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  1. - Top - End - #841
    Bugbear in the Playground
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    Default Re: Nexus Character Directory

    Hired Hand


    Human Name: Nico Tolstoy

    Gender: Male

    Race/Species: Vampire

    Age: 28

    Alignment: Chaotic ???

    Class/Profession: Fighter

    Description: You'd be surprised how fast the rosy tint in your chee
    -



    EDIT: This is awful. Shut it down.
    Last edited by DJ Yung Crunk; 2014-04-10 at 08:24 AM.


    "Flash is fast, Flash is cool. Francois c'est pas, flashe non due."

    Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!

  2. - Top - End - #842
    Halfling in the Playground
     
    Murkus's Avatar

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    May 2010

    Default Re: Nexus Character Directory

    ((SHEET IN PROGRESS, DO NOT ASSUME ANY FACTS HERE ARE FINAL ))

    Ruin of Kaen Lua


    Alias: Ma-el, as a man.

    Gender: Male

    Race/Species: Gargantua, grandchild of a godkiller

    Age: 107. Pretty young, considering what he's descended from.

    Alignment: Lawful Evil

    Class/Profession: Mythical beast, miner

    Power Rating: In human form, C.

    In his true form, high scaleable, likely B at the least. Much of his power comes from being very hard to kill or stop. Unless you're prepared to deal with something akin to an elder dragon, run.

    Description: In human form, the Ruin appears as a thickly bearded fellow of Middle Eastern descent, with dark hair and deeply tanned skin. He would be handsome were it not for his rather rough, stony bearing and dark eyes. The man carries a sense of primal power with how he moves and acts. When his true nature is nearing the surface, his eyes become gems, and they literally shine with burning greed or bloodlust.

    -----------------------

    His true form is a gigantic, vaguely humanoid creature, wiry but laden with muscle. There's a slimy-pale tone to his skin, like that of an animal that has lived in the dark all its life. The beast's a bit lopsided - as though he were just a thing trying to imitate a person. One shoulder's a few inches higher than the other, for instance, and one arm is longer to match. His joints are edged with large, bony protrusions that seem meant for protection. This form is typically dressed in dark leathers, such as a waistcloth or other such scarce clothes.

    The Ruin's head is the most direct line to his original ancestor. It is a long, sharply jagged skull ending in a long snout. The snout curves down to a dark orifice near the tip, being perhaps five feet in length, though it can vary. Similar holes and curved ridges punctuate the sides and front of this horrific visage. Through these are whistled haunting sounds, almost like music, that bounce off walls and linger in the ear. Above this, his eyes are dark holes, filled by twin pinpoints of light that resemble stars in the night sky. The top of his skull terminates in three points past the scalp.

    A sort of dark void-stuff trails off the Ruin wherever it travels, translucent and hazy. It's not particularly thick or prominent, but it's always there, like black steam rising off his skin. It becomes a powerful miasma in direct sunlight.

    Altogether he is neither man nor monster of pre-history. Were he full blooded, his true form would be far worse - no bone, or steely muscle, or other things belonging to men.

    Personality: The Ruin is slow to move and slow to act where his actions won't result in gaining material wealth. He's a ponderous, patient sort of thing, and he exudes an air of experience when it comes to dealing with pesky adventurers or subjects of dungeoneering. He enjoys the finer parts of immortal life, such as reading lengthy tomes, collecting gold or gems, and gathering powerful artifacts around oneself. As a hobby and a profession, he enjoys digging out caves or tunnels to create his lair.

    There are a few things that can rouse him from relative lethargy - tremendous amounts of loot, first and foremost. Another is blasted 'do-gooders', or other such adventurers seeking to claim what's his. He has a special sort of hate for the latter, and being well experienced with slaying them, he'll jump at the chance to take on a well-rounded party. One doesn't survive over a century without defeating a few fortune grabbers.

    The creature has a great respect for his grandfather, the Blind Lord of Nothing. His grandfather was a godkiller, a mighty Titanic creature that existed solely to devour light and all things that shine. Some of that lust for shining things has been passed on to him, with a healthy dose of natural human greed.

    Equipment:

    His equipment is sparse, but as follows:

    • A mattock. A mining tool with a pickaxe on one end and a hatchet on the other.
    • A stone-hammer. For crushing stone.
    • A pouch full of precious stones, cut crudely.
    • A jewelers tools.
    • Gold, whether it be as bracelets, anklets or a necklace.
    • Clothes, rather old looking.
    • Artifacts of some manner. Likely ones that have to deal with moving Earth, as that's all he would've been able to keep.


    Abilities:

    Human:

    I Dig: The Ruin - or Ma-el - is a skilled miner and mason. He can hew rock and cut stone with the best of them. Given a proper team, he can dig a mine in days, or even less if he uses his true form.

    The Appraiser's Eye: The Ruin is something of an appraiser. He can tell you the worth and approximate market value of gems, gold, or even artifacts.

    Gargantua:

    Strength of my Fathers: The Ruin of Kaen Lua is tremendously strong. He has power enough in his arms to crush boulders, redirect vast rushing rivers, and tear down the walls of civilization. In a similar vein, the Ruin is also very hard to damage. His skin is as cast iron armor, his bones as rock.

    Singing to the Rock: The acoustics of his strange skull and familiarity with sound allow him to sense his enemies presence based upon the sounds they make. He can mine for miles in complete darkness purely using sonic resonance to guide the way. His true form can roar through its flute-like skull to send out a powerful blast of sound, disabling foes or even shattering stone at its strongest.

    The Void: While in darkness, the Ruin makes no sound that he does not wish to. His presence disables man-made lights, making indoor battles extremely dangerous. This is an aura that can be disabled at will.

    Starlight: The Ruin's distant starry eyes aren't always so distant. From them he can unleash twin searing blasts of starlight, short bolts of heat that blast open earth and melt rock. Most often he uses this gift to mine out caves or smooth surfaces in the tunnels, but it is a formidable weapon as well.

    Weaknesses:

    Son of the Blind Lord: While in sunlight, the Ruin is blind. His sonic resonance becomes less effective in open spaces, slowing his reaction time significantly.

    That Blade was Broken: There are weapons - and certain magics - that can slay Gargantua. One must simply find them. Should he see such a weapon, one can be sure the Ruin will think twice about fighting at all.

    My Obsession: The Ruin has a great weakness for large quantities of gold. This may prove his downfall, should he be lured into a trap or somesuch.

    Like Fire in the Blood: The Ruin cannot permanently assume his true form. Though he has leaned more toward it after accepting his greedy nature and pursuing material riches, his power is not unlimited. Upon being sufficiently weakened, or fighting long enough, the Ruin will be forced to revert to the form of a very tough, albeit far weaker human.

    In addition, he will seldom assume his true form without good reason. Though he enjoys the power, he understands it is not something to trifle with, and would attract the attention of beings greater than himself.

