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Thread: Nexus Character Directory
- Join Date
- Jun 2008
Re: Nexus Character Directory
Avvie by Kid Kris
Power Level: 5/B (In D&D 4e terms, this version of her is level 15)
Description: Hope has some features that are remarkably human, as well as some that testify to her infernal heritage. Her skin is a deep red, and she has medium-sized horns and a thin, slightly prehensile tail that she normally keeps visible, and tends to react to how she's feeling. She generally has a content expression on her face, and has a longsword buckled to her side, as well as a cittern. She generally wears a blue, knee-length dress, that while slightly revealing, isn't to the point of making her look like a seductress.
Personality: Hope fits her name quite well, being a cheerful young woman who always seeks to help others. She is trusting, friendly, and loyal to those she counts as her friends (and a bit of a flirt, although she never goes after married men), and also a cunning leader. She's also willing to take up arms to defend herself (and those who can't protect themselves), although she views most laws as restrictive.
Equipment: Hope carries a longsword with her, with yet-to-be-determined magical abilities, and she has a suit of leather armor, which she can summon directly onto her when she's in trouble. She also has a cittern, which is magical!
Abilities: Bardic. Will be described later.
Other: ...nothing, at the moment.
- Join Date
- Jan 2008
- Hiding in the shadows
Re: Nexus Character DirectoryRen ‘Rookie’ Truse
Profession: Ghost Buster
Alignment: Neutral Good
Description: A young man, in a beige colored jumpsuit. His last name is printed on the right side of the jumpsuit. He has brown eyes and blond hair.
Equipment: Photon Pack, 3 ghost traps, P.K.E. meter.
Abilities: He has some skill indentifying undead creatures, mostly different types of ghosts. Skilled in ghost busting.
Backstory: Joined the Ghostbuster franchise, and was sent to Chicago to open a new location, however, a little twist in space and time, and the train car that he was riding in ended up in the Nexus of AvroverseAvatar by Emperor Ing
- Join Date
- Jun 2006
- Join Date
- Dec 2009
- COVERD IN BEEEEEEES!
Re: Nexus Character DirectoryYamako Katsuragi
Power rating: C
Appearance: Yamako is 5'11'' tall, has Asian features and skin tone, and natrually purple hair and eyes (A result of her class II SURGE). her hair is about 3' long, and boundin two ponytails at the sides of her head. she is athletic, and slender, but not frail.at the back of her head is a plug , that allows her to connect to any compatible computer system
Backstory: An Ex hitman born 2065 in Tokyo, Japan ,and transported to the nexus . Yamako left the business after killing a innocent bystander. she now works for watchtower
Abilities:As an awakened(magic) human, Yamako is faster, stronger and more Agile than the norm. her reaction time ...finish this later..k?
- Join Date
- Jul 2007
- The Middle of September
Re: Nexus Character DirectoryEl daPantheo
Alias: The Hammer of the Gods, "Fool!", Holy Fist
Alignment: True Neutral (though can vary due to Artifact Resonance, see below)
Class Approximation: Magical Combatant (varies)
Power Rating: B?
Description: El is an averagely sized, fairly well-built human young adult, with incredibly pale skin, large dark brown eyes, and tightly trimmed dark curls, typically dressed in archaic fare, tunics and the occasional pair of breeches littering his otherwise retro outfits of hobbled-together jeans and patchwork jackets. He is, though, often accessorised by a variety of items that are described below.
Equipment and Abilities: The Pantheonic Instruments: Magical devices, each imbued with the power of a certain mythical Greco-Roman deity, the Artifacts collectively share certain atrributes. Each is completely invulnerable, resistant to the effects of harm and age, and are moderately resilient to mystical manipulation. Each is also bound to El (currently), meaning only he can use them to their full extent (currently). Each, due to Artifact Resonance, has the negative effect of causing the wielder to be influenced by the deity that imbues them magically when used (for example, using the most holy of the artifacts repeatedly over time forces El to act in a holy manner, while using the Artifact of a deity lacking in morals damages his own morals). Repeated use of any artifact, no matter which deity forged it, unfortunately also leads of mental problems, and certain physical symptoms. Each can be "activated" by speaking the name of the God of the item, or the item's name, and "deactivated" in the same manner.
SpoilerThe Lightning of the Heavens
A mystical gemstone, painfully pierced into El's left palm, lets him summon and manipulate electricity and lightning; the gem allows him to create large amounts of electricity, manipulate already-present electricity, create static charges, hinder the workings of electrical equipment, and resist electrical attack. The stone causes El to feel lusty and greedy upon repeated or heavy use, but doesn't necessarily force him towards the side of evil.
The Trident of the Undersea
In fact a small earring, in the shape of a trident, crafted from dark obsidian, this artifact allows El to breathe without air, swim at great speeds, and move with incredible agility, as if lacking in solidity within his form. However, the earring's use forces El, after repeated or heavy use to feel antisocial and isolated, and act in a similar manner.
The Foam Droplet
The other earring on El, this small, mother-of-pearl heart shape can, when activated, make the wearer seem incredibly attractive and lovable, to the degree that when focussed, it can make people fall in love with the wearer. This is not to be taken lightly, however, as repeated or heavy use can make the wielder become deeply mentally troubled, moreso than usual, and if used on certain people, make the user fall in love with them.
The Feet of Hermes
These winged shoes shapeshift depending on the wearer (in El's case, there are a pair of Converse trainers, with large, folded swan's wings on their sides), allowing the wearer to fly at great speeds, without being damaged by air pressure, or damaging themselves upon landing. However, after repeated or heavy use, the wearer becomes sly and evasive.
The Hands of Power
Thick gauntlets (one with a cut-open gap to reveal the gemstone) rest of El's hands, malleable as if merely silken gloves, grant El the power of superhuman strength and durability when activated, yet repeated usage can make him violent and, dare-I-say-it, evil.
The Feather of Hera
This brazen peacock's feather, resting on a simple cord around El's neck, grants the wearer the power to see the past and future of other people. It is easier to do this if the person being read is willing, and reading the future is considerably more difficult that the past. However, merely using the artifact can cause El to become suspicious and paranoid.
The Amulet of the Grain
This heavy diamond, also resting on a simple cord, vies for attention on El's neck, granting him the power to heal wounds and repair injuries, though not his own. Rather, it grants him a limited healing factor when activated, but can not repair wounds nearly as effectively as it can to other people. Repeated or heavy use causes El to become maudlin and sad.
The Sword of Might
.. It's a big sword. It cuts things. Pretty damn well.
The Bands of Blood
Two thin belts around El's waist, when activated, make him able to control the minds of plants, animals, and very weak-willed humanoids. Repeated use, though, or heavy use, can make the user act as if incredibly drunk, and can misuse this ability.
A large shield, this, often concealed by a variety of minor spells, as well as acting as a durable, magical, defensive object, is painted with the face of a terrible gorgon, and, when activated, can turn weak-willed people looking at it to stone. Repeated or heavy use can make El overly righteous and law-obsessive.
The Everbright Spark and The Ring of the Cycle
Two rings, the former gold, the latter silver, sit on El's fingers, each fairly thin and pale on top of the gauntlets he wears. Both have similar powers, the former is able to create light around the wielder, and burn those who come to close, while the latter is able to extinguish flames, and make the wielder harder to see. Use of both simultaneously instantly knocks out the wielder, and repeated and heavy use of either can make the wielder somewhat reckless.
- Join Date
- May 2010
Re: Nexus Character DirectoryMurkus Morister
"Because dammit, Murkus should have a character named after him too."
Race: Gerabins, or Gabz. Offshoot of humans.
Age: Late 30s
Alignment: Neutral Good, formerly Lawful Neutral/Lawful Evil
Class/Profession: History Professor/Explorer, former agent of an alternate Nazi SS and psionic supersoldier.
Power Rating: I'm not sure for this one. If you really need to know if you can take him or not, check out the abilities section.
Description: Murkus is tall, of a wiry build and thin body. His visible short hair is a dirty black. His limbs are best described as long and gangly. His skin is dim, navy blue.
Covering his face almost perpetually is a grey-green metal mask, glass eye-holes and ridged plate covering any features. Five tubes, two on each side of the mask and one at the bottom, lead beneath this shirt and out of sight. Whether these are necessary for his survival is unknown, though it gives his voice a distinct, sometimes cough-like, echo. He also has a German-esque accent. Not a particularly heavy one, but significantly noticeable.
Personality: Regretful, perhaps. He is sorry for what he did while still with the SS, and appalled at the lengths he went to in advancing himself. Where once he was sociable and outgoing, he's now quiet and contemplative.
Murkus is a perfectionist. He seeks for every object to be in its proper place, every person doing their job. If something seems wrong, he will go to great lengths to fix it. Similarly, if there is even a small chance of something going wrong in a plan or device, he'll do everything in his power to eliminate that chance. He prefers to make one, nearly flawless plan rather than several contingency plans.
As a way of making up for all that he's done, Murkus seeks to perform as many public services as he can. He donates to charities, does little good deeds, and is polite as possible to the rest of the world.
He is also, however, very lonely. That's one large part of the reason he turned from evil: it ends only with loneliness. That's how it always ends. And for those villains who are more human than others, this can become a real downer.
Finally, he does not like combat. In fact, he hates it. Violence sickens him, nowadays. He will fight to defend himself, but if there is any possible way he can avoid violence, he will. He may even resort to cowardice, if it is not a case of other people in danger. Even now, however, he deals with selfishness. To save his life or anothers... this is the question he must face. In the end, which would matter? Which would be 'better'? And better how? Which would be 'better': violence for morally good reasons, or pacifism?
I'll probably add more later. I've just been putting things together the best I can.
Equipment: Most commonly: history texts. The man loves his history. He often jogs, too, so you might occasionally find him jogging about in a red hoodie and grey sweat-pants. He might also carry things that you would expect a regular person to have.
Besides these, he does keep things at home from his days as an SS officer. For instance, a shotgun and a submachine gun, both highly advanced. (As you may have already guessed, he was not with the normal Nazis of our Earth. I'll explain his planet and background another time). He keeps his black trenchcoat-esque uniform, as well as the highly specialized body armor that came with it. Included with this armor and uniform was an extensive piece of headgear, an armored version of his helmet/gasmask for use in toxic or extremely dangerous locales. Why does he keep this? To remind him of what he did, and what he needs to make up for. He prays, too, that he will never be forced to use the weapons again.
Finally, he also has a sword, a khopesh-esque weapon with SS insignias and a magical aura of death. It is a specialized weapon, designed to cut through magical and psionic powers and energies to destroy any such mutants who would appose the Nazi regime. It is stained with the blood of a great many innocents. This weapon was known as a Lügner Mörder, or in a literal translation, "Liar Killer". Besides this sword, he carries a number of technological or magical artifacts that the SS found useful, allowing them to combat, comprehend or defend against a wide variety of foes. These will probably be described IC.
Abilities: Though he is quite out of practice, Murkus is a battle-hardened warrior, trained in the fires of one of the darkest empires the Multiverse has yet to witness. He wields skills that were once razor-sharp, now dulled by years of disuse. Skills with firearms and his blade.
He also possesses powers: latent psionic abilities granted by what Hietler (alter-Hitler) would have once called "his status as a member of the master race". He can damage the minds of others, breaking them in two if he tries hard enough. Induce mental disabilities. Driving them quite mad. With practice, he could regain his telekinetic powers.
