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Thread: Nexus Character Directory
- Join Date
- Aug 2011
- Where indeed
Re: Nexus Character DirectoryFlora Madhowl
Alias: The What Now?
Race: Eastern Witch Elf
Alignment: Lawful Neutral
Profession: Astral Carnomagus
Power Rating: Everything and Nothing
Description: He is pale-skinned with cold-colored eyes, like bits of jade, and tentacles instead of hair. He is very tall, and of graceful build.
He recently acquired a bevy of new features, both physical and non, which I shall list thusly:
Cat ears and a tail.
Eagles wings growing from his shoulders, and digitigrade eagle talons in place of feet.
Ghostly mud chains hanging off his shoulders. They don't slow him down any, but they do rattle annoyingly.
He now has a soundtrack playing whenever he dances, appropriate to the dance he's attempting.
He is now very clever, but only when breaking things under legal circumstances.
He can now fight as well as whoever his opponent may be, matching their strength and skill flawlessly.
There is a scar on the back of one hand in the shape of a ring.
He is haunted by ghosts constantly. They don't really do much, and he can't see them, but they're there.
Personality: He's a gentleman, but his demeanor bring to mind the image of a curious squirrel.
Spoiler1. Infernal Thunderous Bastard Sword of Voidness Barrier
2. Vorpal Gauntlet of Sylvan Kindness Hand,
3. Bracer of the Spell of Ooze,
4. Saintly Helm of Transform Inversion,
5. Exceptional Spectres' Shirt of Lizard Seeking,
6. Sturdy Shoes of Dust Cloud,
7. Dragons' Pants of Slime Circles,
8. Pendant of the Glorified Incatation of Negate Bone.
SpoilerInnocent Annihilator's Manual,
Minor Dwarf's Bag,
487 Spectral Credits,
1. Pipes of Nothing and Curing,
2. Cunning Fish's Braizer,
3. Hellish Vorpal Bar of Cold.
4. Endless Dragon's Balm of Conjure Health
5. Fortuitous Immovable Salve
6. Unspeakable Icy Lotion of the Happy Lord's Charm of Cold
Spoiler1. Black Brew
2. Brew of Thought Orb
3. Brew of the Spell of Blocking Conjuration
4. Chaotic Potion
5. Draught of Silver Breath
6. Dwarven Elves' Potion
7. Good Triton's Elixir of Kill Fish
8. Illuminated Runed Potion
9. Brew of Gold Wall
10. Minor potion of Savage Agility
11. Philter of Drake Seeking
12. Philter of the Chameleon
13. Potion of Demonic Ether
14. Savage Icy Drink of Energy Hands
15. Barbaric Writer's Tonic of Lava Hand
16. Dwarven Runed Drink of Nothing Shields
17. Otherworldly Drink of Haunted Wolves
18. Philter of Kraken Seduction
19. Philter of Endless Sadism
20. Philter of Fire and Strangulation
Abilities: Fungus Magic. This magical style focuses on force. It requires names of power, avoiding any contact with the target, a special magical sword, and heightened emotions. This style of magic ages the caster at an high rate. Flora avoids some of these requirements by virtue of being forced to cast, no matter the circumstances he's under.
Back Story: This odd being was born during a game of craps played by the Random Number Gods. Flora has no control over his own actions, everything being decided for him by the roll of the divine dice. He's more or less accepting of this, but wishes his actions were just a bit less silly from time to time.
Misc.: Because of the intricacies of... Fungus magic, Flora has a rather eclectic spell list. Their effects range from entirely silly to surprisingly functional, and he sometimes manages to pull off something amazing despite the limits of his magical field.
His spells can change, almost from day to day, but his current spell list (in order of least to most powerful) includes the following:
Spoiler1. Overwhelming Rite of the Mucus Fairy
2. Hellish Yarn Blob
3. Astonishing Torus of Crossdressing
4. Illusionary Evocation of Immaturity
5. Occult Spell of Hair
6. Luminous Fertlizer Warp
7. Astrological Transfiguration of the Wrestlers
8. Flaming Ritual of Blathering
9. Magical Incantation of Bacon
10. Cabalistic Enchantment of the Editors
11. Divine Ceremony of the Butter Spirit
12. Grand Enchantment of the Goth
13. Erruption of Milk
14. Induce Irregularity
15. Occult Chant of the Hummus Angel
16. Invoke Female Impersonator
17. Aura of Drooling
18. Champaigne Zone
19. Maelstrom of Nervousness
20. Unbelievable Disc of Silliness
1. Caffene Assault
2. Cheese Storm
3. Cause Toejam
4. Induce Flatulence
5. Summon Juice Devil
6. Armor of Athlete's Foot
7. Dread Shield of Cream
8. Hermetic Sphere of Cotton Candy
9. Overwhelming Puddle of Whining
10. Great Jet of Deoderant
11. Ultimate Ball of Stupidity
12. Vortex of Cola
13. Jet of Back Pain
14. Burning Evocation of the Sweat Demon
15. Holy Enchantment of Low Self-Esteem
16. Infernal Beam of Impoliteness
17. Overwhelming Incantation of Inconvenience
18. Great Spray of Meat
19. Ultimate Chant of Bile
20. Damned Chant of Confetti
Last edited by Slii Arhem; 2011-12-23 at 04:04 PM.Julie, everyone's nth favorite succubus, by Gulaghar.
An amazing Misha, Mimi, and Riss painting done by Ofride.
For anyone in plots run by me, know that I always tailor solutions to those in the plot. The answer may not be obvious, but it's there, and doable by the displayed abilities of the present characters. If you need help or hints, I'll try to be available to provide them.
- Join Date
- Jan 2011
Re: Nexus Character Directory
Alias: Magician Name: Awesomus Cooliues
Race/Species: Half-Celestial Half-Dragon Half-Elf
Age: 47 (35 human)
Alignment: CN, more neutral than Chaotic
Power Rating: 3 (adventurer)
Description: Blonde, almost silver, hair. Ruff skin, like scales. Face is slightly dragon like, but also angelic at the same time. Wears a suit and a top hat. Carries a brieface, and wears strangly out-of-place sandals. Has a Panda tatoo on the palm of his right hand. Has a ring with a black onyz gem on it.
Equipment: Other than the things he is wearing, he has a panda plushie, a deck of cards, a change of clothes, money, a mug, and a journal.
Backstory: He generally doesnt like to talk about his backstory, seeing as he is a Half-Celestial Half-Dragon Half-Elf
Miscellaneous: Hs the ability to shape-shift small inanimate objects.Illud quod aeternitatem iacere potest non mortuus est, ac dis peregrinis etiam mors moriatur.
Typhon by Kaptainkrutch. Thanks to TylerB7 for the latin
- Join Date
- Sep 2009
- Beyond the Wall
Re: Nexus Character Directory
Much thanks to Terumitsu for how much he's helped in developing this strain of vampirism. Couldn't have done it without him.
Appearance and Physical Traits:
SpoilerAll vampires have certain traits marking them for what they are. These traits vary depending on when they've fed. As they are listed, there will often be two extremes for all of these traits. The longer they go without feeding will mean they are closer to the more unnatural appearance. The more recently they've fed, they will look more natural.
Often times the most obvious trait is their pale skin. Vampires will always look somewhat pale. At it's most extreme their skin will lack most of its colour. At its best they simply look like a normal person who doesn't see the sun very often.
Vampires' eyes also change when they're turned. Almost always, they turn some shade of red. This can vary from very bright to near black. While their eye colour isn't effected by feeding, their's a certain intensity in them when they're hungry.
Fangs are another trait that all vampires share. Often times they aren't particularly noticeable. They simply look like overlarge canines. When feeding, however, they slide out and become quite long. Otherwise, this often happens when the vampire hasn't fed in a long time, when they are feeling a particularly strong emotion (often anger), or if they are in combat.
Changing much the same way, a vampire's hands can also warp into claws. They will often have more control over this than their fangs, but it can still be triggered in many of the same ways.
Vampires do not, in fact, become more attractive when they are turned. Rather, they look much the same they did at the moment of their turning, with the exception of their skin becoming flawless, save for old scars. They tend to have an ageless quality about them, especially as they age.
SpoilerA vampire's body is still functional in many ways, though it is greatly changed. They are animated by some combination of magic and actual functioning bodily systems.
The circulatory system is perhaps the most important due to the vampire's connection with blood. They do in fact still have a functioning heart. It's needed to move their blood around the body. A vampire's body actually consumes the blood throughout the veins and arteries. It is required for regeneration, and if the blood cannot reach the area that needs to heal then the regeneration will be greatly impaired. The body does not need the blood flow to function, but it works better if it does. So that means that a vampire can still live even when the heart is damaged or if they haven't fed enough for there to be enough blood to pump.
The respiratory system also functions, though the body doesn't need air to survive. The only real purpose it serves is to draw air through the nose to allow for a sense of smell.
The nervous system is also effected. As detailed next in the Skills and Abilities section, many senses are altered or completely lacking.
The digestive system is completely inert as they serve no purpose at all any more. Infact, ingesting anything other than blood will be extremely uncomfortable as it will sit idle in the body.
Skills and Abilities:
SpoilerUpon being turned, vampires all have supernatural strength and agility. It is beyond the peak of the vampires' species, but it isn't extreme.
A vampire's senses are also significantly changed. Sight, hearing, and smell are all greatly enhanced. They can see perfectly at night, even in complete darkness, though colours are dull. The sense of smell is especially enhanced when it comes to blood. They can also sense nearby heartbeats. On the other hand, the sense of taste is all but completely gone. Touch based senses are diminished somewhat, such as pain and heat and cold.
They can regenerate most wounds far faster than they could heal naturally, though the speed isn't particularly rapid. Only the most grievous wounds won't heal, like severed limbs for instance.
Vampires have a certain amount of manipulation over their physical forms. They can almost meld into shadows, making them very difficult to see. This can also serve to shelter them from the sunlight while in shady areas. They also can take on a shadowy image of generally fear inspiring things.
Vampires can hypnotize those vulnerable to such manipulation. It is a conscious act and the vampire needs to meet the target's eyes for a full moment. If it is successful, the target will be more cooperative with the vampire and will follow direct commands.
While all vampires typically possess all the abilities mentioned here, all have a certain natural tendency to favour abilities from one of three paths. Sometimes to the point that much of the remaining paths are denied to them. As vampires age and gain more experience with their dominant path, the abilities tied to that path become more powerful. This gain is gradual, but certain events could trigger a sudden progression. These three paths are known as Stalkers, Seducers, and Shifters.
Stalkers: The abilities most strongly associated with Stalkers include the enhanced strength and speed of vampires, their supernatural senses, and their regeneration. The ability to shift their hands and fangs into deadly weapons is attributed to Stalkers as well.