    Backstory: When the last series of fresh Earths sprang from nothing, when they like fresh grains of sand were washed ashore on the cosmic plane by the tides of primal creation, a mighty beast washed ashore with them. It had no name, but the gods that sprang from these young worlds soon dubbed it the Blind Lord of Nothing. As far as they could tell, it had stumbled through the void since long before even the first Earths, nearly sightless and unfeeling, devouring those who wandered there to give itself some semblance of warmth. The devourer held sole dominion over absolute emptiness. A goddess of the heavens - her name is since lost, as perhaps it should be forgotten - took pity upon the thing, and brought it light in the moaning darkness. Her first star, perhaps one of the most beautiful things ever created.

    The thing coveted this light. Knowing nothing else, it devoured the star, then the goddess herself, for she was brighter than any starlight. The Blind Lord soon grew to covet all that gleamed in the Heavens and in the Waste below, such that it rode the young Earths into reality so that it might collect all such things beneath itself. But the other Gods, who were young and strong then, would not be devoured so easily. They slew the Blind Lord at great cost, and where it bled pieces of its will sprang forth as new beings, things of greed and lust. Thus they roamed many of the Earths, spreading sin among man, convincing him that he should collect that which shines. It is how the poor on these primitive worlds explain today why man values gold and jewels so, when its all really just shiny rocks.

    Some of these first light-obsessed behemoths fathered children with human women, and they became the gargantua, the descendants of the Blind King. While not full-blooded, and thus incapable of the power that their ancestors wielded, they can take on their true Void-forms fairly often, especially when lusting after gold or precious stones.

    The Ruin of Kaen Lua is one such gargantua. He never knew much of his father, growing up in a village on one primitive Earth as a mostly human boy. He felt the call of the wastes as his grandfather had, the weight of the riches that lay hidden in the dark far below, and thus began as a humble miner. With his unnatural might and skill, he eventually became the chief of his village through sheer personal wealth, after which he put the lot of them to work mining. Thus it went for nearly a century, fighting off bandits, adventurers who thought him an evil tyrant, and the like.

    But a descendant of the first gods, who held imagined dominion over the wastes as a priest-king, took notice. His name was Kialathu, ruler of Kaen Lua, and seeing a descendant of his ancient foe gain such power displeased him. Kialathu ordered the village razed to the ground, the mines collapsed, the people enslaved. Kialathu's council of warriors - one of the first adventuring parties - made quick work of this.

    The descendant of the Blind Lord would not tolerate his things taken from him. Drawing upon the power of his ancestors, he took on his true form in a rage for just the third time, and tore down the walls of Kaen Lua. He collapsed the homes, crushed the temples, brought down the palace itself. Before long Kialathu had fled into the waste, and his Council lay in bloody pieces that were barely recognizable from the broken stone around them. Thus was Kaen Lua lost, and the Gargantua's name forgotten. He has been known in the decades since only as the Ruin of that great golden city, at least to the men of his world.
    Last edited by Murkus; 2013-11-19 at 01:19 AM.
    My avatar was done by Gulaghar. Thanks again!

    "If you meet a spirit walking,
    Incline your head.
    Do not meet their gaze.
    Do not follow after."

    -Things Our Mothers Tell Us

    Nexus Characters

  3. - Top - End - #843
    Bugbear in the Playground
     
    Shadowcaller's Avatar

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    Astrana Tyamera


    Aliases: None so far

    Gender: Female

    Race/Species: Human Tiefling

    Age: 20

    Alignment: It's a mystery!

    Class/Profession: Warlock/Witchdoctor/Priest

    Power Rating: Hard to define. Direct combat isn't her strongest suit, but she has a couple of tricks up her sleeve. Maybe D or C?

    Description: Astrana is a human tiefling that appears to be around twenty years. She is slightly taller than average, appearing to be around 5’6”-5’7” in height (or about 170 cm). She has an oval face with very pronounced cheekbones which, along a sharp angular jawline, lead down to a slightly pointed chin. Her nose is flat with a pointed nose tip and wide nostrils. Astrana‘s thin-almond eyes hold yellow irises and pupils, obscuring the border between both. Crowning her eyes are expressive thick eyebrows going in a wide arch (number 3 on this list).

    Protruding a bit above her eyebrows are her black ram horns which curves into arches pointed towards her mouth before curving slightly inwards; their tips are a ruddy hue (like this, but not quite as thick). These are partly hidden by the dark tresses of her long jet-black hair. Her lips are thick and are the color of rich, red wine. Her skin is also dark red, but a lighter shade than her lips.

    Astrana’s shoulders aren’t very wide but her arms are slightly more muscular. She’s busty with fulsome hips, consistent with an hourglass-shaped body. Coming from just above her rear is a long, elegant tail which can reach the ground and still able to curve upwards a bit.

    She likes wearing practical clothing in rich dark colors, such as jade, black, and deep gold. Usually this consists of sleeveless shirts combined with skirts or shorts in different color combinations. Hailing from a tropical part of her world, she dresses only for cold weather when necessary and generally prefers to be lightly garbed when she can get away with it. While she’s in her own world she tends to wear a dark hood and a cloak though to hide her fiendish appearance from onlookers.

    Spoiler: Images of Astrana
    Show

    -Astrana by LadyDeddelit

    Astrana by lulles.

    Personality: Astrana has a forceful personality, though she hides behind a mask of politeness and timidity to come off as more agreeable. She has learned to hide her emotions in public whenever it suits her needs, though she’s still not always in full control of them in her actions.
    Like many of the members of the Fourth Tower, she desires to be able to control the world around her and not to be left for it's whims. She strives to gain more power to be able to push life in the direction she wants it.

    This manifests in a desire to learn and make contacts, both from mundane and otherworldly sources. Still, Astrana has a hard time attaching herself to someone on a deeper level (with a clear exception) which she sometimes see as an advantage thanks to her earlier drifter lifestyle.

    She sees herself as pragmatic. Though others might not think of her as a paragon of ethics, she sees herself as very ethical compared to many others who practice what she does.

    Equipment/Abilities: These two go hand in hand, as beyond her natural tiefling powers, which involve some minor fire resistance and fire control, she does not possess much in the way of inherited magical powers. Instead she knows how to invoke the powers of gods, spirits, demons, and other otherworldly beings through specific rituals she has been trained to do.

    These rituals can take an hour or even days to perform properly, but can have a large variety of uses. The more powerful ones usually requires some kind of sacrifice, however, and usually more warlocks than just one. That said, Astrana do have access to a number of pact bounds which still hold the original pact of their previous users. These pact bounds can be invoked much quicker than your usual ritual and holds the agreement between the entity and the pact maker in some form of manifestation.

    List of her pact bounds will come later.
    Last edited by Shadowcaller; 2015-07-18 at 08:52 AM.

  4. - Top - End - #844
    Bugbear in the Playground
     
    Shadowcaller's Avatar

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    Default Re: Nexus Character Directory

    Last edited by Shadowcaller; 2015-12-03 at 08:42 PM.

  5. - Top - End - #845
    Ogre in the Playground
     
    The Mad Hatter's Avatar

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    Elsewhere.
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    Trucido Amare


    Alias: Darth Calamity, The Lotus Warrior.

    Gender: Male.

    Race/Species: Human, originating from Coruscant.

    Age: Forty-One.

    Alignment: Neutral Evil.