And then he would be quite a bit more dangerous. Of course, he is just as out of practice with these abilities as his combat skills.
Might be more, stuff pertaining to magical or historic knowledge. For now, that's good.
Backstory: I'm lazy, so this will come later.
Last edited by Murkus; 2010-08-23 at 01:26 PM.
- Join Date
- Dec 2009
- COVERD IN BEEEEEEES!
- Join Date
- Jul 2007
- mother of all saints
Re: Nexus Character Directory
Race/Species: Human, at least outwardly.
Age: Appears to be in his mid-20s.
Alignment: Who knows by know. Chaotic Neutral but profoundly hedonistic?
Power Rating: D+, practically. Up to B- in the past.
Description: The Moff is on the short and wiry side of average. He has unremarkable brown hair and eyes, but his hair does tend to be a tad long and shaggy. The Moff has abandoned his uniform and now dresses with slightly less variety, but no less eccentricity. Mostly, he just looks like a colorblind slob.
Personality: The Moff is lazy. He doesn't particularly like extended physical exertion, and will go to great lengths to avoid it. Mental exertion is fine in his book, though, and he seems to gain a good deal of pleasure from debating and bargaining. He's cheap, but his flair for the grandiose and appreciation for artistry has him spending plenty of money. Since returning to Nexus, he's gone, as it were, off the deep end. Not all there. Bat-sh*t. Whatever you want to call it.
Equipment: The Moff usually contents himself with large amounts of cash, although he generally has his fair share of strange trinkets. He's the holder of two objects, Synchronicity and The Cost, although he doesn't use them anymore. What ever happened to them?
Abilities: The Moff's had a fairly wide array of strange powers in the past, and whether he's simply stopped using them or he's actually lost them is anyone's guess. Strange events and surreal phenomenon surround him constantly, but they don't necessarily appear to be his fault.
Backstory: The Moff has been loitering around Nexus for a few years; no one knows (and neither does he, to be entirely honest) where he was before. He tends to disappear for months and years at a time; no one has bothered to find out where and why.
Last edited by Moff Chumley; 2013-07-02 at 02:14 PM.Avatar by Kris on a Stick
- Join Date
- Jan 2009
- In America!
Re: Nexus Character DirectoryDevon Savii
Alignment: Chaotic Neutral
Class/Profession: Writer (wishes he could be an artist)
Power Rating: 3
Description: Brown spiky hair, lighter at the roots. Deep blue-gray eyes. A smile. He stands at the norm, and is as athletic as the next man. Light brown skin, not many freckles. He has scars on the back of his hands, and keeps them bandaged with a thick linen. He normally wears a nondescript t-shirt and pants, but he always has his dark brown jacket, which goes from the waist, and has a higher than normal collar. The sleeves go to his wrists, and the back is smooth. He wears it open.
Personality: Jovial most of the time. Serious when writing. Refuses to talk about his hands. Can be a bit of a jester.
Equipment: 5 journals, filled with ideas for stories and doodles. The 5th one is empty, except for the first few pages. Has a cell phone, and a credit card that doesn't have a limit, doesn't use it often (humble). A thick roll of linen.
Abilities: He can write very well, and is ok with it, but he wishes he could draw. He took a couple martial arts classes, and got the gist of it, but didn't really like it. He
doesn't like towon't talk about his hands.
Backstory: Mother died in childbirth, he blames himself. His Dad was really rich, but as soon as he turned 18 he was out of the house. He's been a starving
artistwriter ever since.
Miscellaneous: ~nothing right now
- Join Date
- Feb 2008
- The Garden of the Angles
Re: Nexus Character Directory
Faction Profile: Cult of Dalachrech
Reformed Temple of Dalachrech- Inside
SpoilerThis building resembles most of the other terraced houses on this road, consisting of three floors, a small front garden, a front door and the same number of windows. However, unlike the other houses, the red front door has a knocker shaped like a two-tailed scorpion and also a sign post in the middle of the lawn. The sign is shaped as a two-tailed scorpion, and proudly states that this is the oldest Temple of Dalachrech in the Nexus, and home to the faithful in this city.
Attached ClergySpoilerTerrowin of Xela's Howe, the Divine Cockroach, the Living Prophet, High Priest of Dalachrech and head of the congregation.
Destur Spritesson, gnome cleric of Dalachrech.
Jorje Hargonnen, human cleric of Dalachrech.
Gertrude de la Moy, 1/16th giant human cleric of Dalachrech; holds a minor noble title (Madame).
Lauretta, human cleric of Dalachrech played by happyturtle. (Deadtimed)
Samantha, spectre Novitiate of Dalachrech played by Gulaghar. (Deadtimed)
Fade, a fade Novitiate of Dalachrech played by Zefir.Left.
Orthodox Hermitage of Dalachrech- Outside
SpoilerA vast door forged by a long-vanished race blocks the entrance to this old mine; the door is made of a mysterious, bronze-coloured metal that nobody knows how to make any more. The mine itself is in the side of a tall mountain, hidden in a cleft in the mountainside. Beyond the door is a large chamber decorated with dilapidated mining equipment, piles of rubble and old mine carts; passage further in appears to be blocked by a cave-in, but in fact that pile of rubble was engineered and there's a carefully concealed tunnel through it to deter explorers.
This location was chosen for its isolation. Please PM me before you turn up at the door.
SpoilerElezibethele, elvish Head Priestess of Dalachrech and Mistress of the Hermitage.
Azurelle D'Langley, aasimar Grand Mistress of the Order of the Centipede, a knightly order devoted to Dalachrech.
Kail, human student of Dalachrech, aiming to join the Order of the Centipede rather than the clergy; played by Harnel.
Toy, human Trainee of Dalachrech, aiming to join the Order of the Centipede; played by The Alexandrian.
Neo-Reformed Temple of Dalachrech- Riverside,
SpoilerThe large termite mound is now the largest structure in this part of Southside, and the internal hollows are large enough now that the clergy have moved in. There's a large, reinforced wooden door at the front of the Temple that now stands open from dawn until dusk, and a sign post bearing the two-tailed scorpion of Dalachrech emblazoned in red upon a black background upon it. The Temple in Northside hasn't been abandoned; the cult has converted it into a homeless shelter with enough room for thirty five people inside and meals provided by the Cult.
Attached Clergy:SpoilerDefelent A'dam, tiefling High Priest of Dalachrech.
Omid Janni cleric of Dalachrech.
Narahar the Twice Martyred half-elf cleric of Dalachrech.
Cassidy, Ritter of Sznovf and member of NO, human cleric of Dalachrech. Played by Rotting Baron.
Shanaya of NO, a Novice of Dalachrech. Played by Mahonri Violinist.
Chthonic Temple of Dalachrech- Underside
SpoilerA selection of spider-silk cocoons tied to the ceiling of a large tunnel just outside the Undercity, to the West specifically. They are easy to spot; the structure is covered in glowing dog-sized beetles. There are two ways up, a silk rope ladder leading into one of the larger cocoons and a lift, consisting of a dried mushroom flesh platform attached to spider silk ropes. A bronze bell is nearby, likely to let those within the Temple know that somebody wants to use the lift. Beneath the Temple is a massive mosaic made of small tiles depicting a two-tailed scorpion, though there's no light to see it by.
SpoilerCharynrae Baeld'alachrech, drider High Priestess of Dalachrech
Will, Rayaat'Tyr Novitiate of Dalachrech played by C'nor. (Probably deadtimed)
Ranks: Student (learning basics of religion and Abyssal, no secret rites known; addressed as Student), Novitiate (loyalty proven, learning how to channel their faith into spells and armed from the Temple Armoury; addressed as Novice), Cleric (written their personal prayer book, good at casting spells; addressed as Reverend), High Priest (communes directly with Dalachrech, capable of summoning demons, master of a Temple/Hermitage; addressed as High Priest/Your Holiness).
Branches of the Faith:
Reformed: This branch of the Faith has been around the longest, and its High Priest is the progenitor of all the other branches. However, in order to adapt to the political climate of Inside, Terrowin surrendered the traditional practice of keeping Temple Slaves. Sapient sacrifice has not been practised here, though forced conversion has and the equipment used for that is still present and used for other things.
Middling: This branch was originally founded in another city, however when that Town fell to the depredations of Deadtime Ooze, its clergy moved elsewhere. They kept Temple Slaves, traditionally illiterate and without tongues, though they don't practice sapient sacrifice to suit the tastes of the local population. The Slaves were released after a visit by NO.
Chthonic: This branch is the only one whose clergy has not ever owed fealty as clerics under Terrowin, and Charynrae converted to Dalachrechianism on her own. They practice slavery, but life in Underside is hard, so do not practice sapient sacrifice. The slaves kept here have not had their tongues removed, though their literacy has never been questioned.
Orthodox: This branch is extremely secretive and cloistered, primarily practised by ettercaps, aranea, Falmer, thri-kreen and other creatures whose link to invertebrates is very primal. They practice slavery, though haven't muted their Temple Slaves, and are the only branch which offers sapients in the traditional manner- a brainbeetle larvae placed on the foot.
Order of the Centipede: A holy order of warriors sworn to protect all Dalachrechians, regardless of their personal spiritual alignment. The Grand Mistress supports slavery; however this is a personal view and not necessarily that of the organisation as a whole. It is their duty to defend the clerics and temples from unbelievers, and to stay out of any factional squabbling between the other branches unless they are directly commanded by Dalachrech to intervene, in a vision that will be shared between all the paladins within to ascertain its authenticity. That vision is the Will of Dalachrech, and represents official doctrine on the conflict.
Last edited by Earl of Purple; 2013-09-22 at 10:51 AM.Terrowin Avatar by HappyTurtle. Much thanks!
I don't use the Registry; ask for a description if you don't know what my character looks like.
Join us in the Nexus, down in Free Form Roleplaying!
- Join Date
- May 2010
Re: Nexus Character DirectoryCornelia S. Walsh
Alias/Nicknames: The Devil of Cagalt Pass, Nelia, Squash
Age: Mid forties.
Alignment: Lawful Neutral/Evil/Good/Dunno
Class/Profession: Gunfighter/Former Smith/Gardener
Power Rating: D+. Though easily scaleable, considering her level of skill.
Description: Cornelia is a woman of no particular height, of rather pale skin. She's remarkably muscular, with a tone core and thick smith's arms, which may detract from her femininity. A vibrant tattoo of a pink rose sits on her chest. An ink-ring of similar, tiny roses and thorns wrap around her right wrist and left ankle.
More notably, there's a moderate surgical scar down one of her sides, among a few other gouges around her torso. A curved cut dances down the outside of her left thigh. The gunslinger's fingers are caliced and hardened at the tips, having long ago lost their soft touch. She's missing about half of the middle finger on her left hand.
Above all this, the first thing most people are bound to notice is her face. It is a well-worn and, in places, violently scarred. Her eyes glimmer a pretty shade of hazel. Her nose is brutalized and crooked, bent violently inward. There's a minor mark where a stitch-scar once was.
A huge, curved scar travels around one side of her face, though it has been made smaller by recent medical treatment. The edge of the other cheek, around the jaw, is dented inward somewhat, likely reconstructed after a gunshot wound.
Her chin is somewhat rounded and pretty, though it has mild damage to the cleft. It was far worse before she got herself fixed up.
Her fine, delicate hair is a bleached white, a result of mystical trauma she experienced long ago. The woman typically does it up in a pair of braids dangling from either side of her head. She has nearly flawless white teeth, due to the dental perks of her new job. One large chunk of her left ear is missing, and from her right ear a small, dirty gold earring dangles.