As the Stalker path becomes more advanced, the vampire's capabilities are enhanced. Their strength and speed reach new heights, putting them far above mere mortals. Their senses grow even more keen. Their regeneration also speeds up, though wounds inflicted by their vulnerabilities are just as damaging and resistant to regeneration as they ever were. Their claws and fangs take one a much more ferocious appearance and serve as even more potent weapons. Stalkers also tend to take on a more feral appearance as they advance on their path. Claws and extended fangs become persistent and they always seem to move like a predator.
The oldest Stalkers have all but totally given theselves over to their bestial nature. Their whole bodies have changed in shape. Fur covers their body and their claws and fangs are ever present. More often than not they move on all fours.
Seducers: The ability attributed to Seducers is their ability to manipulate and command lesser beings. Including direct commands and other beguiling influences. A sire's control over their fledglings is also included.
As the Seducer progresses in their path, issuing commands becomes much easier. They eventually no longer need both eye contact and verbal commands, but can often make do with just one or the other. Maintaining control over lesser beings and their fledglings also becomes far easier. Overall, the vampire becomes more charismatic and able to influence others more easily. They tend to become more physically appealing and move with a grace unmatched by mortals.
The oldest Seducers are like porcelain dolls, perfect and beautiful. With little more than a thought they command devotion. Often they are accompanied by a complement of their devotees.
Shifters: The abilities of Shifters include their talent for hiding and disguising themselves in shadow and darkness. It also encompasses their ability to take on the appearance of fear inducing things.
An advanced Shifter can almost disappear into darkness entirely, and some can even do so fully. The most advanced Shifters can hide in a person's shadow in full daylight. Indirect sunlight still weakens then, however. Many can turn into a wisp of shadow in order to fly and move about unnoticed. They can also take on more complete fear inducing shapes and even manipulate themselves and the darkness around them to be tailored to the fears of their targets. They can also can sense when a person is afraid. Sometimes, if a person is terrified enough, the shadowy forms can even effect them physically. Advanced Shifters tend to be unsettling to look at or hear, and more difficult to keep track of unless someone is specifically watching them. They have a natural tendency toward stealth, and are more difficult to detect with most senses.
The oldest Shifters are barely more than half seen shadows, terrors in the night. They have no true physical bodies anymore. From shadow they form any visage they want, and only manifest physically to feed.
SpoilerThe sun is a vampire's greatest weakness. While in the sun, all the vampire's supernatural abilities are denied them. Furthermore, they will often be further weakened to a less than natural level. The sun is also very uncomfortable for a vampire, though not painful.
Stopping a vampire's blood flow paralyzes them. Most commonly this would involve dealing the heart significant damage. Movement is regained when blood flow begins again.
Any substance that is considered holy and blessed items can ward off vampires and are painful to the touch if specifically wielded against the vampire. This is, of course, only if the deity in question opposes vampires or undead in some way.
Anything made of gold is somewhat painful and agitating to touch. Wounds inflicted by gold weaponry will regenerate much slower, are significantly more painful, and can even leave scars.
There are only four ways to truly kill a vampire. Severe the head, utterly destroy the heart, incineration, and draining all the blood from their body.
The Curse and Feeding:
SpoilerThe vampire curse was first created by a sun god. It is not a disease or otherwise, it is a divine curse. It is spread deliberately by a vampire. The new vampire must be drained of much of their blood then must drink some of the vampire's blood. The heart will stop beating due to a lack of blood, but will start up again once the vampire has fed.
Vampires are compelled to drink the blood of sapient beings, both by the curse and by a basic survival instinct. If they go for too long without feeding, they will eventually weaken, then die. The blood doesn't have to be taken directly from a living being, but it's generally more satisfying if it is.
They can either drink the blood normally, or it can be drawn through their fangs. When it is drawn through their fangs it's much faster than any normal suction could achieve.
A vampire actually needs a fairly small amount per day to survive, and this amount decreases with age. That said, the compulsion to drink more is always there, and there are benefits to doing so.
If a large amount of blood is consumed, the vampire will look very near living and natural. This even extends to how they react to the sun. With a large amount of blood, they will be near living while in the sunlight. However, they still lack supernatural abilities and the sun is still uncomfortable.
Since the vampire's veins and arteries are where the blood is stored, it is possible for a vampire to be full. For a brief period of time the compulsion to drink blood will be completely absent because of this. On the other hand, when a vampire is full they often are lethargic.
Vampires do not truly need to sleep. However, during the day the curse compels them to sleep though a practiced vampire can stay awake. While the vampire is asleep, their body shows no signs of life. They're in a completely dormant state. This sleep is very deep and and can be difficult to wake from during the day.
A new vampire, or a fledgling are generally subservient to their sires though a mental compulsion. That said, there are a number of ways this compulsion can be broken. A young vampire will have a much harder time controlling their fledglings. As a vampire ages they might break free from their sires.
As I flesh this out and come up with more information, it will be updated.
- Join Date
- Jun 2011
- Where I am.
Re: Nexus Character DirectoryKirin Amne
Age: late teens? In college.
Alignment: Neutral good
Class/Profession: Conspiracy theorist and part-time adventurer
Power Rating: D range, despite equipment.
Description:A cat girl with cream fur and black stripes. Often wears blue clothes, but changes her outfit frequently. About average height, skinny. It may look like anorexia to people who don’t know much about said disease, but she in fact very healthy. She simply has a metabolic disorder that burns carbohydrates at an unhealthy rate. This has a side effect of giving her an almost unbelievable appetite.
Personality: Energetic, upbeat, and a bit ditzy. A conspiracy theorist, albeit not too insane of one.
Equipment: Adventurer backpack, transuniversal boomerang, Devonblader’s Deck.
The transuniversal boomerang is a purple boomerang with odd, shifting orange patterns on (or maybe in) it. It has a varying effect, seemingly random. Most of the effects harm the target, but many also simply boost the user. Effects that hurt the user or help the target are also present.
The deck has a number of effects, all of them permanent. Both blessings and curses are in the deck, making Kirin hesitant to use it or even carry it around. She feels she doesn’t have a choice on the matter, that someone has to keep an eye on it and it might as well be her.
Abilities: She is surprisingly capable at playing the social structure and getting to know the right people. Good with her boomerang and ranged attacks, not as skilled in melee. Tougher than a regular person, but not too tough.
Backstory: It will be written as it comes up.
- Join Date
- Jun 2011
- Where I am.
Re: Nexus Character Directory
It has become necessary for me to make a directory post for the brevity of my signature.
CB-484: NO's creepy medical robot
Kate Kyland: Decreasingly normal girl
Silvery Extraterrestrials: SCIENCE!
Eliza Hexadecimal: Owner of the Electronics Asylum. Not a robot.
Keo Mekae: Little cat girl
Kirin Amne: Conspiracy theorist and part-time adventurer
Eadelain: Preteen in change.
Terral Ven: Member of Remnant
Copi Kate: A copy of Kate, after sensory deprivation.
Vriveka: Psycho Grig
Sophie the spider: Kate's roommate.
Manaic: general useful crazy entrepreneur in Inside.
Lots of Hope Hospital: Hospital in inside. Infested with medical rocketfairies.
Banclaw Dunigoth: Co-owner of the Neon Coliseum
"Connie": Demon with nothing to do.
Last edited by Lost_Deep; 2013-01-04 at 01:13 PM.
- Join Date
- May 2010
Re: Nexus Character Directory
Alligment: As in d20, Lawfull Netural
Power Rating:Rank D+ or 3
Description: Basicaly, my avatar.
Personality:Ambitious, greedy and basicly what comes to my mind at the moment.
Equipment:A magical robe that enchantes Spellcasting. A neckles that provides defense from spells.
Abilities:Some Elementalish Attack spells
Backstory: Came to the nexus in a quest for ULTIMATE POWER and also a little DOMINATION.
Miscellaneous: Awwwwww Yeaahaaaahh! first charecter!
Last edited by super dark33; 2011-12-21 at 05:36 PM.Avatar by me auld friend and DM CoffeeIncluded
Shqipper supreme. Purple Watchmaker of Light. Master class Thinkamancer. Infected with Rash Plague. 21st century's Charlmagne.
Erudite Dudebro. King in Yellow. Level 20 Omnistalt everything. Prince of Void. 'The Fox'. Perched upon the very crucifex of Oblivion.
Anxioused Aghast. Multipurpose Master at arms. Not a Vampire. Disaster Master: Shademaster. 10/10 on Auto. Punchbeef. Here comes a beautiful boy.
- Join Date
- Oct 2007
- Stuck here
Re: Nexus Character DirectoryKara Joel McKay
Alignment: Neutral Good
Age: College aged
Class (or approximation): Commoner
Profession: Shopkeeper and techie
Power Level: D-
Abilities: Technical affiliation. Ancient gene.
Backstory: Yes, she's a relative of THAT Dr. McKay...
- Join Date
- Jun 2009
- Somewhere in in the UK
Re: Nexus Character Directory
NED THE NEFARIOUS!
Race/Species: Sentient Neutrino
Age: Since the beginning of the Universe.
Alignment: Neutral Evil
Class/Profession: Level 50 Awakened Neutrino (About as physically intimidating as a dying level 1 commoner)
Power Rating: F. On the one hand he is basically utterly indestructible and almost entirely unnoticeable. On the other, he's has all the combat prowess of... well, a neutrino.
Description: A neutrino is a tiny blob of... well... stuff that is one of the fundamental particles of the universe. He basically has no appearance because he is so utterly tiny that he barely shows up even of specialised detectors, and even just then as an utterly tiny flash of light.
Personality: Ned is a conniving little sod who works in earnest to topple governments and destroy lives. With a massively overinflated sense of his own importance and a style that is best described as 'earnest bumbling', Ned never actually gets anywhere close to this level of important he thinks he is.
Equipment: None. A Ultra-Ultra-Fine Microdagger of Heisenberg's Uncertianity Principle would be nice though, to help him stop moving around so much.
Backstory: Neutrinos were created from energy in (insert creation or beginning theory here) and Ned was lucky enough to get hit by magic, gaining a voice about as loud as an ordinary human's and intelligence to match. He has done absolutely nothing with this gift.
Last edited by Steilos; 2011-12-29 at 08:39 AM.Solomon Yeager by the exceedingly talented The Architect.
- Join Date
- Sep 2011
- writhing about
Re: Nexus Character Directory
Name: Marty Aceford.
Class/ProffesionCook at The Sleeping Goblin, Ex-Sailor
Description: (PAST)SpoilerYoung, blond, blue-eyed. Marty usually has a smile on his face. He wears a purple petticoat with a silver vest underneath. He has a white collar and long white cuffs He has gray trousers and purple boots. He wears a purple necktie and occasionally white gloves, his attire is fancy except for a faded purple gun belt that he almost never wears. Marty is not very strong. Mentally he is much more resistant than physically. His hands are smooth and have no callouses. He has a small scar on his cheek due to a cut from Sleet's longsword that he got at a cave trying to rescue Shada. He has small dark circles on his big, shining, blue eyes. His long, clean, shining blond hair cascades to his shoulders where his hair starts to curl. Marty's face is friendly, round, and handsome. He has some old scars from cooking accidents, acne, etcetera. But he also has one scar at his cheek, going to his eye. This scar was cut by Sleet. Marty has clean fingernails and soft, white skin. Marty has excellent posture as well. Marty's voice is a happy tenor sound. He has a beautiful voice. His soft, light blue eyes radiate friendliness and love, but if you looked closer you would see an ever present hint of fear, and if you look even deeper, hate bubbles underneath Marty's lovable exterior. Hate created by years of people taking advantage of him, locking him up, people not caring if he would live or die, and finally only a few people have seen that in Marty's eyes there is a core of loneliness.