    Class/Profession: Fallen Jedi; Sith Lord.

    Power Rating: B+.

    Description: Darth Calamity is a handsome man that looks to be in his mid-twenties, although his real age is much older. He has premature white hair that he keeps well-groomed, and his dark blue eyes seem to glitter with intelligence, however, if you look deep enough you can see that powerful hidden emotions of anger and sadness lurk beneath his glittering mask of calm mannerisms. His face is gaunt and angular, but oddly attractive. His teeth are metal and resemble a vampire's teeth, complete with large fangs of cold metal.

    Trucido is often dressed in his common white and silver clothing, or his dark black and red costume. His clothing is composed of medium sized pauldrons, a padded coat, a long cloak complete with a hood, and his steel combat boots.

    Personality: On the surface Darth Calamity is calm, self-confident, and reassured. He's usually pretty quiet and prefers the comforts of books, mediation, and nature to people. On the inside, Trucido is a bubbling time bomb of intense hatred, malice, depression, heartbreak, and fuming anger. He's an incredibly emotional person, but keeps these raging emotions in check, barely.

    Equpment: Trucido wields two very special lightsabers. His first lightsaber is an incredibly beautiful and detailed piece, complete with a blade of darkest purple. The saber was gifted to him by Mastte Ai-Kal when young Trucido Amare was given the title of Jedi Knight. It is called
    Spoiler: Black Lotus.
    Show

    His other lightsaber is called
    Spoiler: Scorpio
    Show
    The brilliant red lightsaber is easy to recognize, seeing as a massive fang of some massive beast is built into the hilt. Scorpio was once wielded by Trucido's lover, Syren.

    Backstory:
    Spoiler
    Show
    The log of Jedi Master Baer Thurt speaks of the origin of Trucido Amare, and the man's descent into the dark side. His log reads thusly.

    "It was often said that Jedi Knights Garn Kubo and Trucido Amare were to be the strongest Jedi of this century, and I myself believed it. Under the watchful and caring eyes of the famous Jedi Master Ai-Kal, the pair of friends had flourished into brilliant Jedi, the pride of our Academy. We all thought that one day, Kubo and Amare would one day teach and guide their own generation of Jedi.

    We were wrong on both accounts.

    We have gathered from various sources the full story of Trucido Amare, AKA Darth Calamity of the Sith Order. At the age of 24, Trucido was nearly finished training, and almost ready to be gifted the title of Jedi Master, along with his close friend Kubo. He was loyal, strong, and gifted. But he was lonely. He craved affection. He craved love. Jedi are forbidden from starting attachments with others, and for good reason. It clouds the mind. Jedi must remain detached from such emotion, for it clouds our judgement.

    One day, Trucido met with a vibrant young woman on the planet Kayrie 5. He was on a mission to guide a trade vessel to port there, and defend the vessel against the bandits common in the area. The ship arrived completely safe, all cargo protected. Trucido was to stay in port for days until the vessel was finished unloading. The curious man had met her there. Her name was Syren, AKA Darth Serpentia. The Jedi spent a week with the alluring, kind, and mysterious female. She was pretending to be a bounty hunter, and in reality, had been chosen to seduce and captivate Trucido or Garn, whichever one, for it was unknown to the sith which would appear. Had it been Garn, Darth Serpentia would surely have been caught.

    But it wasn't. She was everything the lonely man had been craving, and in merely days he had fallen in love completely with the woman. Madly in love. He would have died for the woman. We discovered this information in Trucido's log, where he had written down his accounts of Serpentia. He would have died for her. Trucido had to eventually leave, and so Syren begged Trucido to take her with him. Trucido eagerly agreed, and she was smuggled aboard. For months she was hidden away from everyone around Trucido, corrupting his mind without him ever knowing. He had separated himself from most people around him, most especially Garn.

    It wasn't noticeable. He simply often went on walkabout through the mountains for a few days, telling his close friends and superiors that he was going to meditate and observe natural life, attempting to truly become one with the force. In reality, Trucido Amare was seeing Syren. Eventually, Syren revealed her true nature to Trucido, that she was in fact a Sith Lord. Trucido was greatly hurt and confused. But, he was in love, and by that time... Nothing could stop him from wanting to be with Syren. He had grown so attached, and he had started down the steep path into darkness.

    They swore they'd be together, even though he was Jedi and she was Sith. But... Her ulterior motives must have shown through. She showed Trucido the powers of the Dark Side of the Force. Taught him how powerful emotions like the love he had for her could grant him powers beyond his wildest dreams. But she never taught him about Hate. Or Anger. Or Suffering. She trained him in the Sith ways, seducing and changing the powerful Jedi we all knew, until there was hardly anything left. He visited the mountains three times, each time for a whole month, all the while ignoring his friends.

    Soon, his emotions ruled him. He had become more beast than man... More animal than Jedi. His entire mindset was warped. She had taught him the Sith Code. The Sith Ways. And one day... He was deemed Darth Calamity. And she revealed her name. Darth Serpentia. They descended from the mountains, his purple lightsaber beside her red. They were to wipe out Trucido's past. Jedi by Jedi. The only Jedi Master in the Compound was Master Ai-Kal, and Garn was the only Jedi Knight. The rest were the fifteen apprentices from ages 15-20, learning under Ai-Kal's guidance.

    The pair of Sith snuck inside in the night, clad in black robes. Reapers of death. They started by sneaking into the barracks of the fifteen apprentices, the pale moonlight shining down through the windows as the young Jedi lay asleep in their beds. The pair of Sith destroyed them, every last apprentice dead in their beds, the Sith enjoying the feelings death and combat presented to them, their love growing stronger with each drop of blood spilt, a terrible love story. A tragedy. The deaths of the apprentices were sensed by Garn Kubo and Master Ai-Kal. The surviving pair quickly rushed to the center of the compound, the long hall.

    The Sith broke the massive iron doors in, their powers denting the metal. The pair walked into the long Hallway, the ten massive stone columns supporting the high ceiling. At the other end, Master Ai-Kal stood with his yellow lightsaber blazing high, Garn's Yellow and Blue shining beside his Master. The Sith walked to the center of the hall, and waited. The Jedi moved to the pair of Sith, and battle commenced. The camera's recorded the entire battle, and the duel was incredible. Darth Serpentia went against Master Ai-Kal, while Darth Calamity and Garn Kubo battled. Friend against friend.

    The battle raged for a solid twenty minutes, lightsabers flashing endlessly, a flurry of red, yellow, purple, and blue. In a flash and a use of the force, Darth Serpentia eventually force pushed both Garn and Master Ai-Kal away from Trucido and herself. Master Ai-Kal was knocked hard into the back wall and split his skull, forcing the Jedi Master unconscious. Serpentia also force choked Garn Kubo into temporary submission, forcing Garn to watch as she beckoned Trucido to saber Master Ai-Kal.

    How terrible that must have been... Garn watched as Trucido moved closer to Ai-Kal. There was a terrible flash of purple light, then Jedi Master Ai-Kal became one with the force, his head rolling to Kubo's feet. In a bold act, Garn Kubo force pulled Master Ai-Kal's yellow lightsaber to levitate behind Darth Calamity and Darth Serpentia as they moved closer to finish Garn off. Serpentia was struck in the side, and fell to the ground screaming, but alive. Next, Trucido Force Pulled Serpentia's red saber to his free hand.