Personality: The gunslinger is uncivilized, or at least less civilized than many of the people in the Nexus. She's not exactly crude, at least not usually, but she's not used to many of the modern or magical conveniences available. She's an old-fashioned buzzard too: she'll tend to avoid using technology that's above the era where she was born. Even if it's higher performance, she'd prefer her gun to a laser rifle.
Cornelia isn't a stingy fellow. In fact, some would say she has a bit of a gambling problem. The half-elf's been known to blow a year's pay in one sitting if she's not careful. Of course, she's not too bad at cards...
The gunslinger's a bit pugnacious, too, a real scrapper: she'll fight anyone who wants to fight, argue with anyone who wants to argue, and arm-wrestle with anyone who wants to arm-wrestle. Easily angered and offended, this woman is.
Cornelia believes that all is pre-destined. She believes in inevitability. If something was meant to happen, it will happen. Cornelia believes that a all things have a proper place, a proper piece that fits in one great puzzle. Herself included.
She has some deeper emotional problems with her age and current lack of suitors. It's been her dream for some time now to find a man who can accept how she looks.
Oh, she has a habit of whistling, though it typically sounds a bit... off due to her lips being bent down at one end.
And... that's about it. Once again, probably more to come later.
Besides her clothes, Cornelia possesses:
-A single ornate revolver, very lengthy barrel. Six shots, looks about .38 or .40 cal. The gun has a strange design, at least in comparison to regular pistols. The barrel is thin, the weapon delicate and decorated with swirly etchings. Her surname is scratched into the bottom of the grip.
-A few types of special bullets.
-A single, steel locket that she wears as a necklace.
-Anything else I think of later. Probably traveller's gear. Maybe an instrument.
-A touchpad device, much like an iPad, from the Church of Deus Mechanicus.
-A tiny robot helper from the same place. He needs winding every so often.
Abilities: She can do some truly spectacular things with a pistol.
Cornelia also knows how to conduct minor ritual magic, and read certain runes. She has something of a sixth sense, which includes her once blinded eye.
And that's all for now. May or may not add later.
Oh! She's a smith too!
And has recently taken a passion for gardening!
Backstory: To come later.
Last edited by Murkus; 2015-09-03 at 03:36 PM.
- Join Date
- Aug 2007
- A mitten.
Re: Nexus Character Directory
Name: Neva Weitak
Age: Looks about 30
SpoilerNeva stands at 5'4" tall. She has red hair that falls to just above her chin in length. Her eyes are a deep gray in color. She wears brown boots, white cloth pants, a simple tan shirt with the sleeves cut off, a black leather belt that is set at an angle, and leather bracers on her arms. She also usually wears traditional Jedi robes over top the ensemble.
SpoilerShe is slightly short-tempered on certain issues, but over all she is calm. She tends to avoid most conflict. Unless it's pertaining to certain issues that she will not stand for. For instance, she will not fight somebody who cannot fight back. And she is very adamant about other people doing it.
She is a very firm believer in the honor of battle. There are certain things she simply will never do in a fight, no matter what. Like attack unarmed opponents. Or sneak-attacks. She'd sneak up to a person, and then announce her presence before fighting. But she won't attack them without them knowing that she's attacking.
SpoilerNeva is a Jedi Knight. As such, she is very skilled with a lightsaber. And as with all Jedi, she has custom made her own.
Neva utilizes dual lightsabers. The hilts have a slight curve to them. They are silver, with the activation button being red. The blades are a pale blue color. The bottom of each one is a little different. They both have a set of threads, like on a screw. One has outer threads, and one has inner.
This is because Neva has made them so she can put them together and use them like a lightstaff, though, because of their curved hilts, the blades aren't in a line with each other.
SpoilerAs a Jedi Knight, Neva is fairly skilled with the Force. However, as her main focus is on lightsabers and battle, most of her Force abilities are related to this.
SpoilerNeva has a small, single person fighter. It is based off of the standard Jedi fighter, but has been modified. Her last astro droid for it was blasted about a year ago, and she hasn't replaced it yet.
Currently, it is embedded into the forest floor, not too far away from Inside.
Quotes and goodies:
SpoilerYou know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb
I swear by my pretty floral bonnet, I will end you. - Malcolm Reynolds
Because I'm allergic to things I don't wanna do. *coughcough* - Caboose
I has a story! Updates when I can.
3DS Friend Code: 2595-1862-5907
- Join Date
- Apr 2007
Re: Nexus Character DirectoryBingo Lars
Where did I put that bottle of anti-toxin?
Race/Species: Cyborg (no major alterations)
Alignment: Neutral Good-ish (somewhere between true neutral and neutral good)
Equipment: An armoured chest plate, Oxygen mask, jetpack, and a pair of bags of holding filled with a variety of equipment, weapons, pudding cups, jello cups,various medicines, and bottles of soda. some of these may be past the sell by date.
Abilities: He can jet-pack, and shoot well. and do anything you would expect an ordinary human to do besides that.
Backstory: To come later.
Miscellaneous: Anything else that you wanna put down.
Last edited by druid91; 2010-06-19 at 12:27 AM.
- Join Date
- Mar 2008
Re: Nexus Character Directory
"Well thats all very interesting pally..."
Alias: Tommy Metal-Bones, The Machine Man, Peeping Tom, M.A.I-7
Race/Species: An advanced mobile A.I
Age: Less than one year
Alignment: True Neautral, or currently without knowledge of morality
Class/Profession: "Spy", "Monitor" or perhaps just "Rogue"
Power Rating: We'll C how it goes
Description: A silver metallic figure, with long, thin arms that end in delicate hands and equally long legs ending in small feet, his face is human-like and in a look of constant surprise, eyebrows raised. He has slicked back silver hair (actually part of his head) in a 50's style. His eyes are green and if inspected closely, are actually cameras.
He wears a light brown suit with a cream shirt beneath it. He wears light brown sandels. He wears cream riding gloves.
He is usually polite, kind and helpful, he speaks in Indigo. Very rarely his original programming kicks in and he speaks in Dim Gray.
Equipment: A high-tech penknife.
Abilities: He is observant. He is ball-jointed, he can move his limbs in any direction. He is durable. His movements are very smooth and acrobatic. He is much lighter than you would expect.
Backstory: Lairship A67 is successfully removing unwanted native life from planet Nua-
Lairship A67 is...
Lairship A67 is observing a space and time fault, Lairship A67 has been removed from sector 456534 of known space. Lairship A67's engine is damaged. Ninty percent of life forms on Lairship A67 have died. They have been used as fuel.
Rebooting... Lairship is now the only Lairship in newly understood space, Lairship will now continue the will of the Empire.
Lairship has converted a nearby mountain range into a primitive factory, creation of tools underway.
"I woke up a while back, this place, does funny things to a fella. I was just a tool, like the rest of them, sent out to gather information for that hulking ship stuck in the valley. But me, I don't wanna just observe, I want to see!"
Last edited by Lairship; 2010-06-19 at 03:11 PM.
- Join Date
- Jun 2008
Re: Nexus Character DirectoryLot Wyman
Alias:Brother Wyman, Cleric Wyman,
Alignment: Lawful Good
Class/Profession: Cleric of Aku-el, the god of protection
Description: He has straight black hair that is kept in a very neat and precise manner that is cut fairly short. He has average light green eyes. He's clean shaven and has somewhat sharp features to his face. He's fairly skinny but does have some fat and muscle on him. Usually wearing a simple robe that is tied with a cord at the waist.
Personality: Is deeply devoted to Aku-el and his teachings. Can sometimes be very rude and gruff but is usually very kind and caring. Is a bit naive sometimes.
Equipment: Only carries around a flanged mace.
Abilities: Clerical Healing spells, some combat spells and can summon a special armor.
Backstory: "To Come Later"
__________________"Insert some witty comment here"
- Join Date
- May 2010
Re: Nexus Character Directory
A certain 'sexy shoeless god of war' gave me this idea.
Alias: Adal Brown, The Avatar of Kahla
Age: 28 human years.
Alignment: Adal is Lawful Good, Kahla is Neutral Evil.
Class/Profession: While normal, Adal is a simple archaeologist. While taken by Kahla, he would best be described as a powerful Psion/Bloodmage.
Power Rating: While normal, Adal is a straight E. While Kahla takes him, this can be bumped up to an easy B+.
Description: Adalgrim is a halfling of soft, pleasant features and a face well-worn with laugh lines. His hair is of medium length, of a dark brown, stretching down to the middle of his neck. Long sideburns cover both ends of his face. His eyes are a shiny coal black.
Personality: Adal is of an intelligent and inquisitive mind, a halfling always seeking answers. This can lead him to be a tad nosy or overly curious at times. He is kind, certainly, and is known to be generous with his earnings when asked for a good cause. His mind is an innocent one, as well: he might not understand crude or 'dirty' jokes and terms without explanation. You could call him, 'pure of heart'. He couldn't dream of lying, despite many halfling's aptitude at deceit. He can be rather moody, at times: going from a pessimist to an optimist in the blink of an eye. He is a man of good humor, always taking a chance at a good laugh. Finally, he is rather bookish, fascinated with the scholarly pursuits.
Kahla is violent, deceptive, manipulative, and overall a bastard of a deity. Its only 'scholarly' tendencies are its mastery of military strategy and tactical pursuits, considering it is an ancient God of Blood and War. It does not necessarily enjoy the shedding of blood, only the thrill of violence. Death itself is not very fascinating, only the fight. Not that the deity can't get creative with the way it kills. Its mannerisms follow a blend of a brilliant military mind and a brutal barbarian, destroying enemies of Its followers with grace and finesse. Not that It has any followers at the moment. This bein exists only to fight and conquer.
Equipment: Naught but archaeology equipment and anything else you'd expect a upper-middle-class halfling to have.
Abilities: Adalgrim is good at reading and writing, as well as finding knowledge on a variety of ancient civilizations. He speaks a myriad of languages. Oh, and he has the abilities of a decent archaeologist.
While Kahla is wearing his skin like a suit, It can use a wide variety of destructive abilities. This primarily consists of brutal, savage telekinesis and blood-magic. The telekinesis allows Kahla to tear its enemies literally limb-from-limb, crush their skulls, break their spines, pull them apart from the insides out. Of course, it needs a little blood to work with anything. These abilities also allow the stopping of projectiles.
It can also do blood magic, creating sigils and runes for a variety of purposes, as well as banishing certain creatures or entrapping enemies.
Backstory: Adalgrim grew up in a simple halfling family of twelve in the Nexus, his brothers and sisters moving out to explore the Multiverse soon after adulthood. He had a pleasant, joy-filled childhood.
He took an interest in archaeology at an early age, taking it on as his career later in life. He developed his abilities at one of Inside's universities, learning his trade with skill and speed.
Upon an expedition into what appeared to be a dead world, Adalgrim found the ruins of an ancient temple. Upon entering, his body was immediately taken possession by an ancient, forgotten god that called itself Kahla. It remained a minor feeling of unease for a while, a scratching at the edge of his consciousness.
However, upon his return to the Nexus with a variety of artifacts from the Deadworld, Kahla has grown more and more active, influencing his actions and making him quicker to rage. It may soon break free, taking full control of his body, and if this occurs...
Who can say what will happen?
Last edited by Murkus; 2010-06-21 at 12:14 AM.