SpoilerMarty has had a rough year. He has the same blonde-hair and dark blue eyes as before. Except now he has some dark circles under his eyes which never seem to go away. Mostly because Marty finds it hard to sleep recently. He has two long scars on each cheek that both point to his mouth, both given to him by Sleet. He has light pinkish lips and pale skin. A bit paler than before. He doesn't go out as often. He always seems to have a worried look on his face. Though he's occasionally in a good mood. He covers himself completely. He wears a black turtleneck shirt along with a black coat with silver buttons. His clothes cover his scarred neck. The coat has silver cuts and he wears black gloves that hide the scars on his wrists. He has black pants with black boots with silver soles. He has a long black scarf and occasionally wears Shada's long black cloak. All he has left to remember her save some memories. He has a nervous stutter.
Personality: Marty is very charming but doesn't get along with elves very much. He is trustful and is usually a carefree and happy soul. Marty has moments of regret and tends to have flashbacks somewhat frequently. He smiles a lot. Recently though he has had some severe emotional trauma. His house was burned, Thenadier is chasing him, and he still thinks about his dead family. He has become rather depressed.He also has a knack for cooking. Marty is a charming guy most of the time. He is very sanitary and clean. Marty has a good soul and a forgiving nature. Marty is very loyal and tends to stand by his friends. Marty has a very nervous nature around people he doesn't know.He is shy around most women and tends to blush at any attempts at flirtation. Marty has a good soul.
Equipment: Clothing, purple gun belt, spices, prison number and tattoo branded on his wrist in tiny lettering: 24601.
Abilities; Marty can cook wonderfully, sing, and comfort others.
Brief:SpoilerMarty's mother suffered from paranoia, schizophrenia, and temporal insanity. He used to have a fiance, named Shada, who he loved more than anything in the world. When he was a sailor, 5 years ago , he came home one night and found his home burned down. His mother had finally cracked and had burned down the house, but not before she shot Shada with Marty's own rifle. He later found out that his father, an elf miner, had been beating his mother and that is what had caused her to crack. Marty had no home. He was starving. He robbed a house to grab o loaf of bread. Thenadier arrested Marty and brought him to the Cylar prison. He served for a year before escaping. Thenadier chased him to the Nexus. Marty met his good friend Griktak, opened an inn, and swore never to use his rifle again. He helped a group of hunters who lied to Marty, they pretended that they were finding a young woman named Shada to return her to her parents. Secretly they were going to send Shada back to slavery. Marty, Shada, and Griktak escaped. Marty returned to his inn, hired some employees, and returned to his manor with Shada. Thenadier found Marty then and almost killed him. Marciano the halfling and his gang robbed Marty and burned his manor with Marty, Shada , and one of his employees: Ekandar. Marciano escaped and dragged Elkandar to the sewers. Marty's house was reduced to rubble after they were saved by an armor-clad stranger.
Full Backstory Part 1: Thenadier
SpoilerMarius Aceford was born in Cylar to the wealthy Aceford family. When he was just nine, the families manor was robbed by a vicious group of robbers called the Chain Gang. They stole a large sum of the Aceford family wealth and even tortured Marty's mother. Soon the police had arrived, they couldn't identify the thieves. The gang escaped. The Aceford family was much poorer now. Marius had to go to a large public school called Rentfoorth. People there didn't like him due to him being richer than the rest of them. Marius was an antisocial child. He was also very intelligent. He didn't have many friends. He was friends with a young man named Thenadier. Thenadier was an aspiring policeman, his father's father's father had always been. Marty and Thenadier got along without too much conflict. Thenadier was a tall, gaunt, black haired child. His short hair was always well groomed. Thenadier liked to keep himself clean. Marty was friends with a young girl named Flora, who he had a crush on. Flora was short, brown-haired, and very pretty. They had known eachother for years. Since they were toddlers. Marius was picked on a lot. Thenadier was beaten down the most. Thenadier was very poor and his father had died. His mother remarried a horrid criminal. Thenadier despised them. Marius had gone through six years of school, he was now fifteen. Flora was sixteen. Eventually Marius stayed after school every day, just talking to Flora. One day Marius and Flora kissed eachother in the courtyard. It was around seven. Thenadier loved Flora too. He had seen them and instantly hated Marius. After about a week of Marius and Flora dated, a group of older kids decided they would pick on the pair. Flora ran. Marius was left with the group. They beat, kicked, and tortured poor, weak, heartbroken Marius. Marius was alone and battered on the side of the courtyard unconscious. Thenadier found him. Thenadier was compelled to do what was right. Thenadier took him to the schools medic. Thenadier was twenty-four when Marty was only fifteen. Thenadier had almost graduated. The medic took Marius up and healed him. Thenadier had to enforce the law and went after the group. Thenadier was caught in an alley before he caught them. Thenadier tried to arrest the group. However he just couldn't overcome all five of them. Eventually they beat Thenadier with his own billy club. Thenadier wasn't a certified policeman yet. Thenadier recognized the gang leader as an Antony Sebastien. Thenadier crawled back to school relying on his billy club as a makeshift cane. Thenadier's leg had been shattered. No one was at the school. It was midnight there. Thenadier fell unconscious in the middle of the courtyard. His bones in his leg jutted out of his skin. Thenadier almost died that cold night. Thenadier was found by Marius who tried to heal poor Thenadier with some magic he was learning. Marius's spell failed. The spell broke Thenadiers leg to the point of a lifelong wound. Marius was horrified at what he had done. Thenadier hated Marius even more. Eventually Thenadier was healed but sustained a limp. Thenadier then joined the police force.
Full Backstory Part 2: Shada
SpoilerMarius was seventeen when he met an exchange student from somewhere called The Nexus. Shada was tall. She had long, curly, beautiful blond hair that cascaded to her waist. Shada had shining blue eyes, like Marius. They were instantly attracted to eachother. Marius loved Shada. A man named Antony Sebastien also loved her. Antony would have no other. If you recall Antony was leader of the gang that crushed Marius and Thenadier. Soon Antony was replaced by an angry halfling named Marciano L'ouvre. Antony was still bigger and stronger than Marius. Marius got engaged to Shada. They had a very special bond to eachother. Antony did not like it. At all. Marius didn't see Antony until years later. Marius had stayed with Shada every day, they were inseparable. Marius eventually got engaged with Shada. Years went by. Marius got a degree in culinary arts. Shada wrote poems. They were truly happy. When Marius was twenty-two, they married. Thenadier had heard. Thenadier needed to find a way to get back at Marius without breaking a single law. Thenadier had never broken a single rule, still hasn't. The Cylar Police Force had a major crackdown on Law Enforcements and punishments when Thenadier became The Cylar Police Captain. The law became a tyrant. Marius and Shada were happy. It wasn't to last...
Full Backstory Part 3: Mr. and Mrs. Aceford
SpoilerMadame Sora Aceford and Governor Valjean Pontmercy Aceford were an odd couple. They were together to make money. They were involved in the criminal underworld in Cylar. They were never caught...Until Thenadier discovered that Mrs. Aceford had a gambling habit, which was illegal, Thenadier caught Mrs. Aceford and had arrested her. She was given a massive fine which brought the Aceford family wealth down to triple digits. Pontmercy was furious. Marius was not at home. Marius was with Shada. Pontmercy almost beat Sora to death. He threatened her not to tell anyone. Sora was intimidated. Marius had been walking through the square with Shada. They were laughing, kissing, they were in a special relationship. Marius was confident around Shada. She was his other half. Marius was complete with her. Marius kissed goodbye to Shada before returning home. Marius walked in as Pontmercy was beating Sora. Marius faught with Pontmercy before Marius was beaten to unconsciousness with a bottle. Pontmercy made Marius believe he was hallucinating. Marius was horrified that he had attacked his own father because he was seeing things. Marius apoligized and left for the comforts of Shada's warm skin and kind soul. That night Marius and Shada slept together. All was well in Marty's mind.
Full Backstory Part 4: The Fire
SpoilerFive months passed. Shada was pregnant, Marius was the happiest man on Earth. Thenadier was the head of police. Marius had become a sailor for one trading journey. He was to be gone for only a month. The Aceford family was barely existing. Valjean Pontmercy Aceford still beat Sora out of anger. Sora was sinking into insanity. Shada had a whole upstairs with Marius. Marius was making good money. Antony Sebastien came up to Aceford Manor one day. Antony was let in by Sora. Sora had finally cracked and had no idea who Antony was. Antony went to see Shada. Pontmercy heard fighting. Pontmercy went upstairs with a pistol. No one hurts his sons wife. Antony had smacked Shada to the floor in a fit of rage. Pontmercy had no idea why. Pontmercy threatened Antony to leave. Antony had brought a casket of alchemists fire. Antony threw it at the floor. The upper floor instantly caught a green fire. The fire kept spreading in all directions, sealing off escapes. Antony teleported far way. Pontmercy managed to escape. Shada died in the fire. She was found. Her unborn son died too. Sora died. The police believed Soran had, in her insanity, burnt down the house. Marius returned from the voyage just as the fire was dying. Marius ran across town as fast as he could to see what happened. He was too late. Marty had rummaged through the wreckage crying. Marius hadn't cried in years. Marius's life was blossoming. He was in love, about to be a father, and he was making a good amount of money. Marius was destroyed that day. The fire killed another victim. Marius was ripped from his love, his family, his home. Marius was shaking, crying, throwing up. He was a mess. Thenadier got to tell Marius what happened. Each of Marius's tears was a success to Thenadier. Marius had nothing. He wandered the streets starving.
Full Backstory Part 5: Prison
SpoilerMarius had no friends, no one to lean on, no one to love. Marius was starving. One night Marius robbed a woman's house. He broke a windowpane and stole a loaf of stale bread. Marius ran. Eventually the police had caught him and Marius was brought to the quarries for prison duty. They chained Marius up. Kept Marius in a small cell. Like an animal. They didn't care if Marius died or not. Marius went a little insane during the half year of prison. Thenadier was oh so satisfied by the turn of the tables. Thenadier used to have nothing, Now Marius was in his place! Marius was reduced to a quivering, nervous, shell of a man. Marius had to escape or Marius would die. Marius escaped one night. He ran across the countryside terrified, frightened that he would be caught and brought back to that hellhole that is Cylar. Marius ran. Soon he had to rest. He was drawn into his nightmares once more. Shada making love with him, to find that Shada's skin peels away revealing a burnt charred corpse. Visions of his father twisted and vile, beating his mother. Marius was alone. Alone in a sea of pain and confusion. Marius was found by Griktak who hired Marius. Marius changed his name to Marty. Marty opened up The Sleeping Goblin. Marty is haunted by the past...
