Seals
    Marital Status: Widow, 1 former marriage
    Description: A small Japanese woman of wiry build, with graying shoulder-length hair. Dark brown eyes.
    Long painted nails and a formal outfit.
    Personality: Telue is judging you harshly. She is calm and polite, kind and graceful - until it is time to be ruthless and cruel.
    Equipment:
    A set of levitating luggage that follows her about.
    Abilities: As an apprentice sorceress, she has various minor powers.
    Gate Stability: Can improve sense of smell, touch, taste, and balance.
    Unmaking: Can disintegrate objects touched with a specially prepared object-specific diagram.
    Weather-sense: Knows what the weather will be like within 1 mile, out to 1 day, barring supernatural intervention.
    Backstory: It was expected that Telue would follow in her mother’s footsteps, but for reasons few others remember, she refused. In time, Telue broke free from Chartreuse's design, The Clan of the Swallowed Sun, and the whole Earthly Court, giving up her magical birthright to live her own life as a human. Where others merely took on false mortal roles, she immersed herself in the culture of the Land of Sunrise. Where others studied the magic of narrative, she became a sorceress (though having waited till later in life to begin, did not progress very quickly). She married a man called Light (now dead thirty years ago) and they had a daughter, Cleosepha. Telue went to great length to see that Cleo would not be subject to the same troubles at the hands of the fae as she had been. And she was largely successful (Cleo not coming into her inheritance until she had entered the Nexus (which at the time was beyond the reach of the Courts)), though Cleo has not quite forgiven her for the things she did.
    She lived a content life of quiet craftsmanship and study, until people started coming back from the Nexus. Chartreuse was killed. A shuttle was attacked.
    With the war between the Earth and Sky Courts once again blazing hot, she's ventured into the Nexus to attempt to reconcile with her family. And avoid becoming collateral damage.
    Explanation: It's not actually impossible to learn multiple categories of magic in her setting. But it basically isn't done.
    Miscellaneous:
    Narrative Status: Supporting character
    Last edited by Recaiden; 2019-02-07 at 01:05 PM.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

  10. - Top - End - #1120
    Barbarian in the Playground
     
    Personification's Avatar

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    Default Re: Nexus Character Directory

    [TBD] AKA the Professor



    Alias: The Librarian, The Archivist, The Loremaster, The Researcher, The Headmaster, The Master of Novices, The Weakling, The Grand Advisor, The Hermit, The Annoyance, That Accursed Gnome, GAAAHHH!, The Simpleton, Griggory Flopwoodle, The Undying Mage, The Knower of Secrets, etc.
    Gender: Male
    Race/Species: Forest Gnome (D&D 5e)
    Age: Very, very old. Has lost count of just how old by now. Looks like he is just regular old.
    Alignment: True Neutral
    Class/Profession: For character class (D&D 5e): Bard/Cleric/Druid/Fighter/Rogue/Sorcerer/Warlock/Wizard, for occupation, see all of his names (his time as a GAAAHHH! was relatively short, but enjoyable, and he often does a little bit of it par-time between his other jobs) but in the Nexus it is mostly just the first 5.
    Power Rating: Probably a B or B+
    Description: 3' 7", pale skin, a few wrinkles, but not many, blue eyes, usually smiling, bald with a long white beard (he kind of looks like the default gnome wizard forum avatar).
    Personality: Generally fairly good natured, but also often quite sarcastic. Rarely reacts to anything with surprise, awe, fear, or whatever, due to having seen almost everything there is to see. Dislikes combat, but if he feels threatened (which he rarely does) he will not hesitate to defend himself.
    Equipment: Wears a grey Robe of the Archmagi, and holds a staff that is basically a Staff of the Magi and a Staff of Power glued together (both visually and in ability). He also carries a Deck of Many Things. The character concept has access to other magic items, but I will probably avoid using them in any meaningful way so as to avoid having a Deus ex Machina toolbelt-style issue.
    Abilities: He basically knows almost every cantrip in the 5e PHB or Xanathar's Guide to Everything (all but 3, which I have not chosen yet), as well as almost every first level spells and a large number of the second level spells in both books. Additionally, he is okay in physical combat and stealth, and being a high-level D&D 5e gnome, is pretty durable (high HP) and somewhat resistant to magic. While he has no overt weaknesses, he is fairly unoptomised for combat, because while he can throw out a litany of different cantrips indefinitely, he knows know spells of third level or higher (other than those granted by his staff) and only has up to seventh level spell slots.
    Backstory:
    In the beginning, there was nothing. Then, the DM (his name was Ethan) spake thusly: OK guys, you can use anything from the PHB or Xanathar's, have your sheets done by Sunday for the first real session.
    And lo, Sunday came, and [TBD]'s creator (his name was Josh) spake thusly: I have my character, but I can't think of a name, I put TBD on the sheet for now, but I'll fill it in by next week.

    -From The Book of RNG: A True Telling of the Creation of Our World by Griggory Flopwoodle

    People, careless people, create worlds and abandon them. One such group of careless people included Ethan and Josh, and when session one ended in a near TPK (only Josh's character, an as yet unnamed forest gnome, survived) they decided to just buy a campaign module and start over with new characters. But their world persisted, and so did TBD. Being a PC freed from his player, TBD had a greater understanding of his world than the would-be NPCs around him. If he focused, he could tell what CR something was, detect the space-time anomalies that occurred in six-second cycles during combat. He could even, when he meditated deeply on himself, understand the nature of his own stats, and with them the nature of spellcasting. What he realized was that the most powerful skill was one which could be done forever, and so was the most powerful spell: the cantrip. He also understood the nature of classes, multiclassing, and feats, and he used them to slowly level up to 20, eventually learning 36 cantrips, the maximum possible with any combination of multiclassing and feats short of a houserule (at least using "anything from the PHB or Xanathar's"), out of a total of 39 in existence (also under the same restraints, Ethan didn't allow SCAG spells, UA, etc.). He even got enough XP to gain the Epic Boon of Immortality (which stopped him from aging) after which he chose to stop leveling up or gaining abilities. In that time and the centuries (or was it millennia? It's hard to keep track) that followed, he traveled the Campaign Setting. He did it all and knew everyone. He worked at, founded, discredited, destroyed, rebuilt, and repurposed countless schools, kingdoms, religions, and even people. Eventually, he couldn't keep going. His long life and the loneliness of being the only person in existence to understand that people are all statblocks eventually took its toll on his resilient gnomish mind, and he began to go mad. And then, a portal appeared. Not a regular portal to one of the outer planes (all of which he had explored extensively, but a different one, one that felt... statless. He grabbed his staff and deck and jumped in. On the other side he found the nexus, and there he learned that he could see no stats (well, he could sometimes intuit the stats of other D&D 5e based Nexus members based on the appearance of their abilities and a subtle tickling feeling he got behind his left eyebrow, but that hardly counted). In the Nexus he built a new library and school for himself, and their he has stayed for a very long time.

    Miscellaneous: He recently spent several centuries in suspended animation after an incident with a magical artifact.
    Last edited by Personification; 2019-01-12 at 11:13 PM.
    Stop using good evidence and logic that makes sense to refute points, that's my job
    Lots of people seem to use blue for sarcasm, I decided I should too
    Quote Originally Posted by nabcif View Post
    Nitpick: I believe you'll find that only our heads explode. Page 43 of Book of Pedantic Forumites, if memory serves.
    I have joined the ranks of the FFRPeople Here is my character.

    Thank you to Linkele for creating my avatar!

  11. - Top - End - #1121
    Dwarf in the Playground
     
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    Default Re: Nexus Character Directory

    Skamis

    Alias: The Angel Of Undeath, The World-Destroyer
    Gender: Depends on the form, though his true form is male.
    Age: Unknown, even to Skamis. He estimates tens of thousands of years.
    Alignment: Neutral Evil
    Class/Profession: God of undeath and pain
    Power Rating: A or A+
    Description: Skamis can be any form he wants, as long as it comes from his own imagination. However, he usually takes one of three forms:
    Xena: An old wrinkled woman with white wispy hair. Short, and usually wears a black cloak.
    Manzul: A tall, skinny man with black hair and skin the color of bleached bone. Usually wears a three-piece suit.
    Skamis(true form): A strong man who appears to be mid-20s in age. Has four black feathery wings sprouting from his back, grey hair, and piercing grey eyes. Usually wears enchanted armor made of bone.
    Personality: Wants to make everyone in the world, except for his most trusted allies, into the undead, as he believes that if he turns everyone into undead under his control he can eliminate all evil from the world. Sees all people as equal, as death comes for them all. Doesn't believe that necromancy is wrong, instead seeing it as just another school of magic. Is willing to do anything in order to reach his goal. Takes a twisted pleasure in causing pain.
    Equipment: He carries this equipment at all times, but if it states a specific form wields a piece of equipment, that means that while not in that form he absorbs the other equipment into himself.
    Money: A bag which contains a large sum of money. Carried by all forms.
    Xena's Blade: A shortsword carried by Xena. It is enchanted to be able to block lasers, plasma blasts, and artillery.
    The Morningstar of Skamis: A morningstar where the sphere that the spikes come out of is replaced with a skull as strong as steel. It is enchanted to block the same things as Xena's Blade, but also does extra damage to celestial-type creatures and fae/fey-type creatures.
    Abilities: Skamis is great with swords and morningstars. In all forms he has immense strength and nimbleness, as well as being very hard to kill. However, when he first enters the Nexus his strength, dexterity, and constitution are similar to an average human's, and gradually grow to the strength described earlier. Currently, his strength, dexterity, and constitution are comparable to the average human's. His actual speed depends on the form. He is a necromancer of great power, able to raise any body which used to contain a soul which isn't extremely willful. He is also capable of molding dark magic to form creatures, and locking souls in containers. The soul can only be taken from a creature with weak will, or a creature who promised Skamis the soul, whether it be as collateral or just promising it in general. The container must have a lid, and the soul returns to the owner when the lid is opened. While a creature's soul is taken in this way, the creature falls into a coma which they cannot be awoken from, except by another god's powers.
    Backstory: To be written out later, because I'm too lazy and tired right now.
    Last edited by CosmicHobbit; 2019-02-07 at 06:36 PM.
    Linklele made my awesome avatar! Thank you so much!

    Finally back from a longer hiatus.

  12. - Top - End - #1122
    Bugbear in the Playground
     
    Shadowcaller's Avatar

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    Default Re: Nexus Character Directory

    Spoiler: Ambrosia Ithil
    Show
    Full Name(?): Ambrosia Ithil
    Other names: Megeshi of the North Wind, Yeo-Jin, Ikue
    Gender: Female
    Species: Dragon
    Age: ???
    Profession: Scholar
    Appearance: Link to description.

    Personality: Ambrosia always seem calm and collected, rarely frowning or jaw dropping. She acts polite, smiling and nodding a lot when she interacts socially with others. Usually these interactions are her questioning people as she has a keen scholarly interest in most things.
    Her favorite topics are philosophical and academic discussions which she is always eager to engage in. But while she’s also open to talk about others personal life she always avoid the topic of her own, changing subjects or dismissing such attempts outright.