    Then there was yet another duel, Red and Purple versus Yellow and Blue. During the battle, Kubo was disarmed and force pushed away from Darth Calamity. Trucido walked towards Garn slowly, eager to inflict his vengeance on Garn. Trucido felt Anger. Felt Revenge. And had used those emotions to better Garn for once. Garn had no choice. He grabbed a sonic grenade that he had taken to the battle from his room, and threw it at Trucido. The Sith wasn't at all expecting it.

    It was bloody and violent. It went off, deafening Trucido and horribly destroying his teeth down to the roots. In the process, the explosion also collapsed a column. Darth Serpentia was crushed beneath the massive stone, her body destroyed under the weight. However, Garn Kubo's leg was also trapped under the column, pinning the Jedi down. His Master's yellow lightsaber was flung from his hand. Trucido watched in horror at the destruction all around him. The woman he loved was gone forever. He had killed so many. He had killed his Master. And his face was a horrible disfigured mess. He pulled Master A-Kal's saber towards him, and stuffed it in his belt beside Serpentia's.

    Darth Calamity fled from the Jedi Compound, bleeding and deaf, his face destroyed. However, he has survived. It is known that Darth Calamity still roams the galaxy, murdering, killing, and stealing. Rumors are that the Sith had surgery on his face and teeth, repairing himself. Garn Kubo has become Master Garn Kubo and sustained no lasting physical injuries from the battle. Master Garn Kubo was last seen battling Darth Calamity over Mustafar. They have not been seen for months, and it is common belief that both perished in the molten fire by eachother's hands.

    And that is the Tragedy of Trucido Amare. Victim or Monster?"


    Spoiler: Portraits of Calamity:
    Show
    Spoiler: TekTek Avvies of Trucido and Syren:
    Show
    Last edited by The Mad Hatter; 2013-11-19 at 12:21 AM.
    don't click this

  6. - Top - End - #846
    Ettin in the Playground
    Join Date
    Oct 2007
    Gender
    Male

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    Alias / Name: Ciereon De'Axamoria IV / Tabris.

    Gender: Male.

    Race: Human / Angel hybrid. His "Light of his soul", or personal AT field is currently well.. non existent due to psychological trauma and he is thus currently powerless.

    Age: 5 months, though through collective memories obtained through the cloning process he is 15 years old.

    Alignment: Doesn't exist where he comes from. Nothing is so grossly clear cut. The idea of alignment repulses him.

    Class / Profession: Lower middle class, Eva Pilot.

    Power Level: B+ when allowed connection to the Light of The Soul, D without it, A- when in EVA and connected to power source or when Awakened Eva, S+ with S2 Organ, S++ with S2 Organ + awakened Eva. All sources say that even a high megaton yield Nuclear bomb would not be enough to crack the AT field of Tabris.

    Description: A red haired youth, fiery in spirit and in mentality before he was traumatized, now he is a husk of a person. Dead green eyes, and emotionless in expression tell tale of someone who has had everything ripped from them and responded by simply disconnecting from reality, simply disbelieving that an inherently good universe could have anything to do with what's transpired and thus what has happened would not, no cannot, be reality. He is a lanky 6"3 with a slender, effeminate frame clothed in a, skin tight, silver bodied with neon green stripes plug suit that doesn't hide much besides his modesty that shows off what has to be a near skeletal frame as a result of near starvation.

    Personality: Deeply disturbed, he doesn't speak often and retracts from physical contact as if wounded before it happens. Haunted green eyes tell of trauma far greater than simple stress, and cuts over his body tell of many self inflicted blows. Inwardly he is severely damaged, betrayed time and time again he is hesitant to form bonds, and is openly fearful of any form of romantic attachment. Self doubting, fearful, and depressed he is a shadow of what he once was.

    Equipment:

    Plug Suit with A-10 Nerve Clips: A kevlar reinforced form fitting body suit designed to increase synchro rates with the Evangelion, the same is said of the Nerve clips which provide physical feedback both ways, allowing him to manipulate the evangelion with thought, at the cost of him physically feeling any damage done to the Evangelion.

    Evangelion: A horrific abomination, a cyborg angel barely restrained by the bonds of armor around it, designed to appear man made it is outwardly nothing more than a robot designed to appear beastial and humanoid. Underneath though, it's half humanoid monster half machine, a maimed creature that never should have been with a red orb that contains one of his past clone's soul at the center of it's mass. Covered in meter thick alloyed armor, and standing easily 10 stories tall this is a beast that strikes fear into the hearts of nations. The AT field, or Absolute Territory is a zone where either extreme firepower in the excess of megatons is needed in order to penetrate, or an opposing zone of willpower so strong that it cancels out the field, creating a zone of null territory where damage can be done. It comes in this scenario with F-Type Equipment, and Magorox with the counter sword. A set of progressive swords that operate by using sonic vibrations to increase the cutting power of the sword. Treat it like a massive chain sword that ignores hardness. It is currently a solid stone monolithic statue with a giant hole at the base of it's neck where the core plug was.

    NERV ID Card: Exactly what it says on the can, it's the only way he knows what he remembers is real though, so he is quite attached.



    Backstory:
    Spoiler
    Show


    To come when I'm not antsy to post.


  7. - Top - End - #847
    Lammergeier
    Guest in the Playground

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    Makar Golan

    Gender: Male

    Race: Human

    Age: 23

    Alignment: Chaotic Evil

    Class: Sith Apprentice

    Power Rating: C-

    Description: Makar is a young man with Red hair that forms a ponytail that extends to his back. One eye is gray and natural, while the other is a prosthetic red colored mass which he got during a bloody war from a piece of bomb shrapnel. The resulting scar from the long shrapnel extends to his lower lip, which gives him an intimidating appearance. His brows are almost constantly in a menacing glare.

    Equipment: He wears an all red stolen suit of sith battle armor, and wields a
    red double lightsaber that he stole of a body of sith. The battle armor is of premium quality and gives great protection while still being light. He wears a long dark red cape that matches his other stolen clothing.

    Personality and Backstory to come later.

  8. - Top - End - #848
    Barbarian in the Playground
     
    Lord Magtok's Avatar

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    Dec 2006

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    Intrepid

    Skyside's own Dashing Daredevil Defender!