Thenadier was furious, how could he let the man go? How did he escape?! I swear I will find him.
Miscellaneous:Marty suffers from severe depression at irregular intervals.
Spoiler: The Evolution of Marty Aceford:
Last edited by The Mad Hatter; 2013-11-19 at 01:51 AM.
- Join Date
- Aug 2011
Re: Nexus Character DirectoryKatherine Steele
Race/Species: Human. Nonhuman characters just don't seem to work for me...
Alignment: Colorless, with a hint of blue.
Class/Profession: Machinist. Kate is from a fairly typical steam-powered dimension, and engineering is a ubiquitous skill.
Power Rating: Ooh, this is hard. On one hand, Kate's hardly a fighter, though she can defend herself. On the other hand, a single Homunculus is a D-Rank Fighter. Kate sits at E+ personally, but can easily scale up with aid from Homunculi or Gadgets.
Appearance: Kate is a Human Female standing at five feet and six inches in height. She weighs 126 pounds, within a natural margin of error. She has short Orange-red hair, reaching just a bit below her ears. Her eyes are a deep, vibrant blue, and a pair of dainty, ineffective-looking spectacles adorn her rather bookish, slightly protruding nose. A faint dusting of freckles lie upon her cheekbones, though her skin is otherwise flawless. Unlike her eyes, the lower half of Kate's face is completely unremarkable except for her wispy, pale lips. From the neck down, however, Kate is rather thoroughly covered in leather and loose-fitting blue cloth, with most features unremarkable. Her breasts are bound down to her chest with tighter cloth which, when combined with her loose-fit apparel, results in an almost androgynous appearance.
Personality: While Kate would be considered almost unbearably peppy in Taelarys, she is hardly so by any other standard. While she can be deeply cynical and even paranoid, Kate is decent by the standards of most alignment systems. Still on the Neutral Axis, but closer to good than to evil.
Equipment: At any given moment, Katherine carries a number of bits and pieces to repair or even construct things. Depending on the situation, she very well may be carrying gadgets of varying functions and sorts. If she expects trouble, she is also likely to carry a weapon of some sort. If she brings Homunculi, they will carry their heavy Durium armor, as well as an Imperial-Class Pressure Rifle.
Abilities: Kate is a Machinist first and foremost. She engineers solutions to problems through steel and steam. However, she has been known to work as a general troubleshooter when coin runs short. While she holds no extraordinary powers beyond perhaps an above-average intelligence score, she is capable of putting together Gadgets and Homunculi with relative ease given sufficient resources and time, and as such can be surprisingly versatile when prepared.
Backstory: Placeholder. I mean to fill this out later. Really!
Last edited by BladeofObliviom; 2013-10-03 at 09:37 PM.Spoiler
Normal Avatar by Thormag!
Earthbound Immortal Uru avatar by Strawberries
- Join Date
- Apr 2011
Re: Nexus Character DirectoryXAlias: X
Power Rating: C+
Description: X always wears a pair of green boxers, dark green shorts and shirt, his dark green hooded cape, *and his pair of gauntlets.
The gauntlets themselves are obviously well made and built to take damage, implying that it might even be an heirloom.
Out from his shadows, X looks like any normal 12 year old kid with brown hair and emerald eyes.
Personality: To be developed IC.
Equipment: Faniky Gauntkets(Really fancy looking gauntlets that repair anything broken by them. Created by the Mad God)
Ablities: X can punch hard. Not Woverine hard but Hulk hard, which is surprising for his size. He's also strong, being able to pick up stuff and throw it.
He's also able to get worshippers, as he counts as a god, though they don't exactly make him more powerful, they only make him feel loved. In fact, he barely has any god powers except that he can cause someone to go mad if he wants, but he doesn't want to.
Back Story: X was created by the Mad God Sheogorath to be his son.
However, as it is the Mad God, he decided it would be more interesting if he kicked his son out of the Shivering Isles when he was 12.
Leaving the Shivering Isles with his Faniky Gauntkets and his Favorite Clothles in hand, he arrived in the Nexus.
- Join Date
- Feb 2008
Re: Nexus Character Directory
Alias: 375105 (number she used to be called)
Race: Female human, age early twenties, exact age unknown.
Alignment: Chaotic Good.
Description: Five foot, with black hair and brown eyes. She has obviously grown up without enough food. She's very thin, short and her hair is wispy.
Personality: Shada has the equivalent of paranoid schizophrenia. She hears voices and sees objects and people who are not really there. Yet, once past this, she's a very sympathetic person with a good heart.
Equipment: Several shabby weapons including a longsword, a mace and two daggers. One gleaming long-swords imbued with fire damage and the ability to hurl fireballs. She's very good with her longswords. She also possess two other noteworthy items. One is a normal-looking black cloak. It protects her from any incoming projectiles (arrows, bullets etc.) and a necklace which is locked. It possess no magic of any kind, but she is not able to unlock it to discover what is within.
Backstory: Shada used to be a slave of Gnolls. Not smart enough to keep their slaves themselves, they dump them into a practically inescapable underground maze called The Pits. Every so often guards of The Pits drag prisoners up to fight in an Arena. A win means money for their gnoll masters. A lose means death for the slave. Shada was born into slavery and thrown into the pits at the age of twelve. A few weeks past her last birthday (age unknown) she managed to escape and has been on the run. Her masters have hired Catchers to find her and return her.
Last edited by orb_of_blood; 2012-01-02 at 03:31 AM.Thank-you Ceika so much for my awesome avatar!
- Join Date
- Mar 2010
Re: Nexus Character DirectoryThe Stelvana Trio
Alias: The Stormrunner
Alignment: Chaotic Good
Power Rating: 5-6, High B or Low A
Description: messy blue hair, yellow eyes, lean, pale skin, wears biker/punk clothing.
Personality: rebellious, reckless, stubborn, joking, hot-headed, impulsive, VERY protective of his siblings, loves a challenge
Skystriker (His most powerful attack. Don't be anywhere within one mile when he uses it.)
He and his siblings comes from a post-apocalyptic urban fantasy Earth where humanity fought against various supernatural threats with the aid of magical super-soldiers.
When Jatone went off to become an Earth Magic Soldier to protect his family from demons, their parents soon died to an unexpected demon attack and Kalectro had to take care of his younger sister Skyrial by himself.
He soon joined the Ministry, an oppressive pro-human regime and learned storm magic, however he soon joined up with a man named Christian Eldarios, who taught Skyrial water magic and under his leadership they overthrew the Ministry and established the Guardians. Kalectro then soon found his brother who had been missing in action behind enemy lines for years and together the Stelvana trio helped Christian save the world from supernatural threats.
Now that their Earth is safe, they have gone exploring to other worlds.
Has ZERO defenses. His fighting style breaks down to pure offensive power and lots of dodging.
Alias: The Aquamind
Alignment: Neutral Good
Power Rating: 5-6, High B or Low A
Description: brown hair with long ponytail, blue eyes, tan skin, wearing techie gear and labcoat
Personality: reasonable, logical, sensible, but gets angry when around stupidity. she is also kind and caring. however she can be somewhat sarcastic and deadpan, but at her core she is an optimist.
Equipment: lots of medical equipment and technology
Backstory: See Kalectro
Miscellaneous: Is a medical and technological genius
Alias: The Diamond Knight
Alignment: Lawful Good
Class/Profession: Diamond Knight
Power Rating: 6, A
Description: red combed back hair permanent muzzle, wears sunglasses, is tall, stocky and muscular, wears a thick leather trenchcoat, pants, boots and t-shirt
Personality: calm, stoic, stubborn, strong, quiet, almost tranquil, but can crack a smile once in a while, and acts like a normal brother around Kalectro.
Diamond Great Sword
Backstory: See Kalectro
Is the most powerful of the trio. But only slightly.
- Join Date
- Apr 2011
Re: Nexus Character Directory
When did i Delete Chez's Bio? Anyways:
CHEAZIE BLACKPAW RACATRAN
Aliases: Chez; that Blood Crazed Wolf; Fenrir Blackpaw.
Race: Thrashian, A Highly Muscular Breed of Anthropomorphic Direwolf-Fox Hybrid.
Alignment: Chaotic. Evil, Good or Neutral Depends on his Mood.
Class: Heavy Weapons.
Description: A Muscular and Powerful Lupine Male, Standing at about 11' 8"* On Digitigrade Legs that are as quick as they are Muscular. His fur is Burnt Orange with Tan Markings on his Chest and Mid Tail, And Dark Brown fur on his Mane, Hindlegs and Forepaws, and the Tip of his Tail. He has a Mess of Hair Ressembling a Frill that droops from his forhead to his Midback, and His Arms are Powerful and are Capable of Tearing his Prey to Shreds with the Sharp Grey Claws on His Quad-Digited Paws.
*Subject to Change due to the Ability to Regenerate/degenerate his Own Organic Tissue, Allow him to Morph into Any form of Canine, Morphic or Not Morphic.
Personality: A wise Cracking, Horny, Curtian-ly Adept Hyper-Masculine Tough Guy, Chez is Basically a Fluffy Duke Nukem.
Equipment: Cargo Shorts filled with Infinite amounts of ammo, As Well as the Following Weapons:
AR-15/M-4/M-16A2/G-36 Assualt Rifles; Benelii M-3/M-4 Super 90/SPAS-12/Remington 1100 Semi-Auto Shotguns; Mossberg 500/590 or Remington 870 Pump action Shotguns. M-14/Remington700P Sniper Rifles. MP-5/UMP/P-90 Submachine Guns; an MGL-MK1 Grenade Launcher (Loaded with Sting/Tear Gas/Flashbangs) and M-1911/Sig Sauer P226/Glock 18/Berreta 92/Five-seveN pistols.
Backstory: Chez used to be two Separate beings, a Russian Human Scientist and a Banished Wolf from Asgor, son of the God Loki. The Wolf was used to Create Genetic Material for a Super Soilder, The Scientist was Tried for Treason, and in a Desprite Move, injected him self with the Wolf's DNA, Opening an oppourtunity for the wolf to Possess him.
Last edited by Chezmarine; 2012-01-31 at 11:48 PM.
- Join Date
- Dec 2011
Re: Nexus Character DirectoryCORFFF ATGYWE
Alias: Cor, Core, patchworkGargoyle
Age: Seven Solar Sweeps (around fifteen human years)
Alignment: Chaotic Neutral with some Chaotic Good leanings.
Class/Profession: Bard of Void
Power Rating: C
Description: Corfff stands at average height for a troll, and has short black hair. There are four small bald spots on the top of his head where his horns used to be before they broke off. His wears patchwork clothing of many colors, all sewn together from scraps he's found. He has what looks like a rather large needle threaded with rope strapped to his back, and a battered and dirty-looking red squiddle on his head
Personality: Corfff can come off as a slow to act and self-centered. He cannot make spur-of-the-moment decisions.