    Abilities: Kami Sovereign - Ambrosia can appear as a sovereignty to lesser spirits and communicate with them. Through these spirits she can manipulate the world around her to her will. This ability is only limited by the rules of the spirit world, limiting the degree she can manipulate them and which spirit she can manipulate. These abilities are greatly enhanced when she leaves her human body and assumes her true form as a dragon.

    Practiced Scholar - Ambrosia seldom leave things at a theoretical level. She has trained a great deal in a number of material arts, dances, sports, etc. Thus she is proficient in a great deal of physical activities along with her scholarly knowledge.


    Spoiler: Anika Sunfletcher
    Show

    Full Name: Anika Aife Sunfletcher
    Other names: -
    Gender: Female
    Species: Kaldorei (Night Elf)
    Age: ???
    Profession: Druid - Adventurer/Healer of VIGIL
    Appearance: Link to description.

    Personality: Anika considers herself a rebel and outcast and takes great care in honing that image. She cuts her hair short and dyes it, she intentionally act crude and boorish around others, in particularly other kaldorei. Anika finds joy in standing out and sometimes even seeks to provoke others through the way she acts and dresses. However, despite trying to act otherwise she actually shares a lot of the values of her people and is at heart very nationalistic, fighting for the perseverance of the kaldorei in her own way.

    Abilities: Shapeshifting - As a “druid of the wild” Anika has attuned to some common and some less common animal totems. Allowing her to take the forms of a number of different animals. Currently, she has attuned to five different animal totems:
    Bear: The first totem Anika attuned to, allowing her to become a powerful bear-creature able to withstand huge amounts of damage.
    Shark: Far less common, Anika actually attuned to Gral after serving him for a couple of months after coming in contact to him through her uncle, a druid “researcher”. The shark can chew through nearly anything and swim faster and longer than most sharks.
    Hawk: Attuning to the hawk allows Anika to assume the form of a large red hawk which can fly at amazing speeds through the air.
    Saber: This large predatory cat allows Anika to move at great speeds on the ground and also take on a passenger or two.

    Druidic magic - Anika does not know a great deal of offensive magic, only the most basic form of arcane flares and the ability to summon roots from the ground. She does know a fair bit of healing magic however which is what she utilize in her peacetime job as a healer.


    Spoiler: Astrana Tyramer
    Show
    Full Name: Astrana Tyramere
    Other names: -
    Species: Tiefling
    Age: 28
    Appearance: Link to Description.
    Profession: Warlock - Member of MERC

    Personality: Astrana strives to adapt to almost any circumstance, being quite flexible morally and behaviorally she has no real principles she wouldn’t be afraid to break at the blink of an eye in order to get her way or survive. But she is also a person of ambition, seeking to get the best in the world for her and those she cares about. Do achieve this she acts the way people prefers her to, professional with a high work ethic. Always doing her best to impress her superiors. However, at her free time Astrana spends most of the time she doesn’t spend with her family indulging in her heightened sexual desires.

    Abilities: Warlock - Astrana is trained in summoning, counteracting, dealing and controlling spiritual entities such as gods, fey and demons. This training also includes the ability to use items which channels the powers of these beings.

    Tiefling - As a tiefling (more commonly known as “dogs” or “red dogs”), Astrana has a small range of superhuman abilities. She endures heat and solar radiation better than most other beings and can be increased even further with a exertion of will. She has a limited telekinetic ability to control flames and can incite lust in the minds of others through her gaze. In addition, her thick horns protects her skull from damage and her tail is fully prehensile, making it capable of many feats.


    Spoiler: Cessie Mithar
    Show
    Full Name: Cessie Laurana Mithar
    Other names: -
    Gender: Female
    Species: Human
    Age: 31
    Profession: Mage - Researcher/VIGIL commander
    Appearance: Link to description.

    Personality: Cessie is a person that prefers to have personal space. Any kind of touch, including handshakes, is considered private where she's from. As if to reflect this, Cessie also prefer clothes that are conservative which she considers to be a important part of the respectable image she wish to maintain. But besides herself and her children, she does not try to keep anyone else to uphold these ideals even if she can sometimes frown at people dressing in a opposite way. Her regal way of dressing is also something she considers a reflection to how she should act and tries to be a good person with an positive outlook at the world. Yet despite this she is no stranger to violence and can be extremely forceful when she believes its called for.

    Abilities: Noble upbringing - Cessie was raised as a noble and is thus well-versed with a number of subjects such as philosophy, magecraft, history, mathematics, physics, oratory skill etc. This also means she has more than a fair amount of monetary assets at her disposal which can be seen in how she lives, a well-protected keep that she owns.

    Genesai/Mage - Cessie can channel eldritch from the eldritch plane through her soul at will and manifest it in the material world in the form of magma and materials that are conceptually associated to it. The closer she is, the more control she has of this process. This often comes in the form of elementals, mental constructs made of the materials Cessie can summon which always look like the mage herself unless she specifically wishes them not to.


    Spoiler: Dena Xifhara
    Show
    Full Name: Denürga Ragnhild Xifhara
    Alias: Dena
    Gender: Female
    Race/Species: Gorgon - Alvar
    Age: Older than she looks
    Profession: MERC Senior Officer

    Description: Dena is a drow gorgon who appears to be mid-twenty something but is in fact a lot older. Like other drow, she have long pointed ears and caucasian features. However, Dena is what is known as a 'copper drow', meaning that her skin is a more cinereous copper brown tone and that her eyes were originally green until she got cursed. She's also taller, about 6’2 feet (or 184 centimeters). These features, with the exception of the eyes, haven't changed since she became a gorgon, her hair is technically still white even if it's now made up of snakes which she still accommodates into the same type of hairstyles as far as they're capable to.

    For a more detailed description, look here.

    Personality: Dena is easy-going and relaxed, she always thinks twice before she acts and usually have rather laid-back attitude towards most things. She doesn't get upset or angry very often and enjoys cracking jokes and having a good time. Behind her friendly persona is a person that only look out for herself however, she mostly do things if she think she can profit from them somehow. As a side-note, Dena loves animals and will often cuddle them as long as they're cute and not life-threatening (or found in a dungeon, can't trust anything in a dungeon).

    Equipment: Dena’s most precious piece of gear is the armor she calls “vettirskold” (all the best armors have names) which runes allows it to hold a number of items without any visible pockets or compartments, after she has summoned one item she cannot summon another for a brief time. Said runes also have a number of other functions, foremost they can dampen the first attack made against one location on her body before they have to recharge. In addition, they can turn her completely invisible for a time before they have to recharge.
    The only item visible held by her is the axe she calls, “Hynda” (weapons are best with names too) which drains warmth at a mere touch if the owner wills it, causing bodies depended on heat to fail. It is also unnaturally sharp, cutting through hard surfaces with ease, which makes it great for wood cutting. Unlike other runic enchantments it does not have to recharge as it is said to steal its energy from its victims.
    The last of her runic equipment is the handcannon “Garm” (even guns get names) described here. This hand cannon can launch just about anything, and Dena mostly use it in combination with explosives.
    Other equipment Dena uses, is, among other things, a pair of goggles. These blocks out her gorgon gaze as well as protecting her eyes from various hazards, while still allowing her to see.
    Her most important non-runic piece of equipment however is Violet, a magical scouting drone which is capable of detecting heat, see through walls, creating detailed maps of rooms and corridors through echolocation and detect hidden mechanisms among many other things.

    Abilities: Experienced - Being nearly a hundred years old Dena has been able to pick up quite a few skills during her long life. As a part of the Jurga clan she became trained as a martial fighter and horse rider. As a slave she came to learn dancing, social etiquette, reading, writing and more risque abilities. As an adventurer she came to learn a great deal of magical artifacts and how to handle them, not to mention a great deal about the monsters who protected said treasures. She have also picked up animal handling, horseshoeing, a bit of smiting and wilderness survival, just to mention a few.

    Gorgon - As a gorgon she is also capable of quickly turning anyone who look into her eyes into stone, but jade. As soon as her eyes are unshielded anyone that meets her gaze will have a hard time looking away, finding her eyes mesmerizing. Anyone caught by the gaze will relatively quickly start to turn into jade, beginning at the extremities before moving inwards. While the effect is fast it isn't instant so the victim will have time to look away. While body parts turned to jade aren't easily turned back even by the most powerful types of magic such effects only occurs if the gaze is met for more than a moment. Otherwise it simply leaves the person with blurred vision and stiffness of their extremities. Her fangs and the snake heads that make up her hair are filled with a poison which is capable to leave a person dazed, exhausted and in a suggestible state of mind. The snakes that make up her hair can be controlled to some degree, she can see through their eyes, and even lengthen or shorten them to a certain extent.


    Spoiler: Irena Rizzo
    Show
    Full Name: Irena Rizzo
    Other names: -
    Gender: Female
    Species: “Human”
    Age: 34
    Profession: Rich
    Description: Link to Description.

    Personality: Irena is what could be described as a crude individual. She does not care much for social norms and simply does what she feels like. The fact she made a demonic pact for a huge fortune made that a lot easier. Now content with doing nearly nothing all day besides taking care of her son, “the kid” Eliseo, she has adapted a laid back attitude to most things. However, underneath that calm facade and all the jokes, lies a cold blooded killer. Irena’s casual rage at her games can’t compare to the times she gets really upset. Then she doesn’t scream, she kills without even as much as a sneer. Thankfully, that side of her rarely comes up these days.

    Abilities: Shadow Magic - Irena made a deal with a shadow demon of greed and gained the ability to summon and manipulate shadow essence at the cost of her own health. While she can’t turn the essence into more complex tools, such as guns, she can summon essence that is sharper than any normal steel into her hand. In addition, she can while in darkness cloak herself in this essence and jump into any area in sight which lies in darkness. In addition, she can also summon entities to perform tasks for her in exchange for things.

    Violence enthusiast - Irena is a strong believer in personal protection and have murdered a number of people in the past while she acted as a vigilante (not a superhero, she never wore a suit). Thus she is now trained in a large number of weapons such as swords, guns, knives and even some hand-to-hand combat.


    Spoiler: Obriane Bellamy
    Show
    Full Name: Obriane Fleur Bellamy
    Other names: “Otheriane”
    Species: Changeling - Human
    Age: 28
    Profession: Ghost hunter
    Description: Link to description.

    Personality: Obriane is not the most confident of persons. She is tall and muscular but has always acted as this gentle giant. Never really daring to take up space or talk to people. She avoids attention and prefers to only interact with those she considers family. This despite the fact that her mother's efforts to raise her to take the initiative and work her way to greatness.