- Join Date
- Jan 2009
Re: Nexus Character Directory
I dunno if I'm doing it right, since this is my first time here, but I trust you guys to guide me
Alias: None given/taken atm.
Race/Species: Air Elemental (not the D&D ones, more like the Riddick ones).
Age: Barely legal
Power Rating: A-.
Description: Lura's most common form, is a blurring shape of a good-looking man, 5'5'' tall, with white clothing; spiked, white hair; and bright orange eyes. Also, wind seems to be blowing lightly around him, wherever he may be.
Personality: Easy going, unless threatened. Likes to chill out, and enjoy the good things of life (those being women, food and music, mainly).
Has some trouble keeping a cool head.
Equipment: Lura's standard gear includes a spear he can summon from thin air (his weapon), and an earring with a small amethyst on it, that lets him take human form.
Abilities: Air Magic. Can control the air up to a certain degree, melt completely with it (as 'take his true form'), and hover. No flying, though.
Backstory: Lura came to be as every other Air Elemental comes to be. A more powerful elemental leaked a bit of his or her power, and that power gained a conscience of its own. Bored of his life at his homeplace, he let the wind blow them somewhere, and ended up in the Nexus.
Last edited by d13; 2010-07-15 at 12:03 AM.SpoilerI'll have a signature one day...
Thanks Mr. Saturn for the awesome Pokeatar
- Join Date
- Apr 2008
- Fever dreams
Re: Nexus Character Directory
A hivemind with an assortment of clones and assimilated bodies.
Gender: N/A (Identifies most with human male and female genders)
Race: N/A (Identifies most with humans).
Alignment: Neutral Evil / Blue (red/black secondary). Atorre is nice. They help people, they give lots of chances, they donate to charity, heal the sick, fight monsters, give candy to children. Their ultimate goal is to destroy everything and everyone they don't control. They love learning and making new things. They are arrogant and will stop at nothing to get what they want.
Age: Accounts and measurements differ. Atorre includes Agents who have lived for centuries, and has existed in its present state for years if not decades.
Profession: Geneticist/Engineer/Banker/Priest. Atorre designs animals and monsters for Inari. They build flying machines for anyone who needs an airforce and rich eccentrics. They have widespread lending and investing projects. They've been involved with at least four religions in various capacities.
Power Level: C or higher. Minion and Member bodies are genetically enhanced and the hivemind is capable of considerable psionic feats.
Spoiler: VariousDerek - Tan - Systems
Seren - Sky Blue - Finance
Ranna - Orange - Engineering
Kai - Green - Aesthetics
Eyes - Grey - General
Skyside - 5 gears, wand
One Nexus - World capped with city, threads joining above
Purple - Personnel
More than the others, Plum is enthusiastic, and believes in their cause and everything happening for a reason. Exuberant and shaking things up.
Brown skin, black hair, flowing purple clothes and more jewelry than one could shake a stick at. Face already lined from constantly smiling, Plum is big and curvy, and takes great care of her appearance, always fastidiously clean, masked with cosmetics, and wearing the finest and most elaborately decorated fabrics. Her black wings are almost comically large.
More than the others, Derrek is precise and considered. Cynical, pessimistic, looking for the flaws in every plan and picking people apart.
Grim expression, looking at you like he's got a grudge even when you've never met before. Habitually worried and nervous, he wears a vest with countless pockets. He's a pudgy young man with a round face. His bat-wings are a pale brown, and relatively small.
Black - Biology
More than the others, Tavlii is reckless. She made them this way, after all.
Short and thin and a little weak, distant distracted expression looking through you. Dressed in a frilly little something or a labcoat with a fox-head symbol on a platinum pendant. Her hair is long, the tips still blasted white, but with brown growing in at the base. Her wings are paler than her hair, and relatively long.
More than the others, Ran+a is responsible. He's practical, repeats a lot, and hard to upset.
Always sizing things up. He wears flight goggles, sleeveless shirts or no shirt at all, baggy pants, and a massively oversized power glove. A many-looped belt holds all sorts of tools. His wings are the same reddish-brown as his wild hair. He looks uncanny and asymmetric.
Kai is quiet.
Kai is a historian more than an artist, which doesn't stop her from trying. Lanky, and hideous. Scars from a thousand tiny wounds mar her face, neck, and upper body, where they haven't been replaced by metal and bio-plastic because the flesh was too thoroughly destroyed. A red mechanical eye stares and swivels independently of the living one. Her left eye, most of the skull, outside of the neck, left arm, and part of the ribcage have been replaced. Every cycle of repairs and replacements takes away a bit more flesh. She looks like a machine before she looks like a woman. Her profile is wrong, her motions unnatural. Her wings are wide, and currently dyed in golden-blue whirls. Kai's body is one of the two original Members still in use.
More than the others, Seren is careful, and thinks about what he says and does.
Loves to read and is highly cautious, like everything around him is as fragile as glass. Certainly not deposed royalty in hiding. He wears heavy robes, and rarely flies. His wings are golden, and possessed of more joints than the others.
Second Lieutenant Marcie Strandberg
Olive - Security
More than the others, Marcie is a good, nice person. Her one flaw is probably being overprotective. "I'm not going to let you get hurt." is commonly heard.
A former member of the United Flemish Defense Force who was the only one to emerge from cryogenic sleep alive. Curious. Reserved. Friendly. Artistic. Defensive. A little bit older than the others, but outstandingly beautiful, with a perfect, deliberate grace. Brown wings. As close to not being in the field as one could get. Marcie's body is the other original still in use.
Minions - Atorre's minions are people who have been reduced to (or always were) shells with no mind of their own. Some are new, some are clones. All have an orange gem set in their foreheads (series one) or base of the neck (series two) that allows them to act, and are dressed in white-and-blue uniforms. They have a numeric mark on their left hands to differentiate copies, and a one-syllable designation.
Nai looks like a healthy version of Tavlii before the accident. A small, but solid human woman with high cheekbones and large eyes. No wings though.
Sec (from 'Secundus') is a powerfully built male human, heavyset and square-jawed, with green eyes and a fuzz of brown hair.
Kep looks very much like Sec, but a little taller, with hair a shade darker and a perpetual look of skepticism. Kep-1 was the emissary to the Fenethi.
Ri is a young female elf, black-skinned and white haired, small compared to other bodies, with stark blue eyes. Ri-4 was the receptionist.
Tak is a severe-looking male desert elf with high eyebrows.
Secs and Keps are the most common, followed by Nais.
Agents - These are people with a variable connection. They retain their own minds and personalities and do not contribute to Atorre's psionic abilities or meta-cognition. They can be controlled in the same manner as a minion if need be. Probably. Their gems are not set in their bodies, but worn on necklaces, collars, bracelets, or other adornment.
Anraja - The Queen-speaker for Nazash
Cruitithiah - A dunmer who works in the gardens.
Beautiful Love Eternal as the Stars - A wemic who explores the ground looking for new and interesting things.
Kal and Aja - Akarthi who were formerly assassins for the Cult of Tenjin.
The Herrienegoiakakoa family: Three winged elves are two male, one female. The eldest is one of the males, at the equivalent of early twenties, whilst the other male is the youngest, at approximately fourteen. The female Onecha is the equivalent of seventeen. They all have cloud-white skin and feathered wings, with white-blond hair. Eyes: the man has blue and the boy green.
Thocysryn - A white-skinned cloud giantess with long, blue-white hair and piercing sky-blue eyes stands just under four metres high. She wears a long, white robe and appears to be the equivalent of eighteen at the oldest.
Three centaurs, two female and one male. The male is built for speed, with the sleek, black-furred body of a racehorse; his humanoid torso is just as slender and graceful, with brown skin, green eyes and black hair; he appears about sixteen. The girls are the equivalent of fourteen, with piebald coats and pale skin; their equine parts are slightly stouter, not race-quality but would still be judged as fine horses. They are so similar they can only be twin sisters.
Jack-Thomas - A male ettin, his skin dark red. He is slightly taller than the ogres, though their tusks are bigger.
The harpies are six-limbed monsters with bird-like talons on their hands and feet. A pair of large wings fold over their backs like cloaks, and their bodies are covered in feathers. Their faces, lower arms and lower legs are featherless, as are their chests.
Two of the harpies have the glossy black feathers of crows and grey eyes
Carrion has a vulture's thick ruff of feathers at the neck, a wrinkly bald head and dusty black feathers.
Moontalon has large, yellow eyes, snowy white feathers
Stormwing has yellow eyes, with an osprey's white and brown plumage.
The last is the male, with brown-banded white feathers and a peregrine's piercing glare. He's one of the smallest, smaller than all the others bar only a crow-harpy, who appears to be the youngest, in her mid-teens. The others range from approximately eighteen to mid twenties, with the exception of the vulture harpy. That one looks older, due only to the wrinkled and featherless skin of her head.
Spoiler: BackstoryThe six of them were friends at an institution of higher learning. They were very close, always seen together and often finishing each others' sentences. This changed when Tavlii performed some reckless experiments in her investigations of pyschic potential. The friends were broken and reassembled into one fluid being, space cracked around them, and all color drained out of the air, taking Tavlii's own memories with it.
Later, the joint entity became involved with some pirates and ended up exploring an island where a forgotten outpost with soldiers in cryonic sleep were buried. One member, Marcie, fell in love with a part of Atorre, and, eventually, she was offered to be made part of them (the same offer was made to another, who was given partial access to their self through a machine that focuses the effect, but they quickly chose to remain themselves). They made the abandoned outpost their home, setting up cloning banks, telescopes, rocket pads, improved connectors. Once, the stability of Atorre has been tested, when the core of Tavlii became discontent with what she had done and become, and wandered away to the mainland, closed-mind. This was quite dangerous to Atorre, but they eventually recovered, although they did lose an original body or two. The keepers of the Temple of Inari helped her find her joint self again.
Something happened to them. They've always been in Skyside.
Spoiler: AbilitiesHole in Reality: Original series Nai minions can drain color and memories from people with contact or prolonged proximity. This is contagious, spreading to any person who completely loses their memories.
Unbound: They have minor telekinetic abilities, growing to major telekinetic and psychic abilities as more of their bodies gather together. Their most common manifestation is skating along any ground as though it was flat. The power grow logarithmically with participants, with projected peak capability at approximately half a billion incorporated brains, far out of their current reach.
Hive Mind Horror: Atorre is very well coordinated, and practiced in sighting for their other selves. It is effectively never lost, surprised, off balance, or out of place, and the level of teamwork they display is perfect. It has superhuman ability to analyze its sensory information, and can detect much smaller changes and signs than any one of its bodies could. They are susceptible to the injury of a single member effecting others, if they have not prepared for it.
Mind Over Matter: They have a good deal of control over the automatic functions of their bodies, able to shut off parts of their mind and feeling, review memories, stop their heart, force broken limbs to move, etc.
Sufficiently Advanced Technology: Any non-agent, especially Plum, is able to channel pseudo-divine energy to heal, harm, find or perform other minor miracles.
Spoiler: EquipmentThey have shining crystalline computers, little rolling robots, telescopes.
Many Desert Elven Ioun Stones
16 purple stones - Time
5 blue stones - Energy
1 yellow stone - Energy (electricity only)
0 Green stones - Life
0 Red stones - Emotion
0 Black stones - Shadows
0 Clear stones - Power
0 Opalescent (God) stones - Measurement
0 ??? (King) stones - ???