    Alias: Thomas Truman
    Gender: Male
    Race/Species: Human
    Age: In his late twenty-somethings
    Alignment: Lawful Good
    Class/Profession: MagNews Photojournalist/Costumed Vigilante
    Power Rating: C, according to the Neon Knight scale.
    Description: Out of costume, Thomas Truman is a fairly nondescript Caucasian male with short, dark-brown hair who works for the MagPaper newspaper company. He is definitely not a cyborg, like his editor, Lord Magtok. Thomas and his editor, Lord Magtok, are two completely different people, and you have no reason to believe otherwise. When on patrol with Invincibelle, he wears a modified dark blue motocross outfit, with added padding and armor plates, a small cape hanging over one shoulder, and a handy utility belt full of all sorts of nifty gadgets, up to and including shark repellant, because hey, you never know, right?
    Personality: Intrepid is amiable enough with his companions and fellow costumed crime-fighters, if a little brusque and a tad self-righteous, but around scum and villainy, he's cold, merciless, and all business. He draws the line at killing anyone, but he has absolutely zero qualms about breaking bones and beating bad guys completely senseless.
    Equipment: A stunt bike for finding his way into trouble at high speeds, of course. You didn't think that motocross outfit was for nothing, did you? Intrepid also has a trusty utility belt including, but not limited to, a handy electro-baton for zapping unruly criminals, the aforementioned anti-shark spray, a set of lockpicks, flashbang grenades, a laser-cutter, first aid kit, a pen (for autograph sessions with the kids), a pack of contraceptives (I swear, they came with the utility belt), bolas, a grapple gun, handcuffs, a can of dark blue spray paint, the keys to his motorcycle, and more.
    Abilities: Intrepid had some really bizarre parents or something, I'm sure of it. How else do you explain the eleven or so martial arts he's mastered, the absurdly suicidal bike stunts he can pull off without a sweat, and his brazen desire to charge headfirst into the worst Skyside has to offer, without so much as a single superpower?
    Backstory: To be revealed onscreen, at the appropriate moment, whether it be sharing with a supergroup in a chat about establishing trust, inspiring confidence in those without by offering a tale of heroism under pressure, or if some wicked supervillain from his past rises once more with a vengeance.
    Miscellaneous: There seems to be some sort of unresolved issues between himself and his crime-busting catgirl partner, Invincibelle. He's difficult with her at times, pushing her harder and criticizing her behavior for seemingly no good reason at all. Invincibelle always rides on the back of the Intrepidcycle, where she'd have to wrap her arms around him to not get flung off the bike, but our superhero bristles at the physical contact.


    Intrepid is totally not secretly Magtok I have no idea why you keep insisting that.
    Last edited by Lord Magtok; 2013-11-14 at 09:56 AM.
    Quote Originally Posted by RabbitHoleLost View Post
    Magtok's the best
    "You probably found 'How to Survive a Robot Uprising' in the humor section. Let's just hope that is where it belongs."
    -Daniel H. Wilson
    The Original Hooded Magtok avvie by urodivoi
    You can find me (and people almost as great as me) on the Nexus Server For Cool Attractive People! Come join us!

  9. - Top - End - #849
    Pixie in the Playground
     
    ClericGuy

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    SASHA GRAYMOLT


    GENDER: Female
    RACE: Humanoid yokai
    AGE: 150 human years (appears 15-16)
    DATE OF BIRTH: November 13

    CLASS: Yokai of dust and ash
    ALIGNMENT: Chaotic Good
    OCCUPATION: Maid, house-sitter
    HUMAN-YOKAI RELATIONS: Friendly

    DESCRIPTION: Stands about 5' 3" tall with small, thin build. Dull light-brown hair with occasional grey streaks. Soft brown eyes. Plain off-white clothing with tattered edges. Carries a few pouches on her person filled with powdered ash, dust, and other small-particle detritus to fuel her magic.

    PERSONALITY: Sasha is very friendly and playful, sometimes to the point of being insistent and pesky. She tries to help people keep their homes tidy. Can often be found wherever dust and ash accumulate because she can absorb it for energy and nutrition.

    Spoiler: Power Ratings (listed by difficulty)
    Show
    • NORMAL: 8/D+
    • HARD: 10/D++
    • LUNATIC: 14/C

    Spoiler: Abilities
    Show
    PRIMARY: Manipulation of dust, ash, and small-particle refuse

    Spoiler: Spell Cards
    Show
    • Dust Sign [Dirty Bomb]: Launches clusters of small shots that disperse in random directions; difficulty determines blast radius, shot density
    • Cloud Sign [Particle Shroud]: Shields Sasha in orbiting shot energy; difficulty determines shot density, number of layers
    • Spread Shot [GSR] (under development): Fires a piercing aimed shot in one direction and disperses a radius of fine particles that adhere to target and to solid objects, igniting at user's command; difficulty determines width of aimed shot, area and density of particle dispersal
    • LUNATIC ONLY: Dust in the Wind (undiscovered, TIMED SPELL): User dissolved into a cloud of dust and swarms around target, randomly firing aimed shots at various angles

    LAST WORD: Advanced Decomposition [Half-Life Catalyst]: Encircles enemy in numerous shrinking rings; shots are extremely dense, size randomized throughout

    HISTORY: Arrived in the Nexus after being ejected from her world in a whirlwind of violent magic. She has retained her abilities and personality but is discomforted by the chaotic upclash of worlds in the Nexus. Recently began to carry particle parcels with her to augment her source of magic material and thus gained a slight boost in power ratings.

    Theme of Sasha Graymolt: Gorillaz - 19-2000 (Soulchild Remix)
    Theme of Sasha the Immaculate: Arctic Monkeys - Chun Li Flying Bird Kick
    Theme of Last Word: Molting Skin ~ Dust to Dust (original)
    Last edited by ImpSyndrome; 2015-10-04 at 08:04 PM.

  10. - Top - End - #850
    Halfling in the Playground
     
    Aric Kale's Avatar

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    Default Re: Nexus Character Directory

    Name: Thatcher Jsut

    Age: Late twenties

    Species: Human

    Alignment: True Neutral

    Power Rating: B- to B+

    Weapon/Ability: A specialized revolver, longsword, and white fire. Flashfire (the gun) takes his unique flames and fires them in concentrated beams of variable intensity. Cerulean has a blue gemstone set into the pommel. Conveniently, this stone has rune of protection and many wards of a similar nature cast and carved into it, giving the steel blade enough of a magic buffer to take hits from adamantine and other strong materials. Thatcher has not been using this white fire for very long (though he won't tell you that), so he finds it difficult to wield with the ease of an experienced pyromancer

    Description: Blue, dabadee, dabadie, dabodee, dabodie, his hair, his eyes, and his beard are all of the deepest blue. If he has a face, it's well hidden...
    He wears a white cotton outfit with a blue mountain crest pouring white magma stitched across the chest. *current avvie*

    Bio: This is all a disguise. Thatcher Jsut is merely Zane Darkstar trying to stay hidden, now that he's done with Enshadu and Excelsior breathing down his neck. It's possible that he's turning over a whole new leaf; no more villainy. Of course, he could always get bored...
    #27
    Sigatars
    Spoiler
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    Zane and Aric by Recaiden. Aric Kat by Hatter.

    Nexus Characters
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    Spoiler: FFRP Newbie Links
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  11. - Top - End - #851
    Ogre in the Playground
     
    Gulaghar's Avatar

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    Default Re: Nexus Character Directory

    This is an experiment I am doing wherein I can make an array of characters that I don't explore to the same depth as my usual characters. These may appear for a single scene at a time, months apart from each other. The idea is that it allows me to play with a variety of ideas without being bogged down with too many full time characters, and these characters can easily be dropped and picked up again because they don't entrench themselves in the Nexus.