    Abilities: Other Self - As a changeling, Obriane has another personality, another self which under certain circumstances can awaken and become her. This other self has given her a set of antlers that keeps growing out no matter how many times she cuts them off and a set of deer-like ears which while granting her superhuman hearing also look off to her.
    But more than that this other self is in contrast to Obriane herself a powerful ego which attracts spirits which either which so serve or possess her, causing all sort of trouble. However, these powers would be taken to a completely different level if her other self awakened…

    Spirit Hunter - Obriane was taught how to hunt by her father as she helped him hunt down reindeer and other animals up in the frozen wastes of her hometown. However, thanks to her nature as a changeling these skills have been taken to another level. Besides mundane animals she can also track down spirits and also seem to have the ability to put them down, if she would ever attempt to that is. She uses these abilities in her job to hunt down spirits and ghosts.


    Spoiler: Zhareen Teplos
    Show
    Full Name: Zhareen Itaja Teplos
    Other names: -
    Species: Merfolk
    Age: 43
    Profession: Warlock - Teacher at the Fourth Tower
    Description: Link to description.

    Personality: Zhareen always try to be positive and nice to everyone she meets. She puts a lot of energy into trying to take care of others, perhaps making up for the fact that she as a merfolk who have gone through the “change” no longer can have children. Marrying Vax, a plant-woman of the species diim, she was never able to be with someone who she could have children with before the change came. Now she seems to treat most people she meets as her own children instead, always offering to do things for them without anything in return. Acting both a bit goofy and selfless, she is always inclined to giving smiles and hugs to all those she meet.

    Abilities: Oracle - As most altered humanoids, such as tieflings and drow, merfolk can be easily influenced by spirits. However, merfolk have taken this weakness to another level and used it as a strength. Using her unusually beautiful singing voice, Zhareen can invite minor spirits to possess her. While these spirits can influence her behavior they are too weak to take full control of her and she can use them as a way to grant herself skill sets and powers that she didn’t have before. These abilities include superhuman strength, perfect aim, enhanced endurance and stamina, etc.

    Warlock - Zhareen has worked for a warlock for many years and is now well-practiced in the art. She knows dozens of ways to summon various entities and is also well-aware of the dangers they can pose. Thus she is also knowledgeable in ways to protect herself against them and their influence, managing to downplay her own weakness towards their influence.
    Last edited by Shadowcaller; 2021-08-31 at 04:08 AM.

  13. - Top - End - #1123
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Re: Nexus Character Directory

    Arkhosia's Personal Character Directory

    Spoiler: Caelynn Turath, MD
    Show

    Gender: Female
    Race/Species: Catgirl
    Age: 44
    Alignment: True Neutral
    Class/Profession: General Practicioner
    Power Rating: E

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Alexis "Blanche" Turath
    Show

    Gender: Female
    Race/Species: Catgirl (Fey Ancestry)
    Age: 24
    Alignment: True Neutral/Neutral Good
    Class/Profession: Infantrywoman - Field Medic/Designated Marksman
    Power Rating: D+

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Gwynevere "Cantata" Neschastlivy
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    Gender: Female/Hermaphrodite
    Race/Species: Human
    Age: 27
    Alignment: True Neutral
    Class/Profession: Freelance Mercenary - Spy/Saboteur
    Power Rating: D

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Janissaria Lindelt
    Show

    Gender: Female
    Race/Species: Human
    Age: 23
    Alignment: Lawful Good
    Class/Profession: Guardian of Anubis
    Power Rating: C/C+

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Fidelia Stahl
    Show

    Gender: Female
    Race/Species: Human (Steel Genasi)
    Age: 20
    Alignment: Lawful Neutral
    Class/Profession: Squire/Knife-fighter
    Power Rating: D-

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Anastasia Haz'Wehrs
    Show

    Gender: Female
    Race/Species: Kumiho
    Age: 14
    Alignment: True Neutral
    Class/Profession: Musician/Thief
    Power Rating: E/E-

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:


    Spoiler: Murasaki
    Show

    Gender: Female
    Race/Species: Tsukumogami - Sword Spirit
    Age: 143
    Alignment: Lawful Neutral
    Class/Profession: Sword Spirit
    Power Rating: D

    Description:

    Personality:

    Abilities:

    Equipment:

    Backstory:

    Miscellaneous:
    Last edited by Arkhosia; 2019-05-28 at 08:26 AM.
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
    ~Welcome to Night Vale

    Spoiler: Quotes from Friends <3
    Show
    Quote Originally Posted by SliiArhem
    My headcanon is that she walked into a fairy circle and the fae took her sense of disgression.
    Quote Originally Posted by Gullara
    First of all, all Arkh characters are subject to some babification.

  14. - Top - End - #1124
    Bugbear in the Playground
     
    Ironsmith's Avatar

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    Mar 2017
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    US
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    Default Re: Nexus Character Directory

    Morim Talman

    Alias: Mo, the Toymaker, Grandpa Talman
    Gender: Male
    Race/Species: Human (Born), Machine (Present)
    Age: Declined to share, though his voice and mannerisms imply that he's elderly (equivalent to a human 80-year-old)
    Alignment: Lawful Neutral, leaning Good
    Class/Profession: Clockworker
    Power Rating: Variable- Talman himself is quite delicate (E- in a direct head-to-head fight), but he's fully capable of demonstrating powers up to about a C+ if sufficiently provoked (almost all of it by proxy, though).
    Description: Talman earns his name: he stands at almost 7 feet, in a slender wire frame, such that he's about 18 inches across the shoulders and maybe 12 across the hips. His face is clearly mechanical, lacking in any decorative plating, such that anyone talking to him can literally see the gears turning in his head. His clothing is a loose-fitting blue robe and a set of high-laced boots.
    Equipment: Talman doesn't typically carry anything of value on his person- some spending cash, various IDs as needed, and a few pieces of scrap metal. Beyond that, he only has the clothing on his back.
    Abilities: Talman has a way with machines, particularly clockwork- it's not an exaggeration to say he's something of an artist with them. Mechanical devices he's allowed to fiddle with freely take on extraordinary properties, ranging from pocket watches that whistle out merry tunes when checked to intelligent household appliances which will gladly sit and whittle on about the meaning of life while cleaning your laundry. Talman himself is such a device, but aside from what convention might tell you, he is not a particularly durable one; his components include filaments thinner than a hair, gears with very fine teeth, and a number of impossible mechanisms that can start and stop with a good, solid thump. All of this is powered by a small brass-colored box, barely the size of a child's palm, which does not bend, break, melt, or otherwise yield to any outside force; though it doesn't really do much without a proper body, either.
    Backstory: Talman is a maker of curiosities, specializing in children's toys. He has a local reputation for being polite and carrying quality work, but beyond that, there's not much about him that would qualify as common knowledge.
    Miscellaneous: ...Nah, that about covers it.

    Flake

    Alias: N/a
    Gender: Not technically applicable, due to a lack of reproductive organs, but "his" voice is male.
    Race/Species: Frost Wraith(see below)
    Age: 15 weeks.
    Alignment: True Neutral
    Class/Profession: Covert operative
    Power Rating: B-.
    Description: Short-statured and pale, with a rotund body, a little taller than a human child. He wears a popped tophat, a threadbare scarf, and a light cloak, as well as a series of coal lumps where his eyes and mouth would be, making him resemble a child's snowman.
    Equipment: N/A
    Abilities: Nothing that isn't inherent to being a frost wraith (see below)
    Backstory: N/A
    Miscellaneous: N/A

    About Frost Wraiths:
    Frost wraiths are ephemeral beings, created for a singular, typically discrete task, which they live to complete. When their job is finished, the magic which gives them their life abruptly ceases, and they quickly fade from existence. Frost wraiths do not typically have a body; they only give a ghostly chill with their presence, which does not seem to be beholden to the laws of physics or the notion of tangibility. When they do take on a physical form, it's by necessity a conglomeration of ice and snow, shaped however they design; they can abandon this body at any time, and its destruction does not hamper them any longer than it takes to create another.

    Frost wraiths universally possess the powers of cryokinesis and limited aerokinesis; they can conjure ice and snow at will, maintain up to around 100 kilograms of frozen material, and move it around as they see fit, as well as manipulate wind into brief, powerful bursts (but cannot do anything with it that requires finesse). They produce ice and snow at a rate of about 1 cubic meter per hour (meaning it takes roughly six minutes for them to construct the heaviest body they can inhabit), and while they can create more than 100 kg worth of materials, they can't actively maintain or control something that heavy (and building a body out of it is out of the question). Fire can slow, but generally not stop them, since it'll melt their physical implements but can be quelled with enough effort on their part... or, should all else fail, they can simply abandon their current form and pass through the flame unharmed.

    A sufficiently powerful and knowledgeable wizard, warlock, sorcerer, or other spellcaster can create a frost wraith with a special blend of herbs mixed in melted mountain snow, as well as a recited incantation that ends with the frost wraith's designated task. It's also said that frost wraiths can sometimes be created spontaneously on high mountain peaks by non-magic-users, but by their nature, these frost wraiths are less predictable and do not answer to their supposed creator.
    Last edited by Ironsmith; 2019-06-25 at 11:27 PM.
    Who're you? ...Don't matter.

    Want some rye? 'Course ya do!


    Here's to us.
    Who's like us?
    Damn few,
    and they're aaall dead.


    *gushes unintelligibly over our cat, Sunshine*

    [Nexus characters, grouped by setting:
    Ouroboros: here
    Maesda: here
    ]

  15. - Top - End - #1125
    Pixie in the Playground
     
    DrowGuy

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    Aug 2019
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    small town suburbs
    Gender
    Male

    Default Re: Nexus Character Directory

    name Zathiru Ebonyhart
    alignment Chaotic good
    race Dark elf
    gender Male
    class Artificier/ bladedancer multiclass
    hairwhite and messy with a low ponytail
    skincharcoal gray
    Scars asterisk shaped "banishment" scar over left eye
    speech thick European accent
    Personality Strong moral compass, quick to anger, slow to trust,
    outfitwhite undershirt with tan beige jacket, black leather straps, and bandoliers over chest, black trousers and dark leather boots, multiple blades holstered on back, elixirs holstered on waist
    weaponssniper rifle, multi-purpose rifle, dual flintlocks, custom gunblade, rapier, wrist bracers
    You see that's the problem with reality, so hard to unravel it confuses itself and creates a fleeting moment of something we call everything.

  16. - Top - End - #1126
    Dwarf in the Playground
     
    DruidGirl

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    May 2018
    Gender
    Female

    Default Re: Nexus Character Directory

    Mosswillow
    Gender: Female
    Species: Cat
    Age: 56 moons (around 4 years)
    Class/Profession: ShadowClan warrior

    Description: Mosswillow is an adult female feral cat. She is scrawny but well-groomed, with thick black fur and a torn right ear. Her eyes are bright green with small flecks of yellow.

    Personality: In many ways, Mosswillow is an ordinary cat, with all the foibles and character quirks that distinction implies. However, she is set apart from others of her species by her newfound humanlike intelligence and possession of speech. She is anxious and frequently suspicious, but far from shy, and is extremely curious, which often gets her into trouble. She easily takes offense to those who judge her based on her size and species, and is also somewhat resentful of humans. Though she has been removed from her family and clan, Mosswillow still obeys the warrior code and believes in StarClan, and is proud of both.