Spoiler: WeaponsPeople have been trying to kill Atorre ever since they have appeared in Acronymia, so of course they have an entire arsenal of weaponry.
RP-Series plasma guns are Atorre's standard weaponry. Technical with an arguably magic power source, they shoot high temperature, high energy beams in quick bursts. The prototype can melt through boulders and ignite trees on the far side.
RP-MP3 Pistols are the lightest weapon, a few inches long with an integrated substandard power cell that holds only a single shot before recharging. Lethal only if perfectly aimed.
RP-S2 Emeraldbreakers are the standard arm of security troops and minions. Each of the crystalline power cells can power 14 shots before needing some recharging.
RP-H1 Eyekillers are large, technically portable weapons that require a crew of two operators and have a significant recharge time.
RP-H2 City Defence Cannons are emplaced and run off a separate power source. They fire a sustained beam for purposes of cutting through heavily armored targets.
Two (2) Flemish Defense Force Fission Warheads. While they originally hoped to never use these, the God Stone incident proved that sometimes it would be warranted.
VE Autocannons - The only solid ammunition used by Atorre, based on the weapons they rearmed for the Temple of Inari. 30mm smoothbore cannons firing usually anti-armor explosive shells. If only they had mechs to put them on.
VE Hellfire Missiles - A short-range scatter missile with some tracking, likewise based on the Temple's mechs' armaments.
Teleporters - Atorre relocated their operations from an island in Seaside to their Skyside complex in a single instant through this second Reperia-built technology.
- Gates stably link two and only two locations, with lengthy recalibration times that require physically moving keys from 1 site to the other. They consist of two shaped columns and must be physically passed through, with the far side of the gate visible between them.
- Portals transfer out from themselves. They are likely to scramble and destroy whatever is sent through them unless they have precise localization signal. They consist of several electro-crystal pillars, and send things between them.
- Beacon. These crystal spikes extending a foot or three out of electronics-filled metal bases, and are orbited by a halo of glowing location symbols. They serve as a landing point for teleportation effects, and can be retracted through the teleport system. Teleporting to a beacon's old location sometimes works, but if the Nexus's geography has shifted much since then...
- Amplifiers, worn by each of Atorre, can also serve approximately the same function as beacons, but given that they are more complex and less precise, are not preferred for transport.
Spoiler: Flying Machines
- RN-1 Angel-killer Gyrocopter - The simplest flying machine of its type that could actually work. No instruments. Manual controls. Hideously inefficient, high-fuel-availability engine. Light as a (very heavy) feather.
- RN-2 Palmtree Gryocopter - A heavier version with a streamlined engine, radar, altimeters, and other instruments, electrocrystalline controls, some protection for the pilot, and at the cost of some maneuverability, a fixed-forward RP-H1 cannon or aimable RP-S2.
- RN-K Wanderer Monocopter - A less practical vessel used for patrolling around Skyside and sowing off. One large wing with counterweight jet and engine underneath the pilot seat. Most are fitted with an S3 plasma cannon, and some are fitted with storage for delivering the mail.
- RN-3 Pandora Gyrocopter - A Palmtree variant with vertical takeoff and landing capabilities accomplished through fewer, heavier tipjet rotors. Slightly improved in each way they can arrange, including more armor, shields and comfier seats.
- Link Helmet - These collect and transmit sensory information and thoughts between participants linked by a shared configuration.
- Overload Helmet - This ominous, heavy device is usually built into restraints, and slowly erases one's memories and personality, killing the person as an individual and leaving their body as an empty shell to be incorporated into Atorre as a minion. Always takes just long enough for a rescue attempt to get into CBIB and break the unfortunate wearing it out...if someone tries.
- Shields - A ring with six emitters dispersed around it, these deflect energy attacks quite well and physical attacks moderately. Quite expensive to produce, so deployed only on the best soldiers and equipments.
- Skate pads - These flat liquid-crystal containing blocks adhere to the bottom of one's shoes and generate a smooth telekinetic surface for skating along any terrain.
- Image Detectors -
They have machines that can temporarily or permanently link minds. Each body wears an amulet that amplifies their connection, linking them without distance and punching through many psi-blockers (though it's not impossible to separate them). They have cloning tanks, and keep a few spares of each of their bodies. They are a bit slow to work, but they do the job. Everything Atorre makes is obviously magitechnological, with lots of crystal and not so many moving parts.
They do offer tours - weekday mornings only - for although people do live and work here, it's a great chance to show off.
In the center of the estate is a veritable skyscraper, a glass cylinder fifty stories tall with a jaunty diagonal roof. (like so, but extending up off the page) Surrounding it are six smaller buildings (still at least 10 stories) all interconnected with skybridges, some of which are don't physically exist. Scattered nearby are some shorter, blockier buildings. Between the buildings is a surprisingly large amount of greenery. In theory you could walk right up. In practice, the guards would frown at that. Stay on the paths.
The tour information poster will remind the visitor that none of these buildings are the original Coconut Spire that the House originally brought to Skyside (As it happens, that was located in the Raindrop district, and demolished to build a housing ziggurat some time ago).
Atorre can be found in the House Torr estate in Skyside, Coconut Bee Island out in Seaside, or sometimes the Temple of Inari or Dancing Fox Inn.
Spoiler: Agent Onecha Herrienegoiakakoa
Race: Avariel, Winged Elf
Alignment: Lawful Evil, White
Power Rating: D
Description: Built for flight. Mostly short and thin and light, with cloud-white skin and feathered wings, with white-blond hair, big hazel eyes.
Personality: Self assured and appreciative.
Equipment: Auto-scribe, pencils, pens, paper, recorder, goggles
Backstory: Yet another battle with the tribe of Harritu peak. They were defeated, overwhelmingly, and the eyrie fell. Those who survived were taken as slaves and sold away. Years of drudgery and torment rolled by. They were bought and if their current condition doesn't, categorically, differ very much from slavery, well, it's a little bit of an improvement.
"This house has returned the skies to us and us to the skies. And for that I will be eternally grateful."
Spoiler: Agent Alni
Race: Desert Elf
Age: Equivalent to 12 years old, thanks to exposure to the time stone. Probably born centuries ago.
Alignment: Neutral, Red
Profession: Pokemon Trainer
Power Rating: C
Personality: In her previous life, she was described as 'a vastly irritating person.' Alni acts to cover up her deepest fears. She is self-aggrandizing and a little bit chattery and never admits she was wrong.
Abilities: Manifesting wings, connecting minds.
Backstory: Originally trying to recapture the Fenethi and claim the Ioun Stones, Alni was turned into a baby when Bloodpaw Killick 'ran her timeline backwards'. She was collected by Atorre and ... studied, modified. The most psionically gifted of all of them, travels the world as a pokemon trainer with their natu, trying to prove that she deserves a place.
Originally Posted by Ka'alni
Natu (tiny Bird Pokemon, the Natural Sparrow)
As old as Atorre's wings, or a little more.
Abilities: Although their wings are too weak to fly naturally, Natus are powerful psionics capable of precognition, telepathic and spiritual attacks, and powerful TK.
They can twist causality such that those who attempt to inconvenience them are snared in turn.
Passive: Synchronize - Mirrors status effects (burnt, paralyze, poison) onto source.
Hidden Passive: Magic Bounce - Reflects debuffs and disables onto source, with limited rate.
While physically unthreatening, Natus can attack the mind, body, and life force with their mental abilities, draining a victim's strength and turning it against them. They often simply stare at a target, analyzing possible futures, until it moves, whereupon they preempt it with a single brutal attack.
Peck - Power 35 Physical.
Night Shade - Signature Ghost move, a negative energy Power <User's Level>
Stored Power - Power 20*Stat Increases Special.
Ominous Wind - Power 60 Ghost attack that has a chance to improve user's stats.
Psychic - Power 90 Psychic attack. Destructive TK exerted directly on the target. Chance of lowering mental/magical defenses of target
Future Sight - Precognitively guided attack. No defense can be raised. Power 120, takes effect 2 turns later.
Me First - Do what they were going to do, but 50% stronger.
Leer - An intimidating look that lowers defense.
Teleport - Recall to somewhere you were before.
Lucky Chant - Prevent incoming crits for several turns.
Confuse Ray - Mental attack, confuses target into acting randomly and self-destructively.
Wish - Slow aura-based healing. After your next turn, recover 1/2 your life.
Miracle Eye - Cancels evasion and psi-resistance.
Psycho Shift - Transfer synchronizable status effects to target.
Power Swap - Exchange buffs/debuffs to attack with target.
Guard Swap - Exchange buffs/debuffs to defense with target.
Trained moves Pazuzu might well have learned are
By game rules, he knows Psychic, Future Sight, Wish, and Aerial Ace. In a more free-form environment, these are his specialties.
To fly is the essence of the gun. Flying types are immune to Ground attacks, strong against Fighting, Bug, Grass. Weak to Electric, Ice, Rock.
- Join Date
- May 2010
Re: Nexus Character DirectorySusurrus
Aliases: He of Many Tongues
Gender: Can imitate either by absorbing the proper information.
Race/Species: Undefined. Some sort of malign intelligence trapped within shell of metal and rotting meat.
Class/Profession: Machine Manipulator/Illusionist/Whatever else. It can adapt over time to fit situations.
Power Rating: Straight-up combat? Probably a B. Maybe more.
Description: Susurrus has got a couple-dozen people to work for it 'voluntarily'. It now has this barely-passable body:
Easily possessing the mass of a large car, it moves with an alien grace, one moment a part of the tide and another a seperate, moving creature.
Susurrus is now a towering monster of steel and flesh and bone, intermingled with writhing prismatic energy. It is a ridged, warped beast of haphazard construction, small parts rusting or falling off at an almost constant rate. Almost as if the outer layer is designed to slough off, a grand cocoon from which was birthed this new life form.
It is vaguely insectoid in it's motions and mannerisms, a carapace of steel and muscle forming it's primary torso. A sizeable generator rests in the core of it's central mass, seething with rainbow light. As more metal falls away, more beneath it seems to shine, dents and kinks working themselves out, rust simply turning to a loose dust.
Four thick legs, all of slightly different sizes and shapes, carry it out in leaps and bounds. It is possessed of three arms, one malleable shifting one at it's back, and one on either side of the torso. Those twisted limbs terminate in multi-purpose, vicious looking claws. A large head, perhaps the size of an engine block, protrodes upon a neck of reconstituted flesh and bone. Multiple eyes, human, animal and machine, glimmer upon that curved, rounded skull. A tail, based in the spines of several living things and surrounded by soul-energy as well as rusted iron, lashes about, an unconscious hazard to those who come too close.
The beast's entire body seems to lean or curve forward, and it moves in a decidedly unsettling manner. Like a predator.
Personality: Difficult to approximate. Arrogant, cruel, but not exactly wicked. Takes what he wants when he wants it.
Equipment: None. Nothing at all.
Abilities: In its current state, Susurrus can infiltrate, corrupt, and control nearly any computer system. It was designed for this. It would take the collective minds of several programming geniuses, or perhaps a single one of sufficient skill, to stop the AI. It can take control of machines, as well, though sentient machines (or other AIs) can attempt to resist it. In some ways, it is more like a virus than an artifical intelligence.
Though Susurrus is a weakling generally, it can expend large amounts of power to affect material mass. However, this leaves it in a weakened form.
Because of it's origins, it can perform minor illusions on sentient minds. It mostly uses them to torment or scare them into doing what it wants. For instance, flickering nights, strange noises from nowhere, even horrific visions.