    _______
    Aeia
    Species: Dryad
    Gender: Female
    Age: 19
    Traits: Carefree, flighty, flirty
    Spoiler: Notes
    Show
    • Her 'tree' is the wooden golem Bark. He's a buzz kill.
    _______
    Becca Fadel
    Species: Human
    Gender: Female
    Age: 14
    Traits: Adventurous, fiery, bossy
    Spoiler: Notes
    Show
    • Shroomy
    • Phanish
    • Crustella
    • Clawra
    • Charja
    _______
    Claire Leveret
    Species: Rabbit person
    Gender: Female
    Age: 16
    Traits: Artistic
    Spoiler: Notes
    Show
    • She has an absolutely massive family.

    Spoiler
    Show

    Leveret Family:
    Name Gender Age Additional Info
    Lora Leveret Female 45 Mother
    Jacob Leveret Male 44 Father
    Celia Fiver Female 26
    Penelope Lapis Female 25
    Jack Leveret Male 23 Played by Slii
    Marcia Leveret Female 21 Leslie's Twin
    Leslie Leveret Female 21 Marcia's Twin
    Garrett Leveret Male 17
    Claire Leveret Female 16
    Kyle Leveret Male 13
    Lloyd Leveret Male 11

    Fiver Family:
    Name Gender Age Additional Info
    Celia Fiver Female 26 Mother
    David Fiver Male 28 Father
    Haley Fiver Female 10 Olivia's Twin
    Olivia Fiver Female 10 Haley's Twin
    Warren Fiver Male 8
    Morgan Fiver Male 7
    Angela Fiver Female 6 Prefers Angie
    Nathan Fiver Male 5 Isabel's Twin
    Isabel Fiver Female 5 Nathan's Twin
    Kris Fiver Male 3
    Ilene Fiver Female 2
    Delaney Fiver Female 1
    Seth Fiver Male Unborn

    Lapis Family:
    Name Gender Age Additional Info
    Penelope Lapis Female 25 Mother
    Larry Lapis Male 24 Father
    Louis Lapis Male 3
    Stacy Lapis Female 2 Jill's Twin
    Jill Lapis Female 2 Stacy's Twin
    _______
    Cynthia
    Species: Demon
    Gender: Female
    Age: 13
    Traits: Manipulative, selfish
    Spoiler: Notes
    Show
    • Projects a powerful glamour that enamor those she interacts with to her. How they perceive her depends on the person.
    _______
    Dana Johnson
    Species: Human
    Gender: Female
    Age: 24
    Traits: Caring, responsible
    Spoiler: Notes
    Show
    • Owner of Dana's Place, the ice cream shop in Mallside.
    _______
    Esther
    Species: Wasp Queen
    Gender: Female
    Age: ???
    Traits: Indifferent, collected, emotionless
    Spoiler: Notes
    Show
    • Esther controls a hive mind of wasps.
    • Esther is a mage who casts spells through complex movements of her wasps.
    • Lives at MERC.
    _______
    Korothalorack
    Species: Green Dragon/Grizzly Bear
    Gender: Male
    Age: 31
    Traits: Friendly, curious, bear
    Spoiler: Notes
    Show
    • He has an acid breath weapon, fully functional dragon wings, and his roar can inspire supernatural fear.
    • He stands 10 feet tall at the shoulder, he is 20 feet long, and he weighs 7200 pounds.
    _______
    Magtork
    Species: Ork
    Gender: Ork
    Age: ???
    Traits: Inventive, insufferable
    Spoiler: Notes
    Show
    • He is a mek, and thus a genius with machines with no idea what he's doing. Things will work in his hands that quite obviously shouldn't.
    _______
    Pavati
    Species: Selkie
    Gender: Female
    Age: 20
    Traits: Irresponsible, ditzy, fun-loving
    Spoiler: Notes
    Show
    _______
    Ramiro Gallo
    Species: Vampire
    Gender: Male
    Age: 242
    Traits: Calculating, shrewd, superiour
    Spoiler: Notes
    Show
    • Under the employ of Malechenar.
    _______
    Renetta Oronar
    Species: Wolfen/Elf Hybrid
    Gender: Female
    Age: 34
    Traits: Meek, patient
    Spoiler: Notes
    Show
    • She has a young daughter, Flamecrest.
    _______
    Sarget
    Species: Treant
    Gender: Male
    Age: 662
    Traits: Contemplative, ponderous, understanding
    Spoiler: Notes
    Show
    • Sarget is the father of Sakura, as well as her dryad's tree.
    _______
    Scora
    Species: Dryadish
    Gender: Female
    Age: 8
    Traits: Scheming, playful
    Spoiler: Notes
    Show
    • Scora lives in Wildside.
    _______
    Syela Rodis
    Species: Half human/satyr
    Gender: Female
    Age: 18
    Traits: Inquisitive, studious, flippant
    Spoiler: Notes
    Show
    • Dating Jim.
    • Apprentice alchemist to Dorota.
    _______
    Tinseltwig
    Species: Pixie
    Gender: Female
    Age: 18
    Traits: Enthusiastic, energetic
    Spoiler: Notes
    Show
    • Tinseltwig was cursed and placed in a bottle. When she's freed, she falls madly in love with the first person she sees.
    _______ _______________________________________________
    Last edited by Gulaghar; 2019-10-18 at 08:17 AM.

  12. - Top - End - #852
    Pixie in the Playground
     
    ClericGuy

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    Default Re: Nexus Character Directory

    映規 小冤墓
    UTSUKI KOENBO


    ALIAS: Uzume Urojira (渦目 虚白)
    GENDER: Female
    RACE: Shapeshifter yokai
    AGE: ~260 years (appears 18-19 as a human)
    DATE OF BIRTH: March 19

    CLASS: Doppleganger
    ALIGNMENT: Chaotic Good
    OCCUPATION: Tinker/toymaker, entertainer
    HUMAN-YOKAI RELATIONS: Somewhat friendly

    DESCRIPTION: Stands about 5' 10" tall. Ever-so-slightly chubby, although she often manipulates her physical build to hide it. Short black hair, amber eyes. Pale-green full-length dress, white knee-high socks, and polished black shoes.

    PERSONALITY: Uzume is bold and argumentative, enjoying the pleasure of a good debate. Though she has been known to influence others by taking on familiar forms and voices, she will usually restrain herself outside of combat. She used to delight in toying with humans using her shapeshifting powers, but her closest friend, Sasha Graymolt, has taught her to show them some respect...so long as they return the gesture as well.