    Like Star Wars, ponies, and/or unabashed silliness? Check out my YouTube channel, Nothing In Particular, for a healthy dose of absurdity. It's just what the doctor ordered!*

    * Surgeon General's Warning: May cause chronic hideous laughter, eye rolling, or beleaguered sighs. Not intended to prevent, diagnose, or treat any disease.

  17. - Top - End - #1127
    Barbarian in the Playground
     
    billtodamax's Avatar

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    Dec 2008
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    Default Re: Nexus Character Directory

    NIGEL



    VIOLET



    NOTE: Currently a pony. She looks like this:



    She doesn't like it.
    Avatar by Me!
    Recaiden made the mime doll.


    Spoiler: Nexus Characters
    Show

  18. - Top - End - #1128
    Ghost in the Playground
    Join Date
    Sep 2018
    Location
    A graveyard
    Gender
    Female

    Default Re: Nexus Character Directory

    Atheris


    Aliases/Code Names: The Viper, Deceitful Viper
    Gender: Female
    Race/Species: Snakegirl
    Age: Mid to late twenties
    Alignment: Neutral Evil
    Class: Legendary Soldier/Blood Mage
    Profession: Mercenary/Assassin
    Power Rating: B (Using Neon Knight’s chart)

    Height: 5’11
    Eyes: Red
    Hair: Black

    Appearance:
    Spoiler: Look for looks
    Show


    Personality: There are two sides to Atheris, one true and the other false. On this false hand, she is friendly and sweet. A kind, humble woman always willing to guide the weak; she has earned a place in the hearts of many with her almost aristocratic mannerisms. Soft-spoken and with a slight nature, one might think of Atheris as a shy lady. On the contrary though, Atheris can talk up quite a storm when approached.

    As opposed to the façade, the deceitful woman’s true nature is almost the complete opposite and it is kept hidden from most save for the men and women who serve her, or those who have seen first hand of her true nature. She is a rash, cruel and calculative woman who cares little for anyone but herself, preferring to work them into her own bidding. As part of her profession and a general lack of ‘good’ morals, Atheris has no issue with killing, whether coldblooded murder or fighting a hostile force in a battle. She has no quarrels with torture either, with a specialization and love for it. Her goal is a better life for herself and she goes about that with any tool she has available with no remorse or hesitation. Just pure efficiency. To top it all off, she is hedonistic and sadistic~


    Equipment: When typically dressed up for combat or when expecting the unexpected, Atheris typically wears her specialized SD (Squamigera Division) combat armor, made with incredibly durable clothe made to be resistant to cutting, stabbing and small caliber weapons, along with 'heavier' armored plates that adorn the black uniform. In addition to the uniform, she wears a black mask. The weaponry Atheris might carry around can vary, but she always has a blade coated in her venom along with whatever primary weapon she chooses for the occasion and a handgun. Her main primary of choice is her M18k4, a rifle which has it's design originating from the M1 Garand.

    Abilities:

    Blood magic: Atheris is, thanks to her lineage, an inherent blood mage… and quite a powerful one at that, having almost two decades of training and practice under her belt. Such spells range from leeching life from another being to causing a storm of blood to rain upon the field of battle, or to cripple a foe by using their own lifeforce against them. She keeps these powers of hers a secret, only unleashing her truest potential in dire circumstances or in special situations.

    Terror on the Battlefield (subject to change): Thanks to her demanding upbringing and subsequent military service, Atheris has bountiful knowledge of combat, ranging from CQC to using various types of weaponry, both heavy and light, and military tactics. Furthermore, thanks to service done in black-ops organizations, she is an absolutely lethal force in any battle, racking up kill after kill with ruthless and almost machine-like efficiency. Ranged weapons are preferred by her along with heavy or explosive equipment.

    Silver-tongued Snake: Atheris is good at getting what she wants, using her charisma and terrifying yet inspiring aura to sway others into doing her bidding.

    Slippery like a Snake: The snake woman incredibly agile; able to move across the terrain quickly and with ease or climb up/over most obstacles.

    Backstory: It's a MYSTERY.

    Spoiler: Something
    Show
    Atheris is the daughter of a powerful, incredibly wealthy and influential person of worldly politics, but she vanished and went underground for years. That was until she resurfaced as the commander and CEO of a privately owned military organization, one not bound to any country, state or government. The Squamigera Division, SD for short, is this PMC's title. During her time spent 'underground,' rumors began to spread about a black haired woman of serpentine descent whom took the battlefields of the world by storm. These rumors formed into a terrifying legend. A single woman who could shift the balance of power in a war-torn region? They were more than true, though. A one-woman-army who could infiltrate a conflict zone and come out unscathed against seemingly impossible odds. She could take on platoons of men and supporting vehicles alone, but with her legendary status, men and women flock to her side, allowing her the luxury of not needing to do everything herself. They serve her with the utmost loyalty and follow her into battle or support her on solo operations, and they're all willing to die for her, and her mission... Her mission to change the world into something greater, in her own image.


    Miscellaneous: Atheris produces a venom that is injectable via two fangs in her mouth. This venom is fast acting and causes mild paralysis, and can make breathing quite difficult... along with some other effects.
    Last edited by Ghostly; 2019-12-07 at 04:53 AM.

  19. - Top - End - #1129
    Pixie in the Playground
    Join Date
    Oct 2019
    Gender
    Male

    Post Re: Nexus Character Directory

    Animated Cloak


    Alias: Are
    Gender: A Cloak (They)
    Race/Species: Animated Object
    Age: 3 Weeks [Equivalent Age and Intelligence: Human 15]
    Alignment: Chaotic Good
    Class/Profession: Wanderer
    Power Rating: Civilian
    Description: A lovely dark blue cloak with long sleeves floating about 3 inches above the ground with the hood pulled up (Head) and the cloak fastened at the neck, no creature is beneath the cloak.

    Personality: A good-natured little bud


    Equipment: A violet pebble, A pale red sea shell and a Grey Rock
    Abilities: Levitate (As It has no legs), Grabbing things (With the sleeves of course), Minor Healing
    Miscellaneous:
    Can be worn like a cloak (only voluntarily)
    Communicates via Hushed Whispering
    Can wear other items (like Boots)

    Currently wearing: Nothing
    Last edited by Arron Oberon; 2019-10-20 at 12:36 AM.

    Such a þorn in my side



    Extended Sig

  20. - Top - End - #1130
    Ghost in the Playground
    Join Date
    May 2019
    Location
    New Zealand
    Gender
    Female

    Default Re: Nexus Character Directory

    Alias: Pania Waikaha
    Gender: Female
    Race/Species: Human
    Age: 21
    Alignment: ? TBD
    Class/Profession: Warrior
    Power Rating: C? Maybe??

    Description: Even at first glance, Pania looks the part of a fighter- standing taller than the average woman and with a toned, scarred and athletic body. She has dark skin and hazel eyes, with dark brown medium-length hair that typically flows freely down past her shoulders. From the base of her lips down to her chin runs a stylised koru tattoo, inked in dark green.
    Over her armour she wears a short feather cloak, and a patterned skirt-like garment that incorporates primitive cloth, reeds and hide. A long feather often adorns her hair.

    Personality: Pania is both determined and stubborn in equal measure, refusing to back down and give up until she's finally accomplished her goals. She is quick to anger, but not prone to fury or rage. While her force of will generally keeps her temper in check and stops her from boiling over into rash and violent reactions, it doesn't stop her from willingly showing her true feelings. Pania is still uncertain and confused by the culture she's been abruptly thrown into, and so is wary towards both strangers and her surroundings.

    Equipment: A bladed Tewhatewha, advanced armour recovered from her captors, a general survival pack, a short feathered cloak and reed skirt. Oh, and a PDA that she doesn't know how to use.

    Abilities: Skilled melee combatant, though weak at range, with unpredictable psionic abilities. Most notable of her psionic manifestations is telekinesis, but can also do such things as move in a quick blur, cause pain or visions, or send out waves of force. Her psionics often manifest without her intention or in different ways than intended so at times can be more harmful to her and her allies than her enemies. Due to gene mods running through all humans from her setting of origin, she is naturally just a little stronger and tougher than one might expect a regular human to be, ignoring any training or developed skills.

    Backstory: Raised as a warrior in a prospering tribe before developing psionic abilities, growing increasingly more powerful and uncontrollable as she grew older. Fearing being labelled as a witch she fled, but was later captured and experimented on by Spacers interested in her psionics. She eventually broke free, and during her angry psionic frenzy found herself in a strange new universe - the Nexus.

  21. - Top - End - #1131
    Ghost in the Playground
    Join Date
    May 2019
    Location
    New Zealand
    Gender
    Female

    Default Re: Nexus Character Directory

    Alias: Elizabeth Welles, ‘Liz’, Eclipse
    Gender: Female
    Race/Species: Catgirl
    Age: 21? 22?
    Alignment: Somewhere between Chaotic Good and Chaotic neutral, look decisions are hard okay?? pls don’t laugh.
    Class/Profession: Hacker
    Power Rating: um

    Description: Short, skinny, and scrawny, Elizabeth doesn’t exactly have an imposing figure. Her skin is pale and lightly freckled, and she has a pretty face with emerald green eyes. She has blonde hair tied in a low, loose, and messy ponytail which is often slung over a shoulder. A pair of similarly blonde cat ears sit atop her head, and a cat tail extends from above her butt.
    She is most often seen wearing a black hoodie over a basic t-shirt, usually also in comfy shorts or long pants and a pair of sneakers.

    Personality: Elizabeth is nerdy and awkward and a bit of an introvert. She isn’t completely antisocial and in fact tends to be friendly, though still very shy especially when meeting in person. Can be a little paranoid in public spaces, due to both her past and current dubious activities and the enemies she’s made with various authorities- which in turn has led her to be rather anti-authority in nature.

    Equipment: A small variety of equipment she uses for hacking, including a portable tablet-rig she can wear on her arm and other various tablets or phones or computers, whatever she’s able to steal or afford at the time. She has a dark bandana covered in glowing green digital patterns that she uses when hiding her identity, and what appears to be a set of augmented reality/night vision goggles.

    Abilities: Elizabeth has the basic skills and knowledge of a thief you might expect: the ability to move silently, pickpocket, and to pick locks etc. But where she really excels in is in the realm of digital sneakery. She’s a hacker, and a pretty good one at that. On the flip side she absolutely cannot handle herself in a fight.

    Backstory: Mostly to come later.
    A child of ‘Manchurian’ Reinholdt (her father; an early clone of Rein, and an escaped sleeper agent) and Ashley (her mother; a kind woman who was part of a hacktivist group), Elizabeth was raised in an environment that really didn’t care much for legality. She learnt her computer skills and later hacking knowledge from her mother. In her teen years she ended up indulging in the thievery side a little more, although now she is trying to leave that life behind. Well, the thieving stuff that is. Sorta. Not too long ago she dug up some dirt on a megacorp and ended up with a bounty on her head because of it.