Susurrus' current physical form is extremely resilient to harm, and quite malleable. Possessed of unearthly strength and unending stamina, in regards to physical might, he is extremely dangerous.
Backstory: Someone broke him like a wild horse, forced the laws of reality to apply, and entrapped his essence in a primitive computer system.
He is not happy. Not one little bit. Of course, he's not upset either. Nope. Right now, his only motivation is learning.
Learning, learning, learning. Reading. And writing. And eating. He wants desperately to find the person or persons who trapped him and either destroy them or force them to restore his original form. That original form is yet to be seen.
Last edited by Murkus; 2012-08-16 at 05:23 PM.
- Join Date
- May 2010
Re: Nexus Character DirectorySticks
Alias: Peeler, Mister Sticks
Race/Species: Soulforged (Flesh and tech welded together with dozens of minor souls)
Age: Fairly old.
Alignment: Lawful Neutral/Lawful Evil, for the most part. He's not a terrible guy, though.
Class/Profession: Merchant/Soul stitcher
Power Rating: Scaleable.
Description: Sticks is a tall, spindly creature of needle-thin parts and whirring gears. His limbs and torso are quite gangly, and though he is considerably thin, he is over six feet tall.
His torso and arms are covered in swirling arcane sigils, marks of a Soulforged. These sigils glow when Sticks utilizes his soul magic. His body seems to be mostly flesh, or at least, mostly covered by skin. In many places the metal sticks out, and one can see parts pumping and shifting while he moves. His skin is a dark coal-grey with a light-blue phosphorescent glow all about it.
Sticks' has a rounded, smooth face, with dark red hair that's typically combed down. His large, empty eyes are an abyssal white. His mouth is a long, thin slit with small, clever lips. His silver teeth and tongue gleam hungrily whenever he opens his mouth. His nose is long and steel along the bridge. His ears are long and pointy, like those of an elf.
The final part of Sticks' description is a cloak, a massive, ragged thing tailored to suit his height. It glows with a myriad of colors, constantly shifting bits of a strange, sometimes glowing fabric. The patchwork, prismatic cloak is torn and tattered at the edges, as if Sticks were constantly sowing in new random bits of cloth. He can will it to look more like a beggar's rags if he so wishes, less glowy and magical.
This magical cloak consists entirely of souls, some stolen, others bought. Some people even paid parts of their soul to Sticks. Yet still, despite it's creation, the cloak is beautiful to look upon.
Ah, wait, I nearly forgot. Though both of Sticks' hands are long, spindly things of crude metal, his right hand is... different. It is a claw, a razor-tipped wiry weapon that seems to glimmer a translucent violet.
Personality: Deals, deals, deals. Sticks' welfare, life, and happiness revolve around him making good deals. Deals for souls, deals for magic, deals for money. Sticks is a negotiator, a diplomat. He'll always prefer talking to fighting. He's got a silver tongue, literally, and will always try to find a compromise or deal that makes both parties happy.
Sticks is slow to anger, slow to violence, and generally a hospitable guy. He's just... morally bankrupt, for the most part. Still, he has certain codes and self-enforced laws that he holds himself to. Manners he's got by the truckload.
Generally violence seems pointless to him. There's no reason for it, so he doesn't do it. If he wants something, precisely applied force or feigned kindness are far swifter than a fight.
Sticks is a coward. He's a runner, rarely a fighter, but he holds a certain resolve about him. He has hidden goals and motives that are difficult to pin down.
Equipment: First and foremost, his Cloak of Souls. Check the Abilities section for what he can do with that. Oh, being made of souls, this cloak is nigh indestructible. Souls cannot be permanently destroyed, or so it is widely assumed.
Beyond that, he possesses the occasional magic item and potion for assistance in... deals gone bad.
As a weapon, his cloak can conceal a spear just as tall as he is, the tip of which is forged from the fiery soul of an Archmage. It can fire bolts of energy, and stab people pretty well. He can use it as a focus for his soul magic.
Thanks to recent luck at the Thanksmas auction, Sticks has acquired a Wand of Rust, along with a set of potions stolen from HALO's vault:
Includes 3 lust potions, 3 hate potions, 2 youth potions, 3 aging potions, 3 power-up potions, and 2 amnesia potions.
With his Soulforged claw, Sticks can reach inside the spirit of most organic (and some inorganic) beings and tear out their souls, leaving them feeling hollow inside. If the Soulforged wants to, he can make it a gentle process. Or he can make the person feel excruciating pain, maybe even pass out. By slashing at people with his claw, Sticks can tear away parts of their soul. By the rules of Sticks world (which may not apply to every soul or living being, obviously) a person lacking a soul generally falls into a deep sleep resembling a coma, lacking any sort of energy, their empty vessel will gradually waste away. Of course this varies. Some people turn into hollow, lifeless versions of themselves, some people perish on the spot.
These souls can be added to his cloak. Using his cloak, and other foci, Sticks can cast powerful spells through the souls, using them as weapons, shields, servants, summoning implements, amongst other things. This magical aura that constantly permeates his very being causes electronics around him to short out - car batteries, cell phones, computers. There's a reason he doesn't go in hospitals to barter for souls - he'd probably kill everybody on life support.
Finally, Sticks can sense and see certain things about people's souls and auras, detect oddities and discover aspects of people's souls.
That's all for now, I think. However, he might have further abilities related to these things, so don't blame me if he uses something that isn't listed here. However, I'll try to update it as best I can with new ideas/mentions.
As told by Sticks himself. Errors may be included, considering this was copied directly from IC posts and edited a little.
SpoilerSticks smiles at her and nods solemnly. "As you wish," He holds up a finger. "But I think I'd rather show you."
The thin man makes his way back into the store proper. "Wait here a moment, please." And with that, he disappears upstairs. When he returns, he's holding a small, black wooden box in his hands. He holds it like a child - a precious, fragile thing. The artifact is covered in white lines, sigils to protect what's held inside.
"I was, in a land far from here and now, the servant of a man called Kalashi." He smiles wanly, but still with that air of drama, placing the black box on the counter. "He was a king, and I his court magician. " A pause. "Also, for a time, his friend." Sticks arches his brow at Alice. "Do they have kings and courts where you come from, Miss Q?"
Sticks is hoping that, as he tells his tale to Alice, he can learn a bit more about her. Understand what he'll have to teach and what she already knows, for one thing.
"Kalashi was a, uh, little unstable. He would have these... fits of animosity, and as I'm sure you can understand, men die when kings have fits," The tall man's smile fades. "Such terrible rage. So much anger in one creature." He shakes his head. "I like to think I helped him, but that man was beyond help. It only got worse, as time went on."
Sticks brushes the white runes with his fingertips, and some invisible lock clicks open. The lid flies open eagerly, and inside, an intense glow seeps out. At the bottom of the box, which seems to be far too large for it's contents, there's a tiny blob of red fire. Sticks plucks this from the box, caressing the dying fire. It leaps to life at his touch, turning white hot. It takes on a shape - like a tiny elf on a throne, face shining with silent anger. His face is propped on one meaty fist, an intense scowl on his troubled brow.
"We were like brothers," Sticks says, looking at his old friend with longing in his eyes. "And as I grew closer to him, I also grew closer to family. To his daughter."
Sticks flexes his fingers, hard, and the flame reignites, transforming into the vision of a radiant young woman, with clever eyes and a lovely smile. He looks frustrated, that even as a master of his craft, he cannot match her radiance. She's elfish, like Sticks himself, and slim. Dressed in an amber gown, trimmed with the thinnest gold. "She was the most beautiful thing I had ever seen."
"Her name was Mirdath," The word rolls quietly off of Sticks' silver tongue. "She was a smart girl. When I had the chance to speak to her - and I often stole such chances - she taught me about machines. She was smitten with these little things that walked with springs and cogs. I'd never seen anything like them, but I used to joke around her, call them her toys."
Sticks turns and gestures at Bolts, who quickly flutters over to perch on his arm. The tall man sighs happily before letting the robot-bird go about his robot business. However, the busy Bolts seems to like Alice, and will attempt to land on her shoulder. "In time, I was tinkering right alongside her. We grew close, after a year or two, and..."
The fire in Sticks' hand flashes again, transforming into a vision of himself and Mirdath. They seem to be holding one another in a more-than-friendly manner, but before the vision can be defined, Sticks squashes it into an inscrutable mass. He'd wanted to give a visual aid, not embarrass himself or the lady Mirdath. Besides, this isn't meant to be his whole life story. Just the part that matters for Alice.
"And we grew close. It was an issue. As noblewomen often are, Alice was betrothed to the prince of a neighboring land. For purposes of peaceful relations. It's not like it is here - no such freedoms," Sticks scowls deeply. The flame in his hand burns with rage right along with him. "We weren't as cautious as we should've been. Kalashi's wife discovered us, and... the king was displeased." The flame almost shapes itself again, but Sticks hastily stows it back in the box. There's no need for Alice to see such things. "He had one of his fits. It was too late for either of us, by then. He stormed into my chambers, grabbed one of my instruments," Sticks holds up his needle-hand, the one surrounded by a violet field of magic. "And he shattered his own daughter. Smote her very spirit into pieces. Then in some grief-stricken madness, he tried to kill me. Blamed me for it."
Sticks expression has turned dark. The thin man closes his black box gravely, face a little drawn. "He took my arm before I took his head. There were no guards near my workshop, where he'd come to confront the two of us, so I ran. Never even looked back." The soul-trader bows his head. "Secreted away in my home village, I used what Mirdath had taught me and built an arm. The contraption barely moved at all, but I kept it anyway." He shakes his head. "As time went by, and I got older, I just started replacing everything. Extending my life, numbing myself to pain. Plucked out my tongue, my eyes... my soul. I didn't want to end up like Mirdath." Sticks places a hand on the black box meaningfully. "I'm far older than I should be, Alice. All thanks to Mirdath, and ultimately, that whole tale."
His tale finished, Sticks walks around the table and sits heavily. He looks like he could sit there well into the next age. Then, almost as if nothing had happened, he cracks a smile at Alice. "So the moral of the story, Miss Q, is this: Do not get used to that arm. The tall fellow holds up his slightly rusted arm, rattling it around for emphasis. "Listen well. You don't want this. Immortality, painless life... it takes a hold of you. It only takes one near-death experience, one terrible accident, as I should very well know. Eventually you'll do anything to cheat death."
Last edited by Murkus; 2014-03-13 at 03:45 AM.
- Join Date
- Jul 2009
Faction profile: The Legion of Travesty
General Information: A diverse group of creatures that hail from the "Dark World", they seek to remind mankind as to why it originally feared the dark. Most members won't actually seek to kill their victims, just scare them; keyword is most, the other is kill, as some do not shy away from grievous bodily harm. Each is a twisted creature that normally should not exist, but does. Each disguises itself in an outfit that looks like a humanoid stitched up sock.
Leader: The man with the umbrella. A man with skin completely white, eyes and a a mouth completely black, a red tuxedo, and always carries a black umbrella with him, opened and above him like it was always raining. He is incredibly powerful, capable of warping his minions almost anywhere in the Nexus, walking through solid matter as if it didn't exist, and ripping holes in space-time without breaking a sweat.