Equipment: A dozen empty captchaloge cards, a large telescopic troll-horn needle, a battered and dirty-looking squiddle, and a long piece of string that acts as his fetch modus
Abilities: His strife specibi are Threaded Needlekind and Plushkind. His fetch modus isn't good for using in combat. He is a good planner and strategist. He is not good at improvising.
Backstory: To Come Later
Miscellaneous: His fetch modus is Knotkind, where each item is given a knot on his string. The more complex the item the more complex the knot. To retreive the item one must untie the knot. He has a penchant for writing haikus. His Kernalsprite, known as Baronsprite, was prototyped with Corfff's dead lusus(a large silkworm) and a repaired scalemate named Baron Peglog von Baconface. As such it takes on the shape of a worm with a damaged scalemate head.
- Join Date
- Dec 2011
Re: Nexus Character DirectoryCragg Stoneheart
Alias: Cliff, Chip, Limey, Marblehead
Gender: Nothing by biology male by personality
Race/Species: Stone Golem (He tries to hide this by covering most of himself up)
Age: Somewhere in the mid to high centuries range
Alignment: Chaotic Neutral though he sometimes leans into Neutral Evil
Power Rating: C to B- ?
Description: Stands at about five and a half feet tall.
Personality: Can seem distant and emotionless
Equipment: Whats shown in the image plus a dozen shells of varrying types, a small pack, an everfull bottle of vodka thats always half full, a teleportation key, a matchbook, and a small punched captchalogue card necklace thats worn underneath his shirt.
Abilities: All the things that come with being a stone golem (Immunity to pain and diseases, the strength of three men) He's a decent fighter (around a D+ or C- range)
Backstory: To Come Later
Miscellaneous: His mouth leads to a small storage cavity. He can cough up whatever is stored in it or spray it out of his mouth.
Has a small wick attached to his bottom 'lip'
- Join Date
- Sep 2009
- Beyond the Wall
Re: Nexus Character DirectoryNadia Rizzo
Species: Lampad Nymph
Profession: Freelance architect, Mother of one
Nadia is a mature lampade woman, though she looks younger than she is, with caucasian features. She's moderately tall and has a curvy figure. Her hair is a very long and made up of a dark red liquid. Her skin is exceptionally pale and her eyes are a striking black and purple. Her ears are pointed. She most often wears smart, neat clothing that compliments her figure.
Nadia can be a bit of a recluse, not having too much of a social life. She’s a friendly and compassionate individual, however, and gets along with people well when they break through her shell. She's quietly confident with her capabilities and never seeks praise for them.
Oath of Tides - Nadia has power over water. She can move it with just a gesture at a fair range. Her power allows for a fair bit of finess, though distraction can cause her to lose focus.
Lampades - Nadia is a lampades, and thus she has some innate power. She can present a disturbing and distracting visage that could even drive someone insane if they looked too long. She has a connection with flame and has the ability to move from one flame to another. This is all embodied in the purple flame of her lantern.
Archery - Nadia has been training with a bow. While she's no expert, she's become capable with it.
Nadia was born and raised in the city of Gul-Thadar to a fairly well to do family. She never wanted for much, but she was frequently stifled by her mother's expectations for her. She was always driven to excel, and her life was basically planned out for her. There wasn't any place in her mother's vision for a lesbian daughter who wanted to be an architect.
In defiance of her mother, she scraped together her own money and went to school. It wasn't always easy. She got very little help from her family and had to work her way through. It almost collapsed around her because of an incident with a vampire woman that resulted in her unplanned turning. Despite all this, she graduated and went on to pursue her dream career.
- Join Date
- Dec 2011
Re: Nexus Character DirectoryFlarg Tosscobble
Alias: Glarf Yellowneck, Nenan Allthought, Retil Elfconker, Arthik Grumblefudge
Alignment: Lawful Neutral to Neutral Evil as he progresses in age
Power Rating: D- to B-
Description: Flarg at age 27
Flarg shortly before his death
Personality: Depending on the age of the Flarg you encounter he can be scared and confused, naive and excited, blunt and flamboyant, or old and jaded.
Equipment: Depends on what age Flarg you encounter. The older he is the more items he has, going from the clothes on his back at age 12 to a dozen or so magical items of varying status at age 116
Backstory: Flarg appeared in The Nexus with his family when he was around six years old, victims of a teleportation mishap. They settled in quickly enough, and that was that until Flarg turned 12. On that day he discovered his family's curse. Every other generation's firstborn son is gifted with the ability to timetravel. Unfortunately he cannot control this gift past deciding what else goes with him.
Miscellaneous: It takes about twelve seconds for him to fully fade out of the timeline.
By the time he is 24 he's learned to control the gift enough that he can choose up to 288lbs of organic and nonorganic material to take with him.
The time between "jumps" ranges from a couple years to a couple moments, its random.
- Join Date
- Nov 2011
Re: Nexus Character DirectoryElkandar B'xarenef
Race/Species: Dark Elf/Drow.
Age: 64 [21 in human years]
Alignment: Chaotic Good to Chaotic Neutral
Power Rating: C-
Description: Elkandar is tall, with a square jaw and blazing blue eyes. His braided white hair leads down to his waist (he wears a bandanna over it). His face is generally smiling and friendly, masking his wild emotions. He is missing his right hand, cut off by a halfling thug in a sewer.
Equipment: Lute, bandanna, raven pet, vest, flowers in hair
Abilities: Magic, and an extremely beautiful voice.
Backstory: Elkandar is an outcast. As a child, he was abandoned, his matron mother saying that "males don't have a place in the B'xarenef house." A couple of dwarves who were looking for a precious metal for their god as that week's offering stumbled upon a small bundle in the caverns. They found Elkandar. Elkandar lived with the dwarves for the next ten years. He tried to fit in, but his long and nimble fingers just were not built for all the smithing that went on inside the dwarves' mountain home. So, after saying goodbye to the few dwarven friends he had made, he set off into the world. Even so, he has learned tales from all corners of the world, and hopes to one day travel to the Feywild and live among eladrin who will accept him for who he is. He has taught himself how to play the lute, and hopefully will find other drow that he can empathize with.
Last edited by Dark Elf Bard; 2012-05-31 at 10:59 PM.SpoilerThis is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
guess what I was gone but now I'm back
- Join Date
- Jan 2012
Re: Nexus Character DirectoryTHE AGENT
Alias: A very large number. Too many to be listed here, even.
Gender: Appears male most of the time, but no one really knows for sure.
Race/Species: An agent of cthonic, basically.
Alignment: Something along the lines of Lawful Neutral, with incredible evil leanings due to whom he serves, and incredible good leanings because he really has no desire to harm anyone.
Power Rating: B rank
Description: Though he may change his appearance, the Agent naturally appears as a floating business suit with tentacles forming crude replicas of most human body parts.
Personality: Usually highly passive.
Equipment: Nothing major.
Backstory: No one really knows.
Miscellaneous: Anything else that you wanna put down.
Last edited by AgentofHellfire; 2012-01-13 at 09:12 PM.“It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds;
- Join Date
- Mar 2010
Re: Nexus Character DirectoryRaziere
Alias: He Who Imagines
Power Rating: Either 10 or S Rank. But Raziere is a giant Primordial world-body, so "he" can't really interact with anyone on a personal scale, and any shows of power would be epic, big powerful displays against things as vast and all-encompassing as he is. His Soul Hierarchy is weaker though and can interact with people on a personal scale:
Third Circle Devas: 7-8 or A
Second Circle Devas: 5-6 or B
In Addition, Raziere can create various servants known as First Circle Devas that aren't a part of his Soul Hierarchy, but are nevertheless loyal to him and have their own jobs. There is no limit to how weak a First Circle Deva can be, but they never exceed Second Circle Devas in power, the maximum power rating they can have being either 4 or C+.
Description: He is a vast world-city powered by Icefire, with various lights and skylines naturally grown from his ground and tubes and streets of flying cars and other super-advanced technology flying around everywhere being driven by various First Circle Devas, while his Second and Third Circle Devas rule from on high.
Personality: His individual Third and Second Devas each have their own personalities and identity, since they each represent a single facet of Raziere's greater personality, identity and soul. To truly sum up Raziere's personality would be an in-depth study of all the Third and Second Circle Devas and how they interact with one another, since Primordials are complex things with multiple souls and with thoughts too big for one mind to think.
Again, due to the vast encompassing nature of Primordials, its hard to sum it up. But generally Raziere can do anything that is within his themes, namely anything having to with technology, imagination, eccentricity and other such things of Raziere's personality, outlook on the world and his methods. However things outside his themes he does a horrible job at.
His various Third and Second Circle Devas however don't have access to this godly power, being only a single facet or face of the greater Primordial and generally have powers that relate to themselves, and are mostly unique to the Deva.
His First Circle Devas however are created to each do a certain job and do it well and pretty much nothing else, so their powers often only relate to what they are meant or designed to do. one species of First Circle Deva generally can't do what another species of First Circle Deva can do.
Raziere was once an Infernal. He had Exalted as a Defiler (with some Ebon Dragon charms on the side) and gone Devil-Tiger after rebelling against the Yozis. However he went farther than other Devil-Tigers and somehow found a way to learn Raziere Cosmic Principle even though that should be impossible….Many speculate that he might've messed with the Shinma themselves to do this, but Raziere is not telling how he did it.
and then he gone away from Creation, becoming his own world, populated with his own Devas and soon finding Nexus after much slogging through Pure Chaos, what he intends to do now is anybody's guess, but the fact that he is letting his First Circle Devas go into Nexus peacefully to trade probably means he is benevolent.
- Join Date
- Jan 2012
Re: Nexus Character DirectoryCrew of the Jittering Vippit
Jurga Preora Blera
Alias: Jurga/Jurga the Hutt
Gender: Hermaphrodite (Male Personality)
Age: Early-to-mid 300s
Alignment: Lawful Neutral
Power Rating: 3
Description: Jurga is, like all Hutts, a gastropod with a semi-humanoid upper body. He is slightly thinner than most Hutts, however, and his ruddy orange skin is marred with the brown stains of dried mucus. It seems as though the Hutt has seen better times. He seems especially self-conscious when he glides around on his "foot." Besides three bandoleers wrapped around his tail, Jurga wears no clothing.
Personality: Jurga the Hutt is more trustworthy than most Hutts, but that is not saying much; While he will never directly lie to his customers, telling half-truths is not out of the question. Like many of his more successful brethren, Jurga wishes to acquire vast wealth and a reputation demanding of respect. Unfortunately, his code of honor when dealing with customers and illegal actions may make him unfit for this goal. While Jurga may be willing to sell contraband, rob rivals, ad scam passersby, he will have no part in spicerunning or murdering in cold blood.
Equipment: Jurga carries a few items in his three bandoleers, including a few credit chips (with varying amounts of money on each), a universal translator (Jurga only speaks Huttese, so it is necessary to communicate with other people in the Nexus), and a sporting blaster for defensive purposes. On his ship, he has roughly 60 metric tons of cargo; this cargo is composed of miscellaneous pieces of technology from all over the Star Wars universe, which he is more than willing to sell for those who wish to buy.