    Miscellaneous: err

  22. - Top - End - #1132
    Ogre in the Playground
     
    bc56's Avatar

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    Sector ZZ9 Plural Z Alpha
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    Post Re: Nexus Character Directory

    Link to old version.

    This isn't exactly standard format, but it's easier for me to track stuff on.

    Spoiler: General format
    Show

    Name:
    Gender:
    Age:
    Alignment:

    Status:

    Summary:

    Appearance:

    Personality:

    Equipment:

    Abilities:

    Background:

    Notes:


    Spoiler: Main Characters
    Show

    Spoiler: Sekhmet
    Show

    Name: Sekhmet Winifred Ingenia Octothorpe Brignole
    True Name: Sakiril-Ess, Toktr Etsa Korrel, Etsa Myn-Erl, Nolvilik Kendek, Resyr Lotaka, Okaril-Ess, Keyra Dogetal, Etsa Sukkubei, Rel Ysm, Strel Hof, Lumsa Okarr. (Fated One, Daughter of the Queen of Poison, Queen of the Scorching Depths, Unwilling Convert, Fiery Protector, Rebellious One, Lady of Forgiveness, Queen of Succubi, True Beauty, Hopeful Star, Beacon of Freedom)
    Gender: Female
    Age: 20
    Alignment: Neutral Good

    Status: At the center of convoluted fate nonsense.

    Summary: Half-fiendish apprentice golemcrafter and blacksmith, with magical talents in illusion, fire, and telepathy.

    Appearance: Sekhmet has recently started practicing shapeshifting on a regular basis, but usually defaults to the same form. Her true shape is that of a regal, imperious girl of about 19, full of life and energy, with a princessly air to her. She has red skin, pitch-black, glassy eyes, and long, black hair with a metallic sheen, which she keeps in a ponytail. She's about 5'7" tall. She has large, batlike wings and a barbed, venomous tail. Six horns adorn her head, two on each temple and a larger pair in the center of her forehead. Between the tips of her large horns hovers a small ball of fire. She has short fangs, and her hands and feet are clawed. Her blood, along with her lips and gums, is black.

    Personality: Sekhmet is shy and comes off as cowardly. She is afraid of people due to prejudice against her kind in her homeworld, and will usually flee if confronted. Beyond that, she is caring and gentle, with a hunger for knowledge. She is studious and hardworking. She has very low self-esteem. She's very devoted to her husband and wants to protect him, not only from threats, but from dangerous parts of her own nature. She is a firm pacifist, unwilling to kill or seriously harm other people, even if that is what she was made for.

    Equipment: Very little. Sekhmet was not prepared when she got blasted into the Nexus. She had nothing but the clothes she was wearing. Now she has collected a lot more clothes, carved herself a magic wand, and keeps whatever useful things she has in her purse.

    Abilities: Sekhmet has weak natural fiendish magic, but she also is a mage of some level, although not especially strong. Her magic is not very useful in combat. She is best at disguise spells. The changes in her nature have greatly enhanced her power, although to what extent is not clear yet; they have also made it far easier for her to manipulate and create fire and other sorts of energy. She has also gained telepathic powers allowing her to speak to and read minds. She recently learned how to shapeshift, but is not especially practiced at it yet.

    Background: Sekhmet was found as a young child by a gnomish couple. They adopted her and raised her as their own (although she calls them Auntie and Uncle). As Sekhmet grew, they secretly taught her some of their skills, since it was illegal for the spawn of evil (Tieflings, in this case) to get guild training. Sekhmet grew in knowledge and skill. She rarely left her home, mainly because it would be dangerous for a Tiefling to be out on the streets. When she was 15, she did sneak out, under a disguise spell, but it broke when she lost concentration in a crowd. A mob formed, and captured her. She was publicly whipped, and kept prisoner, and barely managed to escape. The experience haunts her to this day and colors most of her interactions with people. She will almost never go out in public alone unless disguised and avoids any chance of losing control of her spells. When disguised, she goes by one of her middle names to further conceal her true nature.

    While in the Nexus, Sekhmet made some friends, started living at GLoG and began to work at Pontius' Custom Constructs as an apprentice. She began to slowly overcome her fear of other people and her devilish heritage, but after an incident with an alien hive beneath Inside (which you can read here, starting on post 789), her heritage was dragged to the forefront of her being, and she was transformed into a more fiendish form, which has left her once again afraid to show her face in public. Since then, she has mostly come to terms with her new fiendish and alien natures, and has begun to use them to her advantage. At the same time, her fiendish mother arrived in the Nexus looking for her.

    Sekhmet married one of her fellow apprentices, Prumathe Brignole, and took his name. She's starting to grow into her princessly role, even if she's not sure she wants to be a princess, especially not a princess of fiends. Her mother returned to capture her once and for all, and she's currently trying to escape that situation while other people deal with the devil-slaying.

    Notes:

    Spoiler: Jason
    Show

    Name: Jason Fisher
    Gender: Male
    Age: 24
    Alignment: Lawful Good

    Status: Dealing with the existential ramifications of his sudden-onset foxy twin sister.

    Summary: Powersuit wearing superhero, affiliated with NERD. Uses holograms and hardlight.

    Appearance: Jason is a man of middling height with light brown hair cut very short.

    Personality: Jason is the sort of person who's always willing to lend a helping hand. He's generous, light-hearted, etc. However, he's also especially cautious and generally very worried about accidentally hurting someone. Both of these traits manifest in the extremes in his heroic identity. He's highly protective of people he cares about.

    Equipment: Jason wears a powersuit with a few abilities. It is capable of projecting hardlight as either offensive beams of defensive shields, structures, and objects.

    Abilities: Jason is clever and creative, and often capable of new and interesting inventions. His only superhuman power is a mild enhanced intellect, focused on the manipulation of light.

    Background:

    Notes:

    Spoiler: Jade
    Show

    Name: Jads Fisher
    Gender: Female
    Age: 24
    Alignment: Lawful Good

    Status: Figuring out what it means to be a kitsune and dealing with the existential ramifications of her sudden-onset twin brother.

    Summary: Powersuit wearing superhero kitsune. Uses holograms and hardlight.

    Appearance: Jade is an attractive, curvy woman. She has wavy red hair. She has the tail and ears of a red fox rather than a human. Her eyes are brown.

    Personality: Jade is the sort of person who's always willing to lend a helping hand. She's generous, light-hearted, etc. However, she's also especially cautious and generally very worried about accidentally hurting someone. Both of these traits manifest in the extremes in her heroic identity. She's highly protective of people she cares about.

    Equipment: Jade wears a powersuit with a few abilities. It is capable of projecting hardlight as either offensive beams of defensive shields, structures, and objects.

    Abilities: Jade is clever and creative, and often capable of new and interesting inventions. Her only superhuman power is a mild enhanced intellect, focused on the manipulation of light. However, being transformed into a kitsune may have given her other powers she has not yet discovered.

    Background:
    Jade is a version of Jason (or Jason's a version of Jade?) who was transformed into a woman by a curse inflicted in a magical incident at the Black Dragon's Den. After about 6 months of living as a woman, she came to enjoy it (with some help from the curse's mind-altering effects). Then, she was eaten by a Kumiho, then turned into a Kumiho as part of a plot to hurt a forest spirit she was friends with. She got her original identity back, but was stuck as a Kumiho. In an attempt to get rid of her monstrous hunger and get back to being human, she sought out the temple of Inari. They tried to transform her back, but something went wrong, and she became a kitsune instead of a human, and lost a large portion of her memories.

    Notes:

    Spoiler: Kothar
    Show

    Name: Kothar
    Gender: Male
    Age: 25
    Alignment: Lawful Good

    Status: Normal

    Summary: Lizardfolk paladin and father. Often found with his son.

    Appearance: Kothar is a tall lizardman, with green scales and an orange crest. He wears a pair of black leather goggles with glowing green lenses, a silver shield with a platinum lightning bolt design on it, a belt made from giant skin, and a pair of brown canvas shorts. He wields an arbalest and an iron battleaxe inlaid with golden flame designs.

    Personality: Kothar is a true paladin, loyal to his goddess, Tlacua, the mother goddess of the lizardfolk. His paladin's beliefs are colored by his upbringing as a tribal huntsman; he eats the corpses of fallen foes and is not unwilling to use ambush tactics. He is gruff and somewhat ill-tempered. Kothar will not compromise his values or knowingly work with evildoers.

    Equipment: Kothar's equipment is magical. The goggles allow him to see in pitch darkness. The axe can burst into magical flame. The shield grants incredibly effective protection against magical effects. The belt gives Kothar the strength of a giant. Kothar also has nonmagical gear, such as a number of javelins, an arbalest (heavy crossbow), climbing gear, and travel rations.

    Abilities: Kothar is a paladin, devoted to the goddess Tlacua. He has divine healing power and the ability to strike evil with holy power. He is highly resistant to magic, even without his shield, and is immune to mind-altering magical effects. He is able to summon an intelligent elk which serves as his mount. Kothar is an expert at fighting with a shield, able to block effects most would find impossible to avoid and to use the shield as an offensive weapon.

    Background: Kothar was a member of an adventuring party in a world called Tellus. His group battled a beholder and his minions, and came out victorious. Kothar found his way to the Nexus accidentally after retiring.

    Notes:


    Spoiler: Tethrik
    Show

    Name: Tethrik
    Gender: Male
    Age: Really darn old. Several millennia.
    Alignment: N

    Status: Missing in Action

    Summary: Space demon berserker. Not as evil as you expect.

    Appearance: Tethrik is an ogre-sized, four-armed demon with dark green, leathery skin. His upper arms end in wicked, serrated blades, and the lower forearms are covered in small, razor-sharp spines. His head is humanoid in appearance, but bald, with an armored bone plate covering the forehead and the top and back of the head. His ears are pointed, like an elf's. Tethrik has a thick, heavy tail that helps him balance. Tethrik normally wears a t-shirt and jeans tailored to his frame.

    Personality: Tethrik is sarcastic and aggressive. Like many of his kind, he's happiest when fighting and killing, but he tries to restrain himself. Despite his outwardly frightening appearance and demeanor, he is quite friendly.

    Equipment: Tethrik has very little. He has the clothes on his back and a pouch of rubies he stole from his former boss. He carries the remains of an iron bracelet that had been locked on his arm as part of his punishment. He also has numerous alien and/or magical weapons hidden within a bag of holding.

    Abilities: Tethrik is much faster than one would expect from a creature of his size, faster than a normal humanoid, and also, of course, strong as an ogre. As a demon, he has an innate resistance to nonmagical weapons not made of iron. He is also immune to fire and many forms of nonmagical poison. Iron burns Tethrik to the touch, and is quite agonizing for him. He can sense supernatural entities nearby him, and can tell whether they are demons. He has minor demonic magic, such as conjuring hellfire and detecting magic.

    Background:

    Notes:



    Spoiler: Minor Characters
    Show

    Spoiler: Eao
    Show

    Name: Eao
    Gender: Female
    Age: 79. Days.
    Alignment: CN

    Status: Looking for adventuring companions.