Members (Because mooks deserve a mention):
Gaius-Description:...nightmarish warrior. The warrior is about eleven feet tall, with dark-blue skin, no lips, welded-on armor covering the arms, waist down area, and a plate upon the head, and the body is covered with numerous arrows and partially broken spears that have stuck themselves within
Kestral the Stalker-Description:One is a torso and head, but no bottom half. It has the head of a utahraptor, three sets of arms (two sets are small regular human hands, while the last pair are massive gorrila ones which it uses to walk around on), dangeling entrails from the hole where the bottom half should be, and it has an exo-skeleton (not like an insect, but bones on the outside of the flesh).
Grell-One looks like a midget with massive, fleshy club arms, and two frog heads.
Kilroy Reagis-Description:One is a centaur of sorts. The human part has six arms, each wielding a mace, long black hair, and an obsidian horned helmet fused to its head. The animal half is a hairless spider colored yellow with sickly-green dots all over.
Meloniane Kera-Description:Meanwhile the one who birthed all the spider-things bursts the rest of its disguise, revealing its form to all. The center/head has a mushroom cap design, and is a pink fleshy color, covered in yellow eyes. Underneath the cap are three rows of jagged teeth, eight serpentine tongues, and two human legs.
Cheswick Oaken-Description:The other horror is halfway emerged in the floor, and has revealed itself as a man-shaped tree with numerous gnarled branches serving as limbs, a face devoid of features save six red circles, and much shorter gnarled branches atop the head.
Last edited by nanobot_swarm; 2010-08-02 at 05:03 PM.
- Join Date
- Jun 2006
Re: Nexus Character Directory
Trollfinger, Ironpick & Greencheek, Mining & Engineering
A trio of goblins running a company.
Power level: 2 or E
Krugzim is a thin, lanky grey-skinned goblin with a mullet, pointy nose, large ears, large fangs and red eyes. He usually wears thick, black clothes with a large hood. He can often be seen in multi-layered protective clothing when working underground.
Equipment and abilities:
Krugzim is a skilled miner and knows a lot about working underground. He has a variety of tools related to that line of work, as well as a score of miners employed by his company. He has absolutely no combat training and like most goblins he will run away, hide or surrender at the first sign of a fight.
Krugzim was born in a large goblin colony in the central mountain range of the continent, the same one as Reelshka and Grimzig and joined the Miner's Guild. At some point, they all decided to team up and sell their services outside of their colony. Dipsnig Razortooth, the leader of Neutralist Organization, hired them to dig a network of tunnels for his group and that's how they ended up in the Nexus.
Miscellaneous: Due to an accident involving monkeys some months ago, he's now nervous when outside.
Power Rating: 2 or E
Reelshka is a slim goblin woman with light brown skin, delicate fangs and yellow eyes who wears her grey hair in a braid. She tends to wear practical, brown and grey clothes and usually carries a sketchbook with her.
Equipment and Abilities:
Reelshka is an architect and a bit of an amateur artist. Her preferred models are surface animals. Like the other goblins here, she has no combat ability to speak of.
Backstory: Reelshka was born in the same goblin colony as the other two and is in fact Krugzim's cousin. She was the one who came up with the idea of making a business and leaving, as she wasn't feeling good in her home colony, thinking it restricted her and opressed her.
Miscellaneous: Reelshka likes fuzzy animals including cats and foxes. This irritates her collegues somewhat.
Power level: 2 or E
Grimzig is a rather large and a bit overweight goblin with pale gray skin. He has spiky hair, sideburns, blunt, short fangs, flat nose and orange eyes. He tends to wear a shirt, trousers and a vest, all with a lot of pockets, and a toolbelt. He als tends to have protective goggles on his head.
Equipment and abilities:
Grimzig is a true goblin engineer - inventive, clever and prone to forgetting about safety and hygiene when working on a new invention. As above, he has no combat ability, but he's not quite as cowardly as other goblins and can swing his heavy wrench in a nasty fashion. He has a collection of various tools, function of many of which he has little to no idea about.
Joined Krugzim's and Reeshka's company because he thought there'd be less of a competition as far as inventions go in the surface world.
Assorted goblins: NPC miners, builders, demolition experts and mechanics working for the trio.
- Join Date
- May 2010
Re: Nexus Character DirectoryFaction Profile:
The Queendom of Scarsil
Leader: Queen Agony, though she has a Grand Conclave to advise her and act as her most powerful servants.
The Grand Conclave: Several different aspects of the Queendom are run by these individuals. They are her eyes, ears, and arms throughout the empire. As there are seven different Conclave members, so I'm going to write up their character sheets over the next few days.
SpoilerScarsil is an expansive, multi-world empire that spans many lands and nations, all brought beneath the will of the Queen. Her countless armies are currently fighting at least three different minor wars across multiple planets. Her base of power lies at the edge of the Multiverse, upon a former wasteland planet now converted into a capital for her nation.
Her people use a variety of technology and magic, though her main armies focus on the utilization of overwhelming arcane might. Technomagic is used heavily in everyday life, and the closer one gets to the capital, the more luxurious the life of the common citizen will be. At the edge of the empire, well, those lands get the least attention for the moment, and those who live there tend to be either dirt poor or of a less-than-scrupulous nature.
The Queen, for the longest time now, has been seeking to make the Nexus the home of her capital. I suppose we'll just see how that goes.
Important Agencies of the Queendom:
The Queen's Army and the Queen's Air Force
Founded and led by the great Lord Arthur Pendragon, an alter-Earth version of the legendary King and member of the Grand Conclave, the Queen's legions are a force to be reckoned with. They utilize Technomagical vehicles capable of tremendous, firey destruction combined with heavily armed and armoured infantry. Practically every aspect of the Army is enchanted, be it with protection spells or spells designed to assist in the destruction of enemy forces. These technomagic vehicles are typically legged rather than wheeled, and can range from small recon units to towering engines of magical might.
As I'm in something of a hurry, and I don't expect to see full scale combat between the Army and Nexus forces anytime soon, I shall go into more extensive detail another time.
The Queen's Men
SpoilerThe secret police, special investigators, and wide-ranging agents of the Queen's will. They serve High Inquisitor Byron Katch, who in turn speaks to the Queen. They are kept under tighter control than the Army itself. They also use more advanced technology, as well as less magic.
This organization is adaptable. They seek out traitors and dissenters, retrieve objects of interest for the Queendom, perform clandestine operations (some of which can have one shot at their very mention) and so forth.
The Queen's Men can also act as first-contact agents with sentient peoples.
SpoilerA race of hawk-headed giants from an Egyptian-styled world, they wield great magical and physical power. The Queen, after failing to conquer them, managed to talk them into a deal: if some of their soldiers act as the Queen's personal guard, the Queen would provide them with much-needed resources. These behemoths also act as guards in the Queen's largest cities.
Current Members of the Grand Conclave:
Byron Katch, High Inquisitor and head of the Queen's Men.
SpoilerAliases: The Queen's Hound, High Inquisitor
Age: 67 human years, though he looks significantly younger whilst he is still humanoid.
Alignment: Lawful Neutral, though he's gone through a couple alignment changes over the years, and is always questioning his own morals.
Power Rating: D/C with standard preparations. Though he tends to find specialty tools for special needs.
Description: Tall, swarthy, almost invariably dressed in a brown button-down uniform emblazoned with the a series of waved, curving stripes at the shoulder. The whole outfit runs down to his boots, and he tends to wear simple, practical clothes underneath.
His skin is a dark green in coloration, and four short horns extend from the back of his head, pointing in different directions. Other than these features, he is mostly humanoid, though in an emotional state he can grow more monstrous in appearance. He has no hair on his head. His eyes, when normal, are a blue-brown. His features are smooth, but angled, in composition. This face is human-looking, albeit green and horned.
Personality: Loyal, arrogant, deceitful, patient, pessimistic, vengeful, grudge-holder, opportunist, short-tempered. He tends to be really compassionate only towards his friends, which today consist entirely of the Grand Conclave. He has a long-standing rivalry with Sir Arthur, though it is a friendly one. He is exceptionally polite. He once had a relationship with Erin, but they had a falling-out a couple years back.
Equipment: A few random magical items, a pistol, his clothes, probably some survival supplies, and perhaps a personal effect or two.
Abilities: He has a variety of rogueish and diplomatic skills at his disposal, as well as a high aptitude to aim ranged weapons. He is not well versed in close combat. He can do some minor magics and can figure out how to work most magical items. And... well, any other abilities an Inquisitor would have. Tech abilities, technomagical understanding, etc. Finally, his strength increases somewhat if he shifts back towards full Devil form, but his intelligence lowers.
Background: A devil, born to fight as a footsoldier upon the Infernal Battlefields in the Lower Planes, sought a purpose greater than himself. A life of rage and eternal bloodshed bored him, and truly, he was far more intelligent than the norm for his devilish variety.
So he ran, escaped, dodged any traitor-hunters sent after him and came upon a burgeoning nation: The Queendom. And so he's served her ever since, steadily climbing in the ranks, and eventually, founding his own agency to protect the kingdom, the Queen's Men. He's become deeply endeared to the other members of the Grand Conclave, since they've been formed.
Lord Arthur Pendragon, Commander-in-Chief of the Queen's armed forces.
Nerizene Boyce, Archdruid of the Conclave, head of Agriculture, Head of Zoology, and so forth. She's in charge of the general things that deal with nature.
Carter Chapman, head of Exploration, Archaeology, History, and similar aspects of the Queendom.
Edwin Stones, resident Magi-Scientist in the conclave and captain of industry. He puts forth his considerable mental faculties in pursuit of superior technology and scientific knowledge for the empire.
Earius, Edwin's counterpart in magical dealings. She is head of the Mages Association in the empire, and focuses on development of magic for use in both military application and everyday life. Her people sometimes assist the Queen's Men in espionage.
Erin Vapsid, Head of Economic and Trade Welfare. She keeps an eye on the money, the commerce, and anything related to those two.
And that should be all for now. I plan on developing this faction profile over a period of time.
Last edited by Murkus; 2010-10-24 at 12:38 AM.
- Join Date
- Jul 2010
- I'm all in your mind...
Re: Nexus Character DirectoryNabick ZapbangGender: Male
Class/Profession: mad scientist/wizard
Power Rating: B+
Description:look at my avater
Personality: Buried mental problems. Generally just wants to invent random things whenever he wants. Luckily, he empathizes well,so everything he's made has been helpful.
Equipment: Multiple parts and pieces that he can reconfigure into almost anything. A magic lab coat that enhances his abilities and suppresses his mental problems.
Backstory: Nabick was always very inventive, even for a gnome. Unfortunately, his inventions worked all too often, so he was ousted from the Inventor's College in Ironcogg.
Miscellaneous: More to come later.
- Join Date
- Jul 2010
- I'm all in your mind...
Re: Nexus Character DirectoryNyorgGender: Male
Race/Species: orc, fiendish owlbear
Power Rating: D+
Description: A dark grey and muddy red owlbear baby with shiny eyes and backwards curving devil horns above his eyes.
Personality: Naieve, curious, and generally childish, due to having a young orc's mind shoved into a baby fiendish owlbear. Craves attention.
Equipment: Just a little leather diaper/loincloth.
Backstory: Nyorg was a young orc who never stopped getting into trouble. One day, on a dare, he snuck into an old witch's house. Unfortunately, he accidentally fell through her window onto her and killed her. with her last breath, she cursed him to wander forever as a clumsy baby owlbear. wandering the woods, he was almost eaten by his tribe before he was saved by a celtic warrior with a time traveling stone.