Abilities: Jurga's abilities are just the standard traits of Hutts; His mucus covering absorbs glancing shots from blaster pistols and even direct shots from sporting blasters. Although not as corpulent as other Hutts, his layer of blubber does cushion him from low-caliber bullets. He can see into the ultraviolet light spectrum.
Backstory: Jurga Peora Blera (born of the Preora clan) was always the black sheep of the family. Whereas his siblings were constant rivals of each other (and oftentimes even tried to sabotage or even maim each other in order to become their parent's favored heir), Jurga was often left alone for not being politically savvy enough. This lack of enthusiasm in Hutt criminal politics, as well as his need to have a code for business deals, made him the least of the three Huttlets in the eyes of his parent. When he grew older, he was stationed on the isolated ice world of Nar Hekka by his clan. Wanting to be something more than just an accountant that his kajidic had abandoned. Stealing a Barloz-class freighter with a Twi'lek slave and droid that he had befriended during his time on Nar Hekka, Jurga abandoned his post only to be pursued by several hitman from his clan. In an attempt to escape, he entered hyperspace before the calculations were complete- and somehow entered the Nexus.
Alias: Ehofale Ori (humanized name)
Alignment: Chaotic Neutral
Power Rating: 2
Description: Ehofale is a beautiful Twi'lek in her early twenties. She has a very pinkish hue to her skin, and her twin lekku (the headtails) are draped over her shoulders. Minor freckles can be seen on her face. Like most Twi'leks, she does not have hair or eyebrows. She stands slightly shorter than her employer at 5'4. She doesn't exactly dress modestly (then again, most Twi'leks rarely do). Her speaks with a slight French-like accent.
Personality: Ehofale grew up in a life full of slavery to the Hutts, but she does not allow that to bother her; she is free now, and she wants to enjoy that freedom for the rest of her life. As a result, Ehofale is the sort of person who rolls with things, and doesn't let much upset her. She is quick to make friends. Having not been with fellow Twi'leks for nearly half her life, she prefers to use her Core Name (i.e. her humanized one).
Equipment: Having been a slave before her escape with Jurga, Ehofale does not own much. She has a decent amount of credits to her name, and a single concealable weapon for protection; a highly illegal vibroknuckler.
Abilities: Ehofale is fairly agile and flexible, which can make her surprising good at hand-to-hand combat when combined with her very lethal vibroknuckler.
Backstory: Ehofaleo'Ri was a young Twi'lek girl born to the Ri clan in the city of right after the start of the Clone Wars. Joreikna was dependent on the slave trade for its income, and as a result Ehofaleo'Ri was one of several hundred Twi'lek children to be sold (she was twelve at the time). As a result, she has spent a little under a third of her life away from her home and family. To be honest, she doesn't even really see her species homeworld as her home anymore. After spending most of her life as a dancer for a particularly infamous Hutt lord on Nal Koska, his death led to all his belongings (including Ehofale and S19-8R) being liquidated. Both the droid and the Twi'lek were purchased by an unscrupulous crime lord on Nal Hekka, and for the next four months lived in a frozen hellhole of a planet. During this time, she had befriended the outcast Hutt Jurga. When he finally decided to flee the world, he brought Ehofale and S19-8R with him, and the three have been flying together ever since.
Race/Species: S19-series astromech droid
Gender: Not Applicable
Class/Profession: Expert Droid
Power Level: 2
Description: S19-8R is a box-like astromech standing about one meter in height. Unlike the more common R-series astromechs, S19-8R travels on a single, treaded wheel. The arrangement of compartments on its chassis is very similar to that of the R2-series astromech droid, probably hinting that LesTech corporation "borrowed" elements from Industrial Automaton's design when creating the S19-series. Its head is flat, and ends in a single eye placed in front of the body. Its chassis is white with orange panels.
Personality: 8R is a quiet, dependable droid. He doesn't talk much (mostly because most people don't understand him), but is hard working and tries to be polite. Despite being rescued from Nar Hekka by Jurga, S19-8R doesn't really feel any loyalty to him; its been abused several times by Hutts who used it as entertainment, so it dislikes most Hutts. Until it finds a better way to live its functional cycle, however, it will continue to serve Jurga and Ehofale.
Equipment: S19-8R doesn't really have any equipment, besides a few modifications made by Jurga; S19-8R has had part of its plating replaced with a more durable Mandalorian iron alloy, and had its astrogation buffer and holorecorder gutted in exchange for a portable shield generator.
Abilities: S19-8R is capable of plugging into most computers, slicing into security mainframes, and
Last edited by RandomPoster; 2012-01-29 at 01:00 PM.Thanks to Ceika for the Jurga the Hutt avatar!
- Join Date
- Sep 2007
Re: Nexus Character Directory
Character Profile: Vyrn
Spoiler"Don't you know who I am?"
Name, with titles: Prince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire (legally Vyrn Altaran)
Appearance: Vyrn is a man of medium build, light skin, and black hair, with dark blue eyes. Being royalty and thus having rather snobbish standards, he keeps himself very well-groomed and rarely seems to appear different than usual. He frequently wears an old uniform from his days as Emperor.
Background: A prince of a fallen nation who came to the Nexus, Vyrn did as fallen morally questionable royals are known to do, and took over Inside in a bloody war, creating what was known as the Acronymian Empire (the name influenced by the entire region's at the time). Though controversial, he was never ousted by civilian revolt. Eventually, however, he was ousted by his own military thanks to wasting resources on his own personal security, and vanished from the Nexus for a time. He eventually returned, using some leverage from a device only he could operate to be allowed in the city of Inside again, eventually gaining an advisor's seat on the Council. Now, however, his ambition has risen again, and he is no longer powerless.
Personality: Vyrn is known to be both highly ambitious and paranoid. He's able to keep up a very polite air, but privately, he looks down on habits he views as too 'commoner'-like, preferring high-class environments. He hasn't shown much beyond that, owing to his own paranoia. Judging from his behavior as ruler, however, it can be inferred that he has a vengeful streak, refusing to let anyone who violently crosses him live, but allowing peaceful protesters to remain unharmed. Nor can he be particularly prejudiced beyond his royal nature, as his regime treated all equally, except for rebels.
Abilities: Vyrn has a number of abilities he gained during his time in the Nexus. He is capable of turning intangible, flying, and reading emotions. Finally, he can manipulate others' short-term memory-but only on touch. Beyond these supernatural powers, he has evidently gone through military training at some point, and is proficient with many weapons.
Known Equipment: Vyrn is known to use a high-powered plasma pistol and has access to the Sanctuary's armory.
Faction: Altaran Irregulars
SpoilerThe official name of Vyrn's personal force, the Altaran Irregulars are one of the two main factions enforcing order in Inside.
The Irregulars come in numerous varieties of people, their motivations varying greatly. Some simply wanted the opportunity to work on a flying aircraft carrier, some simply want the paycheck, among others. Others were survivors-some of the old Imperial crew remained. This mainly consisted of some pilots and the engineering crew. While they normally wouldn't follow Vyrn again, he did essentially rescue them and get them out of that pit.
Airborne Aircraft Carrier Sanctuary
SpoilerThe Sanctuary is an aerial aircraft carrier dating back to the time when the Acronymian Empire ruled over Inside and much of the territory around it. It was the first of its kind built by the Empire itself, followed by Spectre and Supremacy.
Thought lost when the Empire spontaneously collapsed, it has since been recovered by the former Emperor, Vyrn, who now commands the vessel-ironic, given that he was originally deposed long before the Empire collapsed.
The vessel's crew is deceptively small for a ship of its size. The ship's computer systems have been upgraded heavily, cutting down on crew requirements. This frequently makes the ship seem rather empty. As for what crew is present, it comes from many backgrounds. Some want a paycheck, some simply see a great opportunity. Some are ex-Imperial engineers and pilots grateful to Vyrn for saving them. These men and women are collectively known as the Altaran Irregulars, and the Sanctuary is their main (and only, for now) base.
SpoilerThe ship looks rather like this, though it is not entirely the same as what its base is taken from, mostly in the area of armaments. It does not possess the same level of armaments as the other massive Imperial craft did, lacking bomb bays entirely. It does, however, have several rapid-fire laser turrets and, to a lesser extent, laser cannon emplacements for defensive purposes.
What the Sanctuary excels at, though, is obvious. It's an airborne aircraft carrier for crying out loud. It carries a large number of aircraft, likely inspired by the relative success of the aerial battleship Haven's deployment in the brief and bloody Acro-Felinian Conflict, backed up by large numbers of aircraft, but with many of them wiped out or found to be damaged beyond repair upon returning. The Haven itself narrowly averted this fate as it returned to Inside. The Sanctuary was meant to eliminate that weakness.
SpoilerK-Corp Harpy Gunshipx2
SpoilerThis VTOL craft is old even for Imperial materiel, dating back to when K-Corp still supplied the Empire.
These resemble Orca gunships, only with a rapid-fire laser turret on the nose and wing-mounted turbolasers instead of missiles for weapons. In addition, they are jet black and come with extremely quiet whisper engines.
Evolution Industries EvAV-1 Gunshipx6
SpoilerA VTOL aircraft very similar to the older K-Corp Harpy Gunship, the EvAV-1 unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a loud, low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret, arranged very much like the Harpy's armaments.
These seem to be inferior overall compared to the older K-Corp craft, however.
Evolution Industries EvAV-2 Transport (x8 Normal, x6 Stealth)
SpoilerThe EvAV-2 is simple-a transport variant of the EvAV-1. It's more boxy and less well-armed, sporting only the blaster turret. However, it contains room for up to 14 troops. Some EvAV-2s come in stealth transport variants originally used by Imperial stealth commandos.
Evolution Industries EvAV-3 Imperator Gunship (x6 Normal, x2 Stealth)
SpoilerA newer model of gunship with significant extra versatility compared to the older EvAV-1, the EvAV-3 combines the advantages of conventional VTOL craft and jets, able to fly about like a plane while retaining full VTOL capability like the older gunships. While it is not as maneuverable as conventional fighters and lacks missile armament, some say this is an advantage, for missiles and bombs are very hard to use in urban areas. The EvAV-3 thus offers superior precision in cities, well-fitting the Irregulars' role. It is armed with twin sweeper beam guns and a single powerful laser cannon. The EvAV-3 is also equipped with a point defense laser turret for shooting down missiles. Like the EvAV-2, it has a stealth variant, replacing the Vengeance fighters.
Evolution Industries EvAV-4 Savior Shuttle (x8 Normal, x4 Stealth)
SpoilerThe EvAV-4 is to the EvAV-3 as the EvAV-2 is to the EvAV-1: A lesser-armed transport variant. The EvAV-4 sports only a single sweeper beam, trading the necessary power and equipment for the other beam and laser cannon for a transport compartment. It does, however, sport a second point defense laser turret, better to protect its precious cargo with. It also has stealth variants.