    Summary: A seraph created from a damaged robot. Seeking allies to destroy her former compatriots and prevent them from attacking the Nexus.

    Appearance: Complicated. A hybrid of a dragon and a young deer, studded with eyes which are dark and rimmed with white flesh, looking like black holes in their accretion disks. She has six wings, two large pairs coming from her shoulders and hips, and a small pair attached to the back of her head. She has a draconic tail and a series of ridges running up her spine. Her scales are black and triangular on her belly, and round and pearly white on her back, with light faintly leaking from the cracks.

    Personality: Eao is entirely curious. She always wants to learn and explore more, and records everything in her journal. She has a strong interest in poetry, and a good portion of said journal is composed of amateur poems.

    Equipment: A high quality sword, a journal, and various odds and ends she's collected.

    Abilities: Eao has many powers. She can change the configuration of her body to suit different tasks. She can also fly, climb on walls, and travel short distances through 4-dimensional space, allowing her to bypass walls and other barriers. For utilities, she can read any language and store objects in an extradimensional space. She has a sort of empathy with machines, and is able to understand their function and status by touching them. For combat, she is endowed with razor-sharp wings, and can breathe out energy in a powerful blast.

    Background: Will write later.

    Notes:

    Spoiler: Selekhael
    Show

    Name: Selekhael
    Gender: Female
    Age: 17
    Alignment: Neutral Good

    Status: Trying to make a new life

    Summary: Angelic lioness time-clone of Sekhmet dealing with being kicked out of her own life.

    Appearance: In human form, she is 5'3" tall, has dark brown hair in a ponytail, and blue eyes. In her true form, she is a lioness, a tawny eagle, a coral reef, and a ring combined.

    Personality: Selekhael is kindly and gentle, but willing to fight if she must. She gets angry easily, but is very quick to forgive. She's mostly confused about her nature and trying to understand what happened to her.

    Equipment: Magical sword, shotgun, and pistol from the arsenal of heaven. The sword is a flaming khopesh and can cut through anything, the shotgun sends fragments of its victims through time, and the pistol causes things to decay.

    Abilities: Selekhael has some power over four Spheres of Reality: Time, Entropy, Growth, and Id. This means she can travel through time, alter the ages and sizes of objects, manipulate emotion, heal and cause disease, accelerate and slow people or objects, and other combinations she hasn't yet utilized.

    Background:

    Notes:

    Spoiler: Sapphira
    Show

    Name: Sapphira. But that's not her true name.
    Gender: Chooses to appear as a female.
    Age: She fell before the universe began.
    Alignment: NE

    Status: Searching for her daughter.

    Summary: Sekhmet's mother seeks her daughter for an unknown, sinister plan.

    Appearance: An impossibly beautiful woman with red skin, pitch-black eyes, a crown of six large horns, a long stinger tail, and a pair of wide, batlike wings.

    Personality: She doesn't let on much, but she is a liar, a conspirator, and a betrayer.

    Equipment: Sapphira is able to conjure any mundane items she might need.

    Abilities: Sapphira is incredibly powerful in magic. She can manipulate energy and minds with ease, shift her shape, conjure planar portals, and grant lesser versions of those powers to mortals.

    Background: Utterly unknown.

    Notes:
    Last edited by bc56; 2021-08-24 at 12:58 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  23. - Top - End - #1133
    Dwarf in the Playground
     
    TherianTheorist's Avatar

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    Placeholder for my character sheets.

    [Ashen Tiger with Ruby Teeth]
    Spoiler: Primal Sorcerer-Priest
    Show
    [Alias] - Ashen Tiger, Torao Kaizoku, Singh
    [Gender] - Male
    [Species] - Lunar Exalt
    [Age] - ??? [Twenty-something?]
    [Alignment] -
    Compassion - ●
    Valor - ●●
    Conviction - ●●●●
    Temperance - ●●
    [Class] - Sorcerer-Priest
    [Power Rating] - C-
    [Description] - Ashen Tiger is unusually large compared to any mortal human, with skin like faded, washed-out brass and extensive silver tattoos across much of his body. He has long, grayish-puple hair and vibrant amber eyes. He usually wears a massive prayer strip as a scarf.
    [Personality] - Devoted to a sacred hunt,
    [Equipment] - Your character's phat lewts. Armor, weapons, paint supplies, clothes, and other devices that your character routinely carries with them.
    [Abilities] - Your character's skills and abilities. What can they do? What weaknesses do they have? It all goes here.
    [Backstory] - Very simple. How did your character come to be? "To Come Later" is an acceptable substitute for a long and extensive backstory. Even Especially if you conveniently 'forget' to develop it.
    [Miscellaneous] - Anything else that you wanna put down.

    Spoiler: Character Sheet
    Show

    Will be added when formatting mood strikes.


    [Progress] - 45%
    Last edited by TherianTheorist; 2020-03-13 at 11:18 PM.

  24. - Top - End - #1134
    Dwarf in the Playground
     
    CosmicHobbit's Avatar

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    Krag
    Alias: N/A
    Gender: Male
    Race: Half-Orc
    Age: 21
    Alignment: Neutral Evil
    Class/Profession: Warrior-Mage
    Power Rating: B, I guess
    Description: Fit, with greenish grey skin and tusks. His messy black hair is long enough to cover his eyes at times. Barely visible scars crisscross his neck. His grey eyes sit deep within his face, glaring out with a strange intensity.
    Personality: Krag tends not to trust people who have more power than him in any way, shape, or form. He believes that all powerful individuals are corrupt, and harbors extreme anger toward them. He's determined to reach whatever his goal is at the moment, regardless of costs for himself and others. If you aren't powerful, however, he will try to protect you and will seem kind.
    Equipment: Krag wears chain mail under his clothes at all times, and also carries a small sword at his side at all times. If he believes he'll get into a battle soon, he also has a greatsword forged to be resistant to energy weapons, such as lasers or plasma blasts. He will also carry a longbow with him, as well as arrows, usually dipped in multiple poisons. Speaking of poisons, he owns a box filled with different vials of poisons.
    Abilities: Krag has unnatural strength and durability, as well as dexterity similar to that of a high-tier human. He is highly-trained in combat, both ranged and melee. He can also sacrifice his own blood or the blood of others to cast magic, ranging from buffs to himself to outright damage to others. He has vowed to himself never to use other's blood, though.
    Backstory: To come later.
    Miscellaneous: His motivation can be summed up by Rage Against the Heavens better than I could ever describe it. Krag, however, sees all people more powerful than him in any way as "the powers that be" on this page.
    Linklele made my awesome avatar! Thank you so much!

    Finally back from a longer hiatus.

  25. - Top - End - #1135
    Ghost in the Playground
     
    SamuraiGirl

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    Marika Yuuki



    Alias: Mari, Riri, Rika
    Gender: Female
    Race: Oni
    Class: Samurai
    Profession: Seamstress
    Age: 30

    Description: While the shortest of her family at 5'1" (154cm), she does her best to seem taller by wearing geta whenever she's not wearing the comfier tabi. She's got fairly pale skin with freckles smattering her entire face, and bright green eyes. Her face in general is perfectly fitting for her size, though her features seem a bit sharper than someone her size should have. Her hair is strawberry blonde and falls down to just above her rear; whenever it's not in a bun of course. And though while she may be short, she's fairly curvaceous due to her Oni blood. Speaking of, she's got two small horns that grow from her forehead the same color as her skin. It's always parting her hair in such a way that she gets annoyed at it, but she never shows it. If one were to ever catch her without her yukata, they'd see the myriad of spider-webbing scars across her body, mostly from stupid accidents she had as a child, but quite a few from battles she's been through.
    As for clothes, a short, mini yukata is her usual outfit. It sits loosely on her shoulders and ends just above mid thigh, and colored nicely with a light pink color and has a dark blue blossom pattern on the bottom of it. The obi used to keep her yukata closed is the same dark blue colour as the blossoms on it. To almost accentuate the fact that her yukata is more than a long tunic than a proper yukata, she wears black thigh highs that end right where the yukata ends.

    Personality: Quiet and soft spoken, she's not really one to boast nor even get into arguments. She more speaks through actions than words, though sometimes that just causes more trouble for her than just talking would have. She's a very sweet person once one gets to know her, but she comes off as cold and short if one is first meeting her. She's also very easily confused, talking too fast or walking around a new area are two sure fire ways to make her flustered with confusion.

    Equipment: Marika carries a simple steel katana and a back-up wakazashi tucked in her obi for whenever she has to get violent, but she doesn't have much more than that besides the thin metal plates in her obi. The plates give some form of defense to soak up hits if she's being reckless, but other than that she travels fairly light.

    Abilities: Marika has very few skills to pride herself in beyond her ability to sew and work a loom, and her skill with a sword. Though her strength from being an Oni is something that could cause less magically inclined races/species to be surprised at. After all, she is fairly small. Her family calls her strength "Ogre Strength", but she prefers the term "Heavy Boned".

    Backstory: Marika grew up not as a resident of the Nexus, but a city in a different world in which she was considered a samurai. The samurai were almost always demi-humans, anyone who wasn't a human but was cognitively capable of speech and honorable actions. The samurai were to act as guards and escorts to protect the large, feudal city. Being a feudal city as it was, electricity and all the ups and downs that come with it were non-existent, so life could be hard sometimes. She made money through mercenary work, and selling clothes she made herself at her own personal shop headed by her sister, Sachi.Though, being a samurai was always hard and dangerous work, so it was never worth the pittance she was paid for it. She never enjoyed working for anyone, instead enjoying the one on one duels for "honor" she was constantly challenged to in the streets because humans always thought demi-humans were easy targets. She lost quite a few duels, earning her many of her scars, but when she won... She was able to save up the money from the betting pools to help support her ailing parents and make sure they had a comfortable moonlighting life.
    At least, that was before she took a wrong turn down a dark alley... And ended up in the Nexus.

  26. - Top - End - #1136
    Ogre in the Playground
     
    The Mad Hatter's Avatar

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    Dr. Nicodemus "Val" Valiance

    Gender: Male.

    Race: Human, Alt-Earth.

    Age: 37, born 1954. (32 Earth, 5 Nexus).

    Alignment: Red (Dominant), Blue (Recessive).

    Profession: VIGIL scientist.

    Description: Dr. Valiance is an overweight man who appears to be in his early forties. The sides of his head are shaved, while what remains of his auburn hair is tied up in a bun. A graying beard covers his chin, and a curling mustache sprouts out from beneath his large nose. His blue-gray eyes, although glassy and vacant at first glance, betray a deeper intellect within. He's often seen wearing a pair of cherry teashades, with velvet gloves and dress shoes to match. When attempting to appear presentable, he usually layers a red sweater atop a dress shirt of some sort. Finally, he's rarely seen without his large, white woolen coat.

    Personality: Dr. Valiance is defined by his self-destructive behavior and inability to control his own impulses. He looks towards substance abuse as a way in which to overcome his poor self-esteem. As a deeply imaginative individual, he enjoys puzzles and problem-solving, which lends himself well to his profession.