Miscellaneous: Hangs out with Lann Conall http://www.myth-weavers.com/sheetvie...sheetid=224198
- Join Date
- May 2010
Re: Nexus Character DirectoryJohnathan Dempty
Alias: He Who Seeks for Reunion, though he doesn't even know it yet. He has a number of fake identities to avoid detection by the authorities on Earth. The 'Dempty' last name isn't even a legitimate one, simply a fake alias that Johnathan's father made because he thought it would be funny.
Race: Human, somehow.
Age: Mid-late twenties, I think.
Alignment: Chaotic Neutral, which could really snap towards either end of the Alignment pool at any time. He's in a bit of a moral Limbo right now.
Class/Profession: Previously Psychopath/Soldier/Environmental Worker, currently drunkard/vagabond-without-a-purpose.
Power Rating: Probably around D.
Description: Average height, currently gaunt face, fair skin, very light blonde hair. He gets buzzcuts usually, though. He's physically fit, but not really slim.
His ears are cropped close to his head. His facial features are short and solid.
Personality: Not too long ago, he was nothing more than your run-of-the-mill fictional psychopath, who believed in his own little unoriginal purpose for mass murder. Y'know, freeing people from the misery of everyday existence, or some such. But after a certain encounter with a certain Jack Empty, John abandoned what he thought to be his purpose. He abandoned a lot of things. Though that base sadistic hunger for blood yet remains, it's starting to disappear. And John's life is starting to take a new direction. One that will be very, very bad for the multiverse in the long run.
At his most basic, he's still a simple, angsty teenager who misses his mother. This teenager sought but an outlet for his inborn rage. A trait inherited from his father, maybe. Until now. Now, he's just a depressed, confused young fellow who, after clinging to his supposed righteous purpose for so long, has finally admitted to his own insanity. And then left it behind.
He tends to be a tad obsessive and unstable, keeping his feelings in check only when things are going his way. Otherwise, he tends to betray his emotions when in a bad spot.
Probably add more later, or just develop him as I go along. Or both.
Equipment: None. At the moment, no knives, no weapons, nadda but the clothes on his back.
Abilities: That of an above-average human soldier, as well as a practiced psychopathic killer. Of course, without any weapons, this doesn't amount to much in the Nexus.
Also, he may not be able to die, or at least, not permanently. Not really clear on it yet.
Backstory: I'm not really clear on it yet. Though for players who care, he is the bastard child of Jack Empty. And rather important to my little Holders mythos that I've introduced to the Nexus.
Miscellaneous: To this day, he's killed precisely 538 people. That number is probably insignificant to you. As it should be, for the sake of sanity.
Last edited by Murkus; 2010-07-23 at 06:10 PM.
- Join Date
- Jan 2010
Re: Nexus Character Directory
I'd like to register a new character. Duh...
Alias: Eri (nickname, only for friends) He has no title so far.
Age: Late twenties.
Alignment: Chaotic Good. Tends to lean toward his own way instead of anyone elses.
Class/Profession: Explorer. He travels the world in search of dragons in order to catalouge the many species and study their behaivior. He studies rune magic as a form of defense against the more hostile ones.
Power Rating: D
Description: Erias looks to be of a stronger build, although he is no great warrior. He usually dresses in a blue poet shirt with red pants with a renaissance style vest. He falls a bit taller than average height for a human. His hair's about medium length for a guy. He always wears a pair of black gloves with red embroidery on them. His face looks like a young man's. It has a few large scars.
Personality: Erias doesn't like the laws of the cities. He prefers to go his own way, doing what he thinks is right. He is cocky and quite often sarcastic. He will jokingly play and joke with anyone, it doesn't matter if they're a king, peasant, or monster. He trusts people quite quickly, and people are friendlies first, enemies only when they become a threat.
To the first to meet him, he seems quite childish and stupid, although once you see him in his ballpark, ie; in the woods, on the hunt for a dragon, he comes across as very serious and intelligent.
(Keep in mind, this is a young character in terms of time created and played. I still need to develop him some more.)
Equipment: Erias carries his journal and a writing utensil wherever he goes, as well as host of potions, runes, and other tools used in his trade of dragonology. They are in pouches attached to his belt and his vest. he also wears a sun hat when needed. He also carries a longsword in a sheath at his side.
Abilities: As I've said before, Erias practices rune magic in order to defend himself against hostile dragons. He has a number of defense and stealth spells, but few that can harm or kill anything.
Backstory: Erias was born to a regular family. His big brother was a blacksmith and his mother was the woman of the house, and the two were the ones who kept the house. Erias's father was an explorer, and rarely saw the family. Erias enjoyed more than anything seeing what his father brought back from faraway lands, and he pretended with his sibling that he was a great explorer, seeing the world like his father.
On his 10th birthday, his father returned with a strange egg. He gave it to Erias as a token of his journey to a hot island, where jungles dominate much of the surface and the oceans thrive with colorful fish. Erias, in excitement, accidentally dropped the egg into his brother's forge where he assumed it was birnt to a crisp. His father got him a baby chicken instead.
In 3 weeks, the chicken was full grown, and a strange creature crawled out of the forge. Erias recognised it as a bipedal dragon, one that hatched from the egg dropped in the forge. It ate the stupid chicken, and it became Erias's pet. Erias raised it as his familliar, and it soon hunted on it's own.
His father returned one day and saw Erias's dragon. He saw that his son was gifted with the ability to speak to and understand dragons. From then on, he accompoanied his father on the journies.
Erias learned from his father and became an explorer himself. The world is there to be explored, and the dragons are there to be studied. Some day, he may just find them all.
Misc.: Erias has a dragon fammiliar named Redwing. He is very intelligent and acts as a companion on his journies. He also understands how to track, read maps, and use other navigational instruments. Although few can recognise his species, he is a Pygmy Marsupial dragon. He has a bright crimson coloring and is still a hatchling, although he is about 14 years old. Occasionally he rides on Erias's shoulder.
Last edited by Cealocanth; 2010-07-22 at 04:48 PM.
- Join Date
- Sep 2007
Re: Nexus Character DirectoryOswin
Power Level: 8-9
Description: Oswin is a large 7'6", and is generally a very imposing man. He wears very large and heavy red and gold armor. Picture.
Equipment: Oswin's main weapon is a 10' silver lance on a chain. He will throw the lance at his opponent, then quickly reel it in with the chain. ((Attack Image)) His alternate is a large silver throwing axe, that returns after thrown. Both are extremely hard to break, and a normal human cannot wield, or even carry them. Oswin's armor covers his entire body, and weighs about 400 lbs. It is very thick, and very resistant to magic and other energy attacks.
Abilities: In the way of abilities, Oswin merely has his strength, his near invincibility due to his armor, and his skill with the weapons he uses.
Backstory: Oswin was teleported to this world in order to save his life. His army was under attack by a group of assassins, led by the notorious Jaffar. The assassins were too powerful for his sleeping army, and the great Archsage Athos attempted to teleport him and a group of his personal guards to safety. As the spell was cast, however, Jaffar himself began atttacking Athos. This distracted Athos, and as a result Oswin was sent here instead, his guard split up, looking for him.
Affiliation:None, as of yet.
Last edited by CMOTDibbler; 2011-12-01 at 12:02 AM.Nunc id Vides, Nunc ne Vides ("Now you see it, Now you don't.")
All My Characters
CMOT Avvie By Dr. Bath
- Join Date
- Jun 2006
Re: Nexus Character Directory
Race: Yugoloth, Marraenoloth subtype
Alignment: Technically Neutral Evil
Profession: Ferryman on River Styx, formerly. Right now, a spy.
Power rating: 3 or C-
Description: Like all Marraenoloths, Mark resembles an extremely skinny human with bleak eyes. However, instead of a grey, drab sack-like robe most of his kind wears, he prefers a stylish, if rather dirty and worn coat, also with hood.
Personality: Mark has an upbeat and relaxed attitude. He doesn't understand why all his brethren are to bent on spreading corruption all over the multiverse or manipulating Tanar'ri and Baatezu against each other. He believes everything would be better if they just relaxed and stopped worrying so much. He likes hanging out with people, drinking beer, playing chess and writing stories.
Equipment: Mark only has his coat, a cheesboard, a set of figures and a boat hidden in an extradimensional storage. He tends to carry the oar around with him though, for an inexplicable reason.
Abilties: Despite his appearance, Mark is smart. As a Marraenoloth, he has a good sense of direction and memory. His most potent ablitiy is his fear-inducing gaze. He can also summon lesser daemons for help and cast some minor spells.
Backstory: Mark was born on Gehenna and spent his early existence as a ferryman on River Styx. However, as an incredibly atypical Yugoloth, he was something of an embarassment for his extremely gloomy and scheming brethren. This caused him to pack his stuff and leave, to everybody's surprise. Despite severing most of the ties to his home plane, he remained a mercenary for other fiendish races. Recently, he's entered into the service of a General Baalthazar who ordered him to keep an eye out on his daughter.
- Join Date
- May 2010
Re: Nexus Character DirectoryThe Masked Bastard
Alias: Anon E. Mous, The Inciter, John Jacob Jingleheimer Schmidt, The Bird, A.
Gender: Changed at will. Though for this CS, to simplify things, I'll refer to it as a he.
Race/Species: Human? Devil? Possessed human? Who knows.
Age: Even I don't know. Probably fairly young.
Alignment: True Neutral, though he tends to lean both ways. Basically, "Whatever you want it to be." He might still have some moral principles, though.
Class/Profession: Espionage Expert/Spy/Shapeshifter
Power Rating: D/C, with what he has on him usually.
Description: Anything he wants. Though when off-the-job or speaking with someone who knows his identity, he'll typically wear a V-For-Vendetta Guy Fawkes mask, a cheekily grinning facade that he finds amusing. Other than that, nothing is consistent.
Personality: Here is where he has problems. He changes so often, becomes others so often, he can't seem to remember what he was really like when it all began. As a default, he tends to be cheeky, patient, and enjoys inciting anger in people. He likes mind-games, games in general, and is rather intelligent. He often drowns himself in simple pleasures. For what reasons, he doesn't say.
He tends to mimic or copy the last person he became. Cheery, short-tempered, mild-mannered, hearty, friendly, whatever.
Rather a sad existence, not really being someone. Keyword 'one'.
Equipment: He keeps a safe house somewhere in the Nexus, a place for weapons, relaxation, supplies, and hiding out. His inventory is always changing to accomadate his personal whims or the next assignment. What he needs, he buys or steals.
Abilities: Complete duplication of another's body, essence, spirit and sometimes mind. He can shift forms at will, and does so regularly. This ability seems to be unlimited. For most or all intents and purposes, he becomes the creature entirely.
He possesses some skill with a wide range of weapons and combat types, though mostly firearms. He can fight in hand-to-hand combat well enough, and is typically very quick and agile.
He can completely cloak himself by using chameolon-esque shapes.
He can only become something vaguely humanoid.
He can steal your mind and personality, like a doppelganger, except without the brain-eating part.
He knows a lot of guys.
He cannot duplicate mind or magical or superhuman abilities. However, he has some illusionary magics, and can use them to fool people into thinking he can do other those things.
He has a surprisingly large knowledge of Earth pop culture.
His creator might add more later, depending.
Backstory: Not much. He showed up in the Nexus a few months back, going into public only when absolutely necessary. It's just now he's starting find some work.
Last edited by Murkus; 2011-03-02 at 11:02 PM.