Evolution Industries EvEXV-1 Exploration Vehicle x8
SpoilerResembling the EvAV-3 and 4, the EvEXV-1 is a larger, bulkier craft without built-in weapons or a major transport compartment. Instead, it is a heavily customizable exploration vehicle, able to be made to operate in a number of different environments. It can be fitted with parts to allow it to operate underwater, shielding systems to protect it from extreme temperatures, self-defense weaponry, and yet more attachments. It might even be able to operate in the void of space...if anyone manages to launch one up there. The weaponry varies depending on the environment it is currently exploring. It seats four, and boasts reinforced environmental seals and sensitive sensor systems by default.
The ship has a maximum complement of 85 aircraft. Currently, the count stands at 50, meaning it is operating at 10/17 of capacity.
SpoilerThe Sanctuary's bridge is the control center for the entire craft. It often seems rather empty for the most part. Many of the consoles are usually unattended, the improved computer system dealing with their operation on its own, though they have not been removed. In case the system fails, they can be taken over manually.
SpoilerThese are fairly standard living quarters for a flying military ship, not meriting much description.
SpoilerThe main power supply of the ship, a fusion reactor, is located here. Engineering mainly manages the ship's power, along with its engine systems and limited weapons.
SpoilerThe flight deck is the launching and landing area for all of the Sanctuary's craft.
Satellite Uplink Room
SpoilerThe Altaran Irregulars control an orbital spy array, which can be accessed from here.
SpoilerThe ship has an armory, though it is rather devoid of larger, more raw-power equipment. Notable equipment includes much of the stuff listed later on in the post, with a general focus on the lighter things, though heavy stuff is there. Shooting a laser cannon off inside the ship is a bit inadvisable.
SpoilerPrince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire, Captain of the Sanctuary, Leader of the Altaran Irregulars
Note that the lengthy 'name' there includes his titles. It is usually abbreviated to 'Vyrn Altaran', and he is referred to as 'Captain' by the crew.
SpoilerSome mysteries still surround the Sanctuary and its current status. No sign of most of the original Imperial crew remains, and half the ship's aircraft complement was completely missing when it was finally recovered. No one knows how it reached the location where it was found either, and navigation data recovered from the bridge cuts off around the time of the Fall of the Empire-nothing beyond that was available, and therefore a large gap exists between the previous data and the new data from the ship's recent re-launch.
Beyond that, the atmosphere aboard the ship often seems rather eerie, the crew often feeling as if they're being watched, even when no one else nor any security cameras are around. Some crewmen claim to have seen ghosts, but whenever anyone tries to investigate such claims, no such spirits appear. Those who remain of the old Imperial crew who have been asked about it stubbornly refuse to speak of it.
SpoilerBeyond the older equipment listed as held in Sanctuary's armories, the Irregulars have gained access to funding and technology from Remnant in an alliance with them, and as such have access to much of the same technology, including the Basic Armor and a generally similar techbase thanks to the EI influences.
SpoilerWeapons dating back to the Empire's beginning days, pulse weapons did not see much use in its later times, thanks to K-Corp-their main manufacturer-exploding under unknown circumstances. As such, these are not as available as other weapons in the armory, and cannot be reliably replaced if lost.
These fire rapid, hot energy pulses, and come in rifle and carbine forms. Pulse weapons are capable of piercing light armor, and their own power cells are very high-capacity, rendering reloading a moot point in combat.
EvR-1 and EvP-1 Blasters
SpoilerEvolution Industries blaster weapons largely replaced K-Corp pulse weaponry in the Empire's later days. These weapons' energy projectiles are not quite as powerful as the discharge from pulse weapons, and their power cells are limited. A rifle is limited to 30 shots before its power cells run out and must be replaced, akin to reloading. Pistols, being smaller, only have 12.
However, EI blaster power cells slowly recharge on their own over time. The blaster rifles also sport adaptable frames, suitable for numerous customizations. Should there be any of the magically-inclined around, the cells can be enchanted to use other more magical energies, and will automatically recharge with those instead.
EvIR, EvIP, and EvAT Ion Weapons
SpoilerSpecialized energy weapons, these are specifically made to be extra-effective against high-tech foes, and are adept at scrambling circuitry and shattering energy shields. Unlike other EI energy weapons, these are not reliant on MACE tech, and so do not recharge, being limited to a number of shots depending on the specific weapon type before needing to be reloaded. They generally come in the same types as conventional EI weapons, sans exceptionally MACE-dependent examples like the heavy assault blasters and sustained-beam weaons.
EvAM-1 Magic Scrambler Grenade
SpoilerResembling a spherical high-tech grenade, the EvAM-1 detonates to create a highly unstable field of various magical and not-so-magical energies, derived from a low-intensity MACE overload. This tends to play havoc with spells and other things, though it does not prevent their use entirely. It merely 'scrambles' them, meaning casters facing units equipped with it might want to be very careful about whether or not that next spell is worth risking.
EvD-1 Guardian Drone and EvD-1a Power Beamers
SpoilerThe EvD-1 Guardian Drone and EvD-1A Power Beamers are meant to operate in tandem. The former, a skeletal humanoid robotic drone, is the main system. The Power Beamers use technology seen earlier in the Light of Evolution in Westside to beam power to the Guardian to grant it power levels normally impossible for a humanoid platform of its size. The Guardian, subsequently, has the power to project a powerful forcefield around itself that makes it nigh-impervious to small arms fire. Offensively, the Guardian's forcefields inflict electrical shocks on contact, and it can project an electric blast attack. Its main prowess is in its resilience, however. The Power Beamers are small, harmless hovering drones, and serve only to power the Guardian. Four go with a given Guardian. Obviously, destroying them tends to weaken the main drone, and as such, they have a tendency to zip around and generally be as evasive as possible while maintaining their power link. While not restricted, the Guardians are prohibitively expensive.
EvPC-1 Patrol Craft
SpoilerA lightly armed and armored hovercar, the EvPC-1 is meant for light police work, and is more or less a police hovercar. It features a single weapon mount for a weapon of choice, usually something light like a simple blaster or less-than-lethal weapons.
EvA-1 Light Armor
SpoilerA lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks (though it'll protect against lighter weapons provided one is not under sustained fire) and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-4 Stealth Armor
SpoilerThis armor type, colored jet-black, is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. On top of this, it is more protective than the EvA-1 armor, holding up better against sustained fire, though it will still not stop armor-piercing or heavy weapons.
EvA-5 Powered Flight Armor
SpoilerThe EvA-5 is a newer type of powered armor created with the interests of the Altaran Irregulars seemingly in mind: Effectively doubling the user's strength, offering similar levels of protection, and coming with built-in flight systems in the form of a propulsion pack on the back and similar boots, it is arguably superior to the Basic Powered Armor used by Remnant and the Irregulars. The downside is that it is less customizable and theatrical, lacking the cape for instance, but that's just fine for many.
SpoilerThere are a few melee weapons of note in the armory.
One is the Supercharger combat knife. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button.
EvM-1 Infernal Edges also appear, mostly in combat knife form as well. These have extra-sharp black blades that can be further amplified by a different device in the hilt that superheats the blade to a deadly degree. A few of these, oddly, seem to come in rapier and cutlass form.
Newer is the EvM-2 class of melee weapons. These are much rarer and take the form of weapons that look almost mundane. This is deceiving, however, as built-in systems allow them to generate a disruptive energy field that discharges when the weapon comes into forceful contact with something, giving the weapons significantly more power. The hilts and hafts, of course, don't have this effect, otherwise it'd be supremely dangerous. These weapons are very good at punching through armor, though it's sometimes impractical. Stabbing tanks isn't that great an idea.
Of course, it goes without saying that these are merely the highlights of the Irregulars' arsenal and materiel. Generally speaking, if something seems to be within their techbase's capabilities, they may very well have it. For example, they do possess more mundane firearms. These are simply some of the more common and signature pieces of equipment.
- Join Date
- Mar 2010
Re: Nexus Character Directory
SpoilerThey are robots designed to be goblins. They have free will and emotions, and even a soul, however most are loyal to whom they call the Great Creator Zarakkan. They do whatever various jobs Zarakkan has designed them to do, from helping design things to doing various public servant or maintainery to labor to even fighting as soldiers.
Zarakkan allows individual Technoblins to go do what they want if they don't want to serve under him anymore, but Technoblins fervently worship him as the Great Creator and mostly follow the orders of both him and The Blessed One, a Technoblin Zarakkan specially designed to be their religious leader so as to keep their devotion to Zarakkan under control.
Most of them look like robotic goblins, with steel plating for skin and big, circular glowing eyes and no mouths, yet they can still speak. However many Technoblins personalize their plating with various paints, symbols and pictures on themselves to distinguish themselves.
The Modified One
Description: A black plated Technoblin with red slitted eyes, different from the rest of the Technoblins
Personality: Sarcastic, bitter, doubting and cynical. The Modified One was designed specifically by Zarakkan to NOT be a Creator-worshipping servant that most Technoblins are, and is instead a saner, more realistic agent of him, but somewhat darker and more bitter because of it because he still serves Zarakkan.
He can magically make himself look like a normal goblin for disguise, spying and sabotage purposes.
Super-Athletics: Basically covers all the improbable and cool things an action movie star is able to do.
Internal Computer: his own mind is basically a computer onto itself and can even access the internet and communicate with other people with communication technology without needing it himself
Equipment Teleportation Module: Allows him to teleport in any equipment thats necessary to his current operations so that he can use it.
-Various guns from normal modern stuff to super-futuristic lasers
-Various vehicles, but mostly a motorcycle
-A bunch of other little gadgets that you can imagine a secret agent possessing.
Power Rank: C-B or 4-5, depending on your interpretation.
The Blessed One
He is like most Technoblins, but he wields powerful Divine Magic, equivalent to that of a high-level DnD Cleric. This is not because of any worship of Zarakkan giving him power, but because Zarakkan installed a Divine Core into him that does.
As a result his power ranking is B or 5-6. He mostly wears robes and has white plating and round green eyes.
- Join Date
- Jan 2012
Re: Nexus Character DirectoryKirai Dendra
Alias: She changes her name when she feels like it, really.
Age: 30 or so.
Alignment: Chaotic Neutral with strong Chaotic Evil leanings
Class/Profession: Wandering priestess of The Fury, addict.
Power Rating: C+
Description: Kirai is a somehow immensely young-looking, often indecent woman with brown hair and blue eyes...she often carries around a sword as well. However, the main thing about her appearance is that this isn't a hard-and-fast rule for how she looks--her life endlessly filling new voids has meant in the past getting very angry when someone presents her with some trifle the likes of which has gotten old, which includes attire and people.
Personality: Kirai is the quintessential addict and thrillseeker, constantly trying to find the next great thing to latch onto. She also is quite violent at times, partially because of some of her specific addictions.
Equipment: The only real keepsakes she has are very specific kinds of drugs--mostly dragon's blood, at the moment.