    Equipment: As an inventor, Dr. Valiance's equipment tends to change over time as he becomes bored of his previous equipment.

    Abilities: Dr. Valiance is entirely ordinary, save for his propensity for technology.

    Backstory: Dr. Valiance was born in 1952, the youngest of six children, and the only male. His father owned several acres of farmland and made his living by selling crops to the local corn-kit factory. He, along with his siblings, were homeschooled by his mother. He excelled in his studies, but chafed under a restrictive home life. When he was seventeen, he participated in a nation-wide academic competition put on by NASA. The prize was a scholarship at the University of Texas at Austin, to be followed up with by an entry level position at the Lyndon B. Johnson Space Center in Houston, Texas. It was a dream come true.

    His essay, which focused on the importance of computer science in relation to space travel, won second prize - a devastating defeat. Unhappy with his life as it was, Dr. Valiance left home in order to major in mechanical engineering at the University of Wisconsin. While there, he garnered national attention with his 'Unmanned Operators', mechanical inventions which would one day become known as drones. He also developed a reputation for self-destruction, becoming involved in the burgeoning disco scene in his early twenties. Even more controversial was his involvement with the Communist Party of the USA.

    After graduating, Dr. Valiance co-founded an engineering firm, experiencing some success. It was not to last, however. With the Cold War having begun in earnest, federal agents were actively searching for individuals engaged in active espionage on behalf of the Soviet Union. In October, a formal investigation was launched into Dr. Valiance's personal life. Realizing that his life was about to come crashing down, Dr. Valiance considered fleeing the country. At this time, he was contacted by a clandestine research organization known as Conference Zeta. Their representative, one Cauvin Kramolagh, offered an out.

    The organization would smuggle Dr. Valiance out of the country, and in exchange, he would work for them within a facility built underneath the city of Pripyat, Russia. Dr. Valiance hastily agreed, fleeing to Russia in 1980. Conference Zeta was extraordinarily advanced, possessing technologies decades ahead of anything Dr. Valiance had ever seen. As such, he excelled under their employ, although his isolation left him unhappy. During his time there he allowed himself to spiral out of control, becoming far more reliant upon various substances than he had ever been before.

    Everything changed in 1986.

    An experiment had gone terribly wrong, resulting in an energy fluctuation powerful enough to rip a hole in reality itself at the center of the facility. This unstable burst of energy triggered a chain of events which ruptured the reactor core of the nuclear power plant above ground, resulting in a highly destructive nuclear disaster which all but decimated the city which surrounded it. The facility itself was spared the fate of the city above, however, as the rift at its center had transported much of the facility across dimensions, emerging within the Nexus, a reality at the center of all possible realities.

    Conference Zeta continued its work in the Nexus, as did Dr. Valiance. Five years passed. Then, the facility disappeared.

    Now, Dr. Valiance works for VIGIL, as a head of its new science division.

    --

    Spoiler: Reference Art
    Show

  27. - Top - End - #1137
    Pixie in the Playground
     
    Purple Eagle's Avatar

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    Formerly known as Cyber Punk. Characters from that time are either defunct, or early versions of current characters. Extended character details in GoogleDocs, not on site.

    PURPLE EAGLE'S NEXUS CHARACTERS

    PCs:
    • SHUYORU: Shapeshifting yakuza-type crime boss with dreams of utopia. AMEN. Power: Shapeshifting.
    • ZARA BEN HAIM: Perpetually-smiling artist with a past as a child assassin. GLoG. Power: Rubber body.
    • ZABBAIEL: Young cherubim angel. GLoG. Power level: OP. Early version: Asher
    • OLAMIDE 'KARASU' HIMURA: Goth ninja girl. HALO. Power: Ink. Early version: Nisha
    • LT. COMMANDER CHIDI NWOSU: Friendly and fun-loving elite soldier. MERC. Power: Sonokinesis. Based on Holly and Zhyv
    • ROSALIND D. THORNE: Super detective giantess from the One Piece universe. Devil Fruit: Mini-Mini Fruit.


    NPCs include: Uriel, Mirai, Zither, Agony, ... etc
    Last edited by Purple Eagle; 2020-09-13 at 10:55 AM.
    Purple Eagle's character list
    Love is the message.

  28. - Top - End - #1138
    Barbarian in the Playground
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    Star of Hope Shines Eternal in the Pitch-Black Universe (AKA Hoshiki Senshi)

    Alias: Hoshiki Senshi (first name, last name), or just Senshi-san (lit. "Mr. Warrior") for brevity.
    Gender: Male
    Race/Species: Humanoid (augmented human)
    Age: Four centuries, give or take a decade (appears to be in his 30s)
    Alignment: "Good... Evil... I'm the guy with the sword. Wait, that's not how it works?"
    Class/Profession: Formerly a warrior of lower nobility, currently armed hobo
    Power Rating: Varies. (B to A+)

    Description: Hoshiki is a pretty massive man, standing around two meters tall (6'7") and weighing around a hundred kilos (~220 lbs). He may seem lanky from a distance, but were you to catch him without his shirt on, you'd see he has muscle tone of someone who works out religiously. He has a tanned skin criss-crossed by pale scars, wild, mane-like black hair reaching to his shoulder blades, pronounced cheekbones, a strong jaw and very dark brown, almost black eyes. In short, he looks like an absolute thug and not someone you'd want to run into in a dark alley. Though his chosen alias and belonging may hint at a Japanese origin, his ethnicity is indistinct.

    Personality: In his mind, Hoshiki has this image of a warrior noble: someone who stands tall and proud, protects the weak from injustice, punishes the wicked, always conducts himself with honesty and honour and serves his superiors with utter loyalty.

    He is not sure if this is someone he was, or just someone he aspired to be. He has this gnawing suspicion in the back of his mind that somehow, he has already failed to live up to this ideal. His go-to method for coping with such feelings is training to exhaustion. He loves the thrill of combat and competition and can easily lose himself in the excitement, only to be horrified by his own violent eagerness after-the-fact.

    He is somewhat book dumb; his obsessive dedication to physical training left limited time for other pursuits. It may take some effort to get him to pay attention to, nevermind appreciate, arts of the non-martial kind.

    Equipment: When he washed up on the shores of a Seaside island, Hoshiki was clad in a white hakama, white kosode, a black obi and a thigh-length black haori with an Ouroboros symbol on the back. As these are manifestations of his spiritual power, he can create such apparel from nothing (should he remember how).

    He also has a daishou, a pair of swords consisting of a katana and a wakizashi. Their sheaths and hilts are of purest white. Their blades appear to be steel and would be proven to be so in any external hands. In truth, they are manifestations and extensions of Hoshiki's spiritual power and their material strength and sharpness depends on his mental state.

    His last possession is a featureless mask, large enough to cover his whole face. It appears to be made of porcelain-like material. It has no holes for eyes, so how you're supposed to see out of it is an open question. It is split vertically in black and white halves; which half is which is not consistent. It is a clingy piece of crap, appearing intact on Hoshiki's person in 24 hours even if it is thrown away, broken, buried in the ground etc..

    Abilities: Superhuman strength, speed and durability. Highly skilled in armed and unarmed combat, especially proficient in fighting with a pair of swords. Some skill in destructive magic. Extreme spiritual and psychic power, but mostly latent or passive for now. Utterly clueless about Nexus and everything in it.

    Spoiler: Details
    Show

    Master martial artist: Hoshiki has trained majority of his really long life in various combat arts, encompassing unarmed striking arts, grappling, thousands of weapon forms for hundreds of different weapons and various physical fitness regimes. Most of it is of no practical use as usually he's armed with just his pair of swords, but he is always happy to demonstrate his "circus tricks". As a side-effect, he is a reasonably good coach and sports physician.

    Body Reforged in Astral Fire: While Hoshiki's body appears human, it is undergoing a radical transformation: every time he is wounded, the wound heals with exotic materials to be exponentially stronger. Before his process started, Hoshiki was already near peak human fitness; now, he is near-impervious to mundane weaponry and capable of feats of strength rivaling heroes of legend. Hoshiki is only half-aware of this happening; empirically, he simply knows he is getting stronger very rapidly, with no idea what the limit could be.

    Magical abilities: Hoshiki has some skill in a system of magic he calls "Path of Destruction". He dimly recalls he somewhat neglected this skill set and retained only minimum competency required of his station. By external standards, the effects he can produce are pretty potent. He can shoot an electric arc from his fingers, or create a ball of fire. In addition to their obvious destructive uses, the former can be used for welding, while the latter can be used as a lantern, a source of warmth or for cooking food.

    Fortress of Iron Will: Hoshiki is both extremely sensitive and extremely resistant to telepathy, mind-affecting magic and other such spiritual and psychic intrusions: he can tell with pin-point accuracy when such are being used on him and they are unlikely to work. This is a passive ability; Hoshiki doesn't need to concentrate to use it or even know he has this ability to use it.

    Active psychic powers: Hoshiki has some telekinetic ability, capable of calling his weapons to his hands from where ever they may be. He can brace himself against immense physical forces, walk on water or on walls and even levitate, provided he doesn't think too hard about it. He is capable of repairing his swords of any damage, even recreating them from nothing, and could change their shape to any other weapon of same volume. If he is alerted to their presence, he can cut through illusions, see spirits and other invisible things and detect evil intent (intent to harm), increasing his reaction speed in combat.

    Latent (Inactive) psychic powers: these are things Hoshiki could do if he realized or remembered how: he could cut through dimensions, allowing travel through the Void or Astral plane or whatever passes for those locally, create a gateway into his internal (mental) world, bring objects from his internal world into external reality, summon spirits of deceased warriors, fly, create barriers of psychic energy and telekinetically control thousands of copies of his weapons.


    Backstory: Ever woke up from a dream, feeling that you'd had someone tell you something really important, but unable to remember any of the details?

    That's how Hoshiki feels about his entire prior life.

    He faintly remembers that he was poor once. A street kid, an orphan, living in the slums in perpetual hunger. But he was strong of arm and quick of wit, so he resolved to escape poverty by joining a military.

    He was good enough to earn recognition from his superiors and was lifted into the ranks of a warrior caste, becoming a landless nobility. Then, he... plateau'd. Other, more ambitious men breezed past him. People he'd help train were suddenly his peers, his old peers becoming his new lords and masters.

    It didn't bother him much back then. He was content in his position, fighting the good fight. Even when others fell around him, he kept on going. He's hazy on who the enemy was, though. Some supernatural threat, maybe? Evil witches or spirits? Whatever it was, it was important. Balance of an entire world was at stake. And then... and then... something happened. Something that reframed the entire conflict in Hoshiki's mind and forced him to make a stand, to take a step forward and begin improving himself again.

    But he doesn't remember what that something was.

    In truth, what happened was that Hoshiki lost. He was captured and put into chains by the opposing side. But instead of killing him, they did something far more cruel: they infected him with a supernatural essence that'd make him like them. And then, they let him go. So he'd feel what it's like to be on the receiving end of the forces and ideals he represented.