    Spoiler: Power Ratings (listed by difficulty)
    Show
    • NORMAL: 7/D
    • HARD: 10/D+
    • LUNATIC: 15/C

    Spoiler: Abilities
    Show
    PRIMARY: Able to mimic the forms, voices, and abilities/spells (within certain extents) of others

    Spoiler: Spell Cards
    Show
    • Illusion Sign [Smoke and Mirrors]: Takes the enemy's form and creates mirror images to fire spread volleys of bullets; difficulty determines number of clones, frequency of shots
    • Curious Trick [Shot in the Dark]: Blots out the battleground and strikes from the darkness with aimed shots; difficulty determines movement speed, shot frequency
    • Mimic Sign [Borrowed Power]: Cycles through a number of familiar forms to use a variety of copied spells; difficulty determines number, types of forms, number of different spells
    • LUNATIC ONLY: Lucid Dream [Delusion of Grandeur]: Copy of a highly-familiar spell used by the heroine of an alternate reality

    LAST WORD: Authentic Spell [Self-Reflection]: Creates mirror images of user that fire shots periodically and also redirect own shots back toward target; difficulty determines number of clones, frequency of shots


    HISTORY: Arrived in the Nexus after being ejected from her world in a whirlwind of violent magic. Has forgotten some of the forms into which she could previously morph, but with so many different beings of various shapes and sizes in the Nexus, she should have no trouble acquiring a vast multitude of new forms. Founder, proprietor, and owner of "Other-Gensokyo Gags and Giggles, LTD.", a store peddling amusing toys and gifts which recently celebrated the launch of its Inside branch.

    Recent off-screen events exposed Utsuki for her true self, revealing that she had assumed the identity of Uzume Urojira after inadvertently causing the latter's demise. Although she succeeded in living a double life for several years, delicately balancing her own life with impersonating Uzume, the overwhelming stress eventually drove her to seek aid from a talented magician. She conspired with the barrier witch, Noraware Chiaki, to seize control of the underground Magic Reactor; knowing full-well that tampering with the Reactor would likely cause the fabric of their isolated world to crumble, Utsuki used the chaos to escape to the Nexus and began to establish her new identity there. Her one mistake was reusing her former alias, which was almost instantly identified by residents of Other-Gensokyo who survived the cataclysm and wound up in the Nexus themselves. As her scheme crumbled, Utsuki attempted to flee but was confronted by Sanji Genkiro, who had already realized the truth. Sanji defeated Utsuki in combat but chose to spare her life, instead determined to make her accept responsibility for her actions. On a related note, 90% of all proceeds from her business now funnel directly to Reitaiside, the recently-constructed yokai sanctuary, according to official records.

    Theme of Uzume Urojira: Kansas - Play the Game Tonight
    Theme of Mirror Trickster: Rage Against the Machine - Know Your Enemy
    Theme of Utsuki Koenbo: Nightwish - Nemo
    Theme of Last Word: CAS: Central Anxiety System ~ Blind and Numb (original)
    Last edited by ImpSyndrome; 2015-10-04 at 08:25 PM.

  13. - Top - End - #853
    Pixie in the Playground
     
    ClericGuy

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    燦地 原麒炉
    SANJI GENKIRO


    GENDER: Male
    RACE: Elder humanoid yokai
    AGE: 2,400+ human years (appears mid-20s as a human)
    DATE OF BIRTH: August 8

    CLASS: Theriormorph, salamander affinity (possible dragon sub-species)
    ALIGNMENT: True Neutral
    HUMAN-YOKAI RELATIONS: Extremely hostile

    DESCRIPTION: 6' 4" tall with tough, muscular build. Bright yellow eyes and messy, mid-length dark-brown hair. Wears "pants" and a "vest" made from what appears to be fine obsidian fibers woven into a rigid mockery of cloth.

    Spoiler: Salamander Form
    Show
    Skin becomes covered in tough scales; hands and feet gain extra scale plating to form sharp claws. Hair lengthens a few inches and also forms a small comb running down his spine. Jaw protrudes slightly, and teeth elongate and sharpen. Growth of internal pyrocitic vapor sac enables limited fire-breathing capability.

    PERSONALITY: Sanji takes immense pride in his forsworn duty to his world and in his innate strength. He regards others with a sense of scorn, born of his possession of power to which no human or yokai in Other-Gensokyo could measure up (or so he boasts).

    Spoiler: Power Ratings (listed by difficulty)
    Show
    • Normal: 20/B+
    • Hard: 22/A-
    • Lunatic: 26/A

    Spoiler: Abilities
    Show
    PRIMARY: Manipulation of heat and flames; physical transformation with salamander-type attributes

    Spoiler: Spell Cards
    Show
    • Slash Sign [Wyrm Talon]: Lashes out at target with multiple raking slashes of sharp claws; difficulty determines number, frequency, AoE of slashes
    • Air Sign [Choking Heat]: Super-heats the air in the environment, hampering enemy movement and choking organic targets; difficulty determines duration, potency of effects
    • Cataclysm Sign [Earth-bound Prominence]: Calls down a prominence from the sun to drench the target in liquid fire; difficulty determines frequency, AoE of blasts
    • High-Velocity [Beating Wings of Wyvern]: Batters target with gusts of wind to lower their defenses and strikes at ultra-high speed; difficulty determines potency, duration of gales, delay before striking
    • Supernova [Skewered Stars]: Surrounds the target with numerous large energy spheres and pierces them with line shots, causing them to erupt into showers of smaller bullets; difficulty determines number of spheres, delay before detonation, and number and density of dispersed shots
    • LUNATIC ONLY: Unstable Mass: Scatters extremely dense flame shots in all directions; shots will frequently explode at random, creating a destructive blast radius and releasing a number of smaller shots
    • LUNATIC ONLY: Desperate Safeguard [Fulminous Supressor]: Numerous jets of flame break through the ground, surrounding the target and crash down on top of it

    LAST WORD: Agony Sign [Cremation of Shinryu]: ---Effect unknown--- (Sanji has reportedly never had to use his Last Word, and no one, dead or alive, can truthfully attest otherwise.)

    HISTORY: Arrived in the Nexus after being ejected from his world in a whirlwind of violent magic. He is an old and powerful yokai, rumored to be descended from the dragon gods that once presided over Other-Gensokyo. His primary duty was to protect the Magic Reactor, a massive furnace housed deep underground that only he and his ancestors could safely operate. Though it clearly had some great importance, its purpose and capabilities were closely-guarded secrets, and he repulsed any trespassers with terrifying force.

    Theme of Sanji Genkiro: AC/DC - Baptism by Fire
    Theme of Vehement Salamander: Pillar - Throwdown
    Theme of Last Word: Old Power Revived ~ Obsidian Glory (original)
    Last edited by ImpSyndrome; 2015-10-04 at 07:45 PM.

  14. - Top - End - #854
    Pixie in the Playground
     
    ClericGuy

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    ImpSyndrome's Nexus Characters: A Directory Post

    Spoiler: Primary Characters
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    Spoiler: Imp's Yokai of the Nexus
    Show
    Last edited by ImpSyndrome; 2015-10-04 at 08:07 PM.