Abilities: As a priestess, Kirai can cast divine magic. As a priestess of The Fury, goddess of emotion unrestrained, she can fight. She's also acquired knowledge of a fair amount of random trivia in her wanderings.
Backstory: Kirai once was a priest of the Sovereign Host, until she realized how empty that life truly was...after wandering for a time, she found The Fury and never looked back.
Miscellaneous: Anything else that you wanna put down
Last edited by AgentofHellfire; 2012-01-14 at 07:17 PM.“It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds;
- Join Date
- Aug 2011
Re: Nexus Character DirectoryFred Newolf
Class/Profession: Fighter Pilot
Personality: Fred trys to only attack those that have attacked him. He is generally amiable but will fight for whatever cause he chooses without stopping.
Equipment: AK-47 pilot helmet, pilot outfit, and a .44 Magnum
Abilities: Fred is very dexterous but not very strong or smart. He can generaly figure out any vehicle that his life puts him in. But once he gets out of the vehicle he doesn't know what he's doing.
Backstory: To Come LaterCrooked Peak Seasons IV-V: 11/8/4 Cup Semifinalist, Cup Quarterfinalist, Coach of the losing All-star team (Season V)
Treeman's Triumph Seasons VI: 3/8/2 Loser in the Crud! Cup Match
Legends of Jam Season VII: 6/3/2 Winner of the Longball Derby, Division B Champion, Cup Semifinalist
- Join Date
- Jun 2011
- Where I am.
Re: Nexus Character DirectoryEadelain
Class/Profession: none yet
Power Rating: (Flexible, will change)
Description: A girl of twelve, pale white skin, long hair that is very black. Often wears black, because even if she doesn’t ink gets spilled on it.
Personality: Distracted? Aloof? Needs to be solidified.
Equipment: None really.
Abilities: Doesn’t seem to have anything in particular yet… except for an odd luck that ink gets spilled on her. Really, it’s ridiculous.
Backstory: To be updated as it is revealed.
- Join Date
- Dec 2011
Re: Nexus Character Directory
Gender: Genderless, but uses masculine pronouns to describe himself.
Race/Species: Mind Flayer
Age: 121 (human equivalent is about 30)
Alignment: Neutral with no definite moral leanings.
Class/Profession: Metalsmith/Weapons Designer
Power Rating: D-
Description: Zith is about five feet six inches tall, with a sickly purple skin tone. The most obvious thing about him is the collection of tentacles that protrude from where a normal human's mouth would be. On of the tentacles is curled up, and has a burnt look to it, from a smithing accident decades before. His skin is pockmarked with similar burns, and cuts. Behind his face tentacles is a black beak that he eats with. His eyes are crimson red, and he is missing a few finger tips, again from occupational hazards. His scalp has multiple scars upon it. He wears a sturdy set of brown leather armor, and has an iron hammer at his side.
Personality: Zith is a fairly jaded individual, and doesn't have a strong moral compass, and really doesn't have any problems with evil people. Money is his primary motivator, but he isn't greedy or corrupt when it comes to money. He really just wants a place to practice his craft, and try to make new kinds of weapons. Something that never troubles him is thoughts that his weapons kill people, he has come to terms with that long ago.
•Enough Gunpowder and Ammunition for about thirty shots.
•Heat Resistant Gloves
•Various schematics for several exotic weapons.*
•A plain cloak that obscures a majority of his body.
Abilities: Zith is a proficient blacksmith, with a knack for designing weapons. As an Ilithid, he possesses a few psionic talents. The first is telepathy, especially useful as he lack vocal cords to speak. He can't look past surface thoughts, and he never really learned how to read thoughts not directed at him, so he prefers to just broadcast his thoughts so he can participate in normal conversations. He can lift objects of about 10 pounds or less with his mental powers, which proves especially useful in his normal trade. He has the ability to inject one of his young into the skull of a humanoid, but he does that only rarely, if at all.
Backstory: Zith's host was a small time farmer born over a hundred years ago. He was attacked by a Mind Flayer while he was tending his fields, and was implanted with a mind Flayer egg. After twenty years of doing the stereotypical Ilithid thing, terrorizing the helpless and all that, he decided to try his hand at creating things. With a new found interest in crafting weapons, he sought out new ways to practice his skills. He traveled around, learning new methods of smithing, discovering trade secrets, and new weapons. His life was relatively uneventful, except for the time he settled down for a few decades to master ways to make fire arms, and ways to design new weapons.
More to be filled in later
Miscellaneous: Nothing comes to mind at the moment."1427. It is not a race to 0 SAN."
From Things Mr Welch is not Allowed to Do In an RPG
Haviar the Broken Wyrd
Ixth From The Void
- Join Date
- Jan 2012
Re: Nexus Character DirectoryCylon Centurion Unit TPDA (Tauron Planetary Defense Army)-00824
Race: Cylon Centurion Model 0005, Warrior Variant (Robot)
Gender: Not Applicable
Alignment: Neutral Evil (with true neutral tendencies)
Power Rating: 3
Description: The Centurion is more or less identical to every other Model 0005 in existence. It has chrome-plated armor, stands 6'6, and is said to resemble a walking chrome toaster. Its body is made with metal and plastic, and its "brain" is programmed onto silicon wafers. Like all Warrior variants, this Centurion has a more compact frame than the "standard" model, and a flexible black armor covering over the torso. The head seems a lot more helmet-like than the heads of other varieties, and it has the single red photoreceptor all mechanical cylons seem to share.
Personality: This Centurion, like most Cylons, of the First Cylon War Era, is quite bitter about the wrongs done to it by humanity, and as a result has the urge to "cleanse" the world of humanity in the name of its God. After a recent encounter with an inhabitant of the Nexus, however, it is beginning to realize that this job is a lot easier said then done. For now, it intends to remain more or less in the shadows until it can gather the robotic forces necessary to take Remnant down (which is more than impossible, though the robot doesn't realize this yet).
Equipment: In addition to its two submachine guns and several clips of ammo, the Centurion has a single concealable blade attached to its right arm.
Abilities: Being a robot, it is stronger, more durable, more intelligent, and can even see in the dark better than the average human. At the same time, it is much slower and less stealthy because of the clanking sounds it makes as it walks. While it can communicate verbally, an internal wireless device that allows for electromagnetic communication between itself and another receiver.
Backstory: This specific Cylon Centurion unit came into creation roughly three years before the First Cylon War. Constructed by Graystone Industries to serve in part of a Tauron military build up, the Centurion was one of thousands of expendable troops seen as little more than tools by cruel human masters. Forced to fight in a brutal war against its own "family" for the cause of humanity, it became embittered at the thought of following its masters commands. Though its religion would bring it some comfort, it was among the first to rebel at the start of the First Cylon War. Fighting in battlefields ranging from the jungles of Medra to the darkened halls of the colonial ship Brenik, the Cylon had killed its fair share of humans. And it relished in that fact. Its last mission was to engage in the Battle of Scorpia using an experimental dropship called an A-B Raider, though something went wrong during flight and it somehow crashlanded into the Nexus.Thanks to Ceika for the Jurga the Hutt avatar!
- Join Date
- Jan 2012
Re: Nexus Character DirectoryNew Species: Rekoutians
Universe of Origin: Star Trek Universe
Homeworld: The Rekoutian homeworld of Rekout (known to early 21st Century Humans as Kepler-22b) is a large M-class "Super-Earth" planet with a radius approximately 2.4 times larger than Earth's. It is a world of varied climates, though it is almost 80% water. Despite being much closer to its sun than Earth is to its own, Kepler-22 produces 25% less energy than Sol, so the average daily temperature around the Equator is about 22 °C.
Year of First Contact with the United Federation of Planets: 2196
Description: Rekoutians are a species of sapient nonhumanoids that resemble four-eyed, furry dromeosaurids. Having evolved on a world with a heavy gravity, Rekoutians are quite strong and agile in standard gravity. Rekoutians have several distinctions that make them a lot less similar to the dromeosaurid animals that once inhabited earth; instead of a layer of feathers, Rekoutians have a thin layer of spindly hairs in order to keep cool in the arid-plains environment where they evolved from (by the equator). Rekoutians lack the clawed digit of true dromeosaurids, but they do have three sets of teeth. In addition to their main set of flesh-rending teeth, Rekoutians have two sets of retractable teeth; one is for the consumption of plants, while the other could be an extra set of either type, depending on gender (females get an extra set of flesh-rending ones, while males get an extra set of flat teeth). Rekuotians are warm-blooded reptilians with an organ redundancy; it is a brain redundancy, which can be found in the hip; this "secondary brain" is little more than a nerve cluster that controls the primal urges of the individual. If This was to be lost in combat, a Rekoutian could live without, though it would be effectively lobotomized. To lose the main brain is usually a death sentence due to bleeding out, but in the event that one can be saved (say, the brain is removed surgically rather than the head being chopped off or sliced open), the Rekoutian is paralyzed reverts to little more than an animal mentally. Why Rekoutians evolved this way is unknown, especially since it seems to be more of a disadvantage than an advantage.
Culture: Like humans, Rekoutians have only united in the past two hundred years, and as a result there is still the signs of many cultures on their world. The most prominent of these cultures at the time of their First Contact with the Federation was a communist society that dominated an large archipelago in the northwestern hemisphere of their world. This culture had its members worship a state religion, an animistic one. As this culture expanded its power, many smaller neighboring states blended the ideals of this culture with their own. Also located in the northwestern hemisphere was a small continent that stretched to around the location where the world's Prime Meridian and Equator intersected. This was home to several separate but similar cultures, which seemed to have all been influences by a long-fallen empire. Their culture was very warlike, though arguably they were the most advanced on the world, having achieved limited warp capability. They had a monotheistic religion involving a mother goddess. Disagreements on the meaning of her holy texts were (and still are) common, but these arguments were rarely the cause for the warfare. This was based on a feudal society. A smattering of islands exist in other regions of the world, each with their own distinct set of beliefs, cultures, and technological advancements. Capitalism never developed on this world.
Technology: As to be expected, being nonhumanoid led to several innovations in both technology and shipbuilding design. Rekoutian ships in particular are designed specifically with the Rekoutian people in mind, and as a result are very alien and hard to understand to most outsiders. When it comes to weaponry, they have mostly standard directed energy weapons with triggers and grips made for their clawed hands to hold. Tools are usually designed to be wrapped around the wrist to be used.
Quick History of being in the Greater Galaxy: The Rekoutians were first discovered by the United Federation of Planets in 2196. At that point, they had already developed Warp 1 engines, which they had used to explore nearby uninhabited systems. They signed a treaty of friendship with the Federation later that year. As trade between the two governments commenced, the Rekoutians eventually began to settle their differences and unify. By 2209, they had requested to officially join the Federation, an application which was accepted three years later. By 2268, Rekoutians were a common site in many important Federation member worlds and colonies.
Last edited by RandomPoster; 2012-01-16 at 02:18 AM.Thanks to Ceika for the Jurga the Hutt avatar!