    When Hoshiki realized what had happened, he was of course furious. But he knew revenge was just a diversion and would not be enough to redeem his failures. So, after finding and vanquishing his captors, he turned his blades on the last foe to be vanquished: himself. To atone for his sins and to restore his honor, he did what any reasonable man would, and committed ritual suicide.

    He did not know that he'd be unable to die. Nor that the released supernatural energies would carry him all the way to Nexus.

    Miscellaneous: Nothing yet.

  29. - Top - End - #1139
    Titan in the Playground
     
    WindStruck's Avatar

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    Solstice
    Alias: true name: To be revealed later!

    Gender: Female

    Race/Species: Sidhe (Dresden-verse style)

    Age: 35 years (appears to be in early teens)

    Alignment: Lawful Good, White/Green

    Class/Profession: Sorcerer and Thaumaturge

    Power Rating: C, or about level 10

    Description: Absolutely beautiful, to the point of looking unnaturally so. Solstice appears to be a girl in her young teens with a slight, slender body and fragile, spindly limbs. She has long fiery-red hair similar to the color of carrots, which cascades down to her thighs with some slight curls. She has fair porcelain skin, and emerald-green eyes with feline-like irises. Her face holds a number of appealing features, such as thin eyebrows, a straight and relatively narrow nose, and exquisite lips: not too thin nor too thick. Her fingers are long, dexterous, and delicate.

    Spoiler: Something similar for reference:
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    Personality: Solstice errs on the side of caution and prudence. She tries to remain calm and reserved. She always keeps her word and never lies. It's kind of a Fae thing. This includes never doing anything for free, but not accepting gifts either. Although unlike most Fae, she does tend to stick more to the spirit of an agreement as it was meant, rather than twisting words to her own benefit. She tends to like the idea of having friends and contacts she can trust, rather than always looking over her shoulder for enemies. She is quick to try to placate and negotiate with beings of greater power or who may hold an advantageous position over her, but as for everyone else, she is mostly indifferent. Solstice is extremely naive, being only familiar with her own world and her own culture. She is accustomed to her environment being comfy and beautiful and used to pleasant sensations. Foul and unpleasant things, therefore, disturb her more than normal.

    Spoiler: Equipment
    Show
    Solstice wears a pale pink silk robe. The fabric is thin and delicate and appears more like nightwear than wizard robes, adventuring gear, or the like. It is simply an extremely nice robe and doesn't add any real protective value, as aside from its exceptional quality, it is still a mundane item without any form of magic enhancements. Accompanying her outfit, a silk belt of the same fabric keeps it closed and holds a few items, and dainty sandals with a few small, decorative gems adorn her feet.

    However, Solstice also possesses a few other notable items:
    • Deerskin Gloves: Real gloves made of real deerskin. Allows Solstice to handle iron objects without burning herself. She only has them on when she needs to use them.
    • Faerie Bow: A magic bow of Faerie make. Shots err more toward their target and hit with surprising, penetrating force. Comes with a quiver and arrows.
    • Bronze Shortsword: A shortsword of Faerie make. If it is ever unsheathed, the situation is either very serious or very un-serious.
    • Flame Wand: A magic focus which allows Solstice to easily concentrate on her fire magic. When drawn, her fire magic is more accurate and more powerful.
    • Wondrous Bag of Wonders: A small satchel Solstice carries which contains miscellaneous bits and bobs she has found or collected. You never know what may come in handy!


    Spoiler: Abilities
    Show
    Solstice has had some archery training and done satisfactorily. She has also had some combat training for the benefit of her own self-defense, but she's still not that good at it. Her physical strength is pretty pathetic, and while she may move somewhat gracefully, her speed is quite ordinary. However, her Fae qualities do grant her an extra bit of resilience. She is quite a bit tougher than she looks, albeit with one exception: iron is deadly. The mere touch of iron burns Solstice, and deep wounds inflicted by iron objects and weapons are like injecting poison. She can recover quickly from damage in most cases, but iron is the exception. It is extremely painful and the wounds will linger for a long time. She can also use magic, which she is quite good at, but her magic reserves are not limitless...

    Thaumaturgy: With the use of magic circles and preparation, almost anything is possible with magic! Thaumaturgy involves slowly gathering up magic energy into a circle to be released later. Symbolic objects and certain magic materials greatly aid or are often times even necessary to perform a ritual. The stronger the spell, the more magical energy and symbolism is needed. If something goes wrong with the ritual, there are often consequences, the magnitude depending upon how much energy was released.

    Evocation: More traditional spell-slinging, though technically it is just throwing around energy. But one thing they all have in common is they are fast. Some of Solstice's signature spells:
    • Force Shield: Solstice can erect a magical barrier in front of her, or even a weaker one all around her. The barrier deflects all manner of attacks: even bullets, energy and magic projectiles.
    • Soul Arrow: An attack which assaults the soul and mind. It jars the target's senses briefly, clouds the mind, and depletes mental and magical reserves. More effective while wielding the Faerie Bow.
    • Searing Ray: Like a 10,000 degree laser, concentrated fire magic at one's finger tips. Easily slags any conventional metal and stone and incinerates just about anything else.
    • Euphoric Touch: Waves of pleasure course through and caress the target. It can lighten the mood, be distracting, and is almost certainly addictive.
    • Force Blast: Like a telekinetic wave, this spell is handy for knocking things over, pushing would-be assailants away, or perhaps even yanking someone from certain doom.


    Solstice also has a number of other quirks and drawbacks as follows:

    Soul Gaze: When Solstice stares into the eyes of another being (in the Nexus setting, typically "mortals" with souls) and they stare back, she sees into the essence of their soul and their very being. And they see into hers. Usually both characters get stunned briefly as well, though not really so much when you expect the shock. Information is probably best handled as if each character in the Soul Gaze knows all the information on the character application.

    Technology Disruption: Solstice's presence generally disrupts technology. While Fae in the Dresdenverse don't do this, they also don't have souls or a mortal magic casting element to them. Use of magic also more greatly disrupts technology. Delicate units can even get fried.

    Inability to Lie: It's not just a personality tendency. It's rather hard-coded into her being. While theoretically her soul with free will could try to force one out, Solstice would suffer great shame and anguish, and would very likely, actually die. But Solstice can still be wrong. Simply being mistaken or wrong about something is different than lying. Though if Solstice believes what she is saying may be inaccurate, she will frame it as such, like a possibility or an opinion.

    Thanks for the Invite: Homes and private dwellings have a thing called a 'threshold'. She might be able to force herself into a single bachelor's pad and be severely weakened.. but gaining entry into a family's home is just impossible for her. She must be invited in. Note that public buildings, establishments, and places of business - generally places where people do not live nor are considered homes - are exempt from this and do not hinder Solstice.


    Spoiler: Backstory
    Show
    Solstice was adopted by her Sidhe mother from early infancy. Solstice's real parents were lovestruck fools who bargained with the wrong Fae. In fairy tales, the child escapes the witch or the parents get to keep their baby. This wasn't the case for Solstice. Though Solstice was born a human, all she ever knew was Faerie: breathing in the supernatural air, eating Sidhe food, even suckling milk from her Faerie mother's bosom. Very quickly, her infant form became that of a changeling. And before long, she was indistinguishable from a Fae and raised as one.

    Of course, this didn't happen just because this Fae wanted a child. Solstice's mother, Amora, knew of her great potential for power. Solstice was raised with the sole purpose of furthering her mother's agenda. But this doesn't mean the two never became attached. On the contrary, there was quite a strong bond at first, filled with love and joy. Solstice had never suspected that at one point she had mortal parents. Things did change, however, as Solstice grew older. The lessons grew more studious, and as she came of age, they were no longer free. While Solstice still saw Amora as her mother, their relationship had changed from one of love and nurturing to one of trade and contracts. To be fair, Solstice knew it was coming, but it was all overwhelming, regardless.

    By now, Solstice had mastered the ins and outs of Fae culture and had become quite proficient with wielding her magic. But Solstice's reality was that she belonged to her mother. The debt was so steep that it might never be paid off. And yet, as long as she remained a loyal and obedient daughter, the ill consequences that normally befell one who had acquired such massive deficits never came. Perhaps that was her mother's love and mercy after all. Or perhaps it was all part of Amora's plan: to perpetually keep her daughter indebted to her. More likely than not, however, this sort of scenario plays out time and again when new Fae must struggle for survival, while also following their own rules.

    Some years later, there were some troubling developments. Solstice was about to join the Summer Court.. but there was a problem: her mother had disappeared for some time. And without her mother's sponsorship, that left some uncertainty to her character, as far as the court was concerned. One of Amora's rivals, Alfreda the Heartbreaker, had proposed a test:

    Present to the Queen a flower that grows,
    which never wilts nor with the wind blows,
    with many a color that brilliant glows,
    and from which sweet nectar doth ever flows.

    The Summer Queen was intrigued by this and thought it suitable. And Solstice was naive enough to think it was possible. Alfreda smirked as Solstice eagerly took up the challenge. Soon she realized that nothing like this existed in nature, and she couldn't figure out how to make anything work via magic. She would certainly need her mother's help. Even then.. maybe it wasn't possible with her help..

    With mounting worry, Solstice set out to track down her mother. Her journey led her into the Way Between Ways, an infinite series of corridors, stairs, and doorways, in which all manner of things lurked. The infrastructure was deteriorating and growing more decrepit as time went on. And then something gave way and she fell. And she fell. Until it seemed like Solstice was simply floating in a void. That's when, somehow, she found herself in an entirely new world. She was in Nexus.


    ----

    Spoiler: Current quests:
    Show
    Find a way back home.

    Find her mother.

    Find some kind of flower that fits her challenge.


    Spoiler: Debts/Favors in Nexus
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    None.
    Last edited by WindStruck; 2020-08-30 at 03:55 AM.
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  30. - Top - End - #1140
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    Default Re: Nexus Character Directory

    Hysmine
    "Just Hysmine, thanks. Hys if you prefer."

    Gender: Female, she/her
    Species: Cat lady
    Age: Difficult to determine; rough estimate mid-30s
    Power Rating: D
    Appearance: Hysmine is a weathered-looking cat lady of generally European complexion; her hair, ears, and tail are the tabby brown of a wildcat and her eyes are green behind cheap horn-rimmed glasses. She's about 5'6", with a rangy figure covered in scars. Her ears are notched and a little patchy, and a leg injury means she walks with a cane and a leg brace. She dresses fairly plainly, though notable are what appear to be battered old military boots that were once of the finest quality. They can be somewhat incongruous alongside her other clothes, especially the things she seems to have made herself like shawls and scarves. Her voice is low and gravelly, and almost never raised.
    Personality: Hysmine is a woman under the weight of years of regrets, though she maintains a smile all the while. She is not a person of enthusiasm or excitement, but carries on steadily. She does not have a very high opinion of herself, though she does allow herself a little pride in her handicrafts and knack for organization.
    Last edited by Beans; 2020-10-12 at 01:20 PM.
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