  15. - Top - End - #855
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    4here4's Avatar

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    a pervasive mist
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    AHEREA CROWTALON

    Race: Goblin
    Gender: Male
    Profession: Dedicated gold hoarder
    Age: 86 years (far beyond normal goblin lifespan)
    Alignment: Pragmatic Neutral
    Power Rating: C+

    Description: Yellow-green skin, short sharp tusks, clothed in a knee-length aquamarine cloak, darker tunic and trousers underneath, carefully maintained and sharpened claws on feet and hands

    Equipment: Pockets full of rations (mostly spoiled or nearly), distinctive gold circlet inlaid with a deep purple amethyst

    Personality:
    Spoiler
    Show
    Aherea is a goblin hailing from a dreary, backwoods universe called Syldas. Unlike others of his race, he has educated himself on subjects ranging from amateur psychology to wilderness survival. His mind is heavily influenced by inborn cruelty and goblinoid cunning, but unfortunately, his skills can rarely be used effectively due to his strange psychological profile. He believes that life is literally a game designed to be won by the best player, and that objectively evil methods are almost always the "best" tactic for most situations. While this would be an effective mindset for most aspiring villains, and possibly lead them to glory and wealth, Aherea seems oddly disconnected from reality, sometimes trailing off in the middle of a sentence or forgetting what he was doing just a moment before. He has has been known to become very uncomfortable when these momentary lapses are brought to attention, sometimes refusing to speak of it at all. He is often perplexed by violence unless it has a readily apparent purpose, and will never use one word if four will do. Aherea can be pleasant company to most who meet him, unless of course, he forgets you exist.


    Abilities: Trained in an arguably wide range of magical arts, Aherea makes frequent use of Magic Missile, Greater Shout, Prismatic Spray, and Teleport. Has Darkvision.
    Last edited by 4here4; 2016-01-18 at 04:07 AM.
    There is no such thing as a bad plan. Only brilliant plans that go horribly wrong.

  16. - Top - End - #856
    Pixie in the Playground
     
    The Alexandrian's Avatar

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    Khyli Smith




    As a veritable goddess of ineffable beauty and grace confidently saunters into the den, wading through ignoble criminals and deplorable filth, the dregs of society packed into a smoky dive on the corner of Sixth and A, an awed, unnatural silence sweeps across the formerly boisterous crowd assembled therein. The lips and tongues of garrulous braggarts are still. The carousing of revelers guzzling tankard after tankard of watery beer is hushed in but a heartbeat. The despair of the beggarly, bereft of fortune and friendship, Fates spitting upon them, torn from all that they held dear and cast into a dangerous, alien land with naught but the clothes on their backs, vanishes; a stream of ephemeral hope pours into their hearts, that this is not a punishment from the divines but an opportunity to begin life anew.


    A minute elapses. Again, the room is abuzz with mirth and merriment, though she is not forgotten. Try as the patrons of the tavern might, the slurred words of their idle conversations on this and that inevitably lead to one topic and one topic alone. Her.

    Of her, they know nothing, so they embellish, as characters of their nature are wont to do. A lie might make a man a king and all others his thralls if his "truth" is never challenged. Like an contagious and baneful disease, vulgar rumors of her alleged romantic conquests spread. How she, like Helen of Troy, drove men mad and plunged her world into the maw of chaos. She, the fabled instrument of Eris. How she only appeared in the presence of the greatest of warriors, and how she rewarded the influential, the strong, and the wise. She, the consort of the regent and the champion. How she, like a succubus, preyed upon the hapless fools who fell victim to her fine features and her bewitching smile. She, the promiscuous predator.


    Alias: The Second Daughter of Clarissa
    Gender: Identifies self as female.
    Species: Ooze-Demon Hybrid
    Ostensible Age: Early Twenties
    Actual Age: Three Centuries (Roughly)
    Alignment: Chaotic Evil
    Occupation: Apex Predator/Director of Helix’s PR Department
    Tonal Quality: Alternates between a throaty purr and a carefree lilt.
    Approximate Height: 5' 11"

    Description:
    Spoiler
    Show
    ((To the tune of the "Major-General's Song"))
    She is the very model of the modern maiden sensual! She has a gorgeous smile and a mischievous little devil tail! Her pretty little angel wings are of the purest and whitest hue (tucked away in her back both inconspicuous and ignorable)! Her pointy little cat ears animated and adorable! Her fair skin has a light tan that is wonderful and radical. Many folks have lost their heads staring into her baby blues (and if they had a second chance that's not the only thing they'd lose)! Her lips are red as blood and she is naturally voluptuous. Alluring and flirtatious she's the subject of alot of fuss. To sum, if you like excellence both magical and physical she is the very model of the modern maiden sensual! What's more, her purple eyes shine with such radiant intelligence. Her mannerisms playful and lascivious her preference! She has the cutest nose and perfect features (all mammalian)! With teeth like those her diet must consist of things animalian. Her lustrous raven hair magnificent in its simplicity, brushing against the sword that she armed with like nobility. That said, she has a thing for vice and for simple common trickery! Without a moral qualm with sins, especially adultery ('cause her curtaintastic talents, when she's not in the least hungry, are attributed directly to the line of her ancestry)! To sum, if you like excellence both physical and magical she is the very model of the modern maiden sensual!


    Abilities (Preternatural):

    Spoiler
    Show
    Internal Chemical Synthesis - Sample Applications

    Venom: With her fangs, Khyli can inject chemical substances (synthesized either internally or externally) directly into people's bloodstreams. Khyli may harness this ability to drug her paramours. Khyli is more than woman; she's an addiction and a dangerous one at that. If displeased, Khyli can effortlessly poison any intimate offender or simply watch in sadistic glee as he or she withers away from to withdrawals.

    Va-va-voom:
    Engineered for beauty beyond all compare, graceful, lithe, and slender, Khyli's body may set tongues wagging and noses bleeding. If her body does not entice, Khyli can infuse potent pheromones into the air with her every breath. This pheromone must be tailored to a given species to prove effective.

    Shapeshifting and Ooze-Body - Specifics

    Ooze Resistances, Ooze Resilency, and Shapeshifting: One of the perks of being Clarissa's daughter is that Khyli can shapeshift at will. She has no crucial internal organs to faff around with, so this process is typically quick and painless. She can (and normally does) possess a circulatory system, among other biological systems vital to standard humanoids. To Khyli, this is merely a ruse to mask her true nature. In addition, Khyli retains the usual slime/ooze resistances and capabilities. Truly damaging her with a sword or a conventional firearm is no mean feat. Furthermore, Khyli can "reproduce" by splitting herself into two or more mini-Khylis. In this state, Khyli's attention is as divided as her physical vessel. This in turn imposes a cap on the number of seperate entities Khyli can control at any one time. It also limits the complexity of the tasks these entities can perform without impairing Khyli's combat efficiency. Khyli rarely exploits any of these advantages (with the exception of shapeshifting). She wants people to underestimate her.

    Biomass Assimilation (Ooze Enhancement): Oozes and slimes can, by and large, engulf and digest their prey. Khyli was endowed with this trait as well, albeit with one major improvement. Khyli's digestive acids are on par with those of the infamous Xenomorph of the Alien franchise.

    DNA Assimilation (Shapeshifting Constraint): In order to sythesize new chemicals internally or incorporate alien biological systems into her physical form, Khyli must either consume a creature that contains DNA she could use to replicate the selected biological system or chemical concoction.


    Skills:
    Spoiler
    Show
    Predatory

    Tracking: A hunter cannot kill her quarry if she knows not where it is. Khyli is an expert tracker of man and beast alike, ferreting out information regarding her target's whereabouts with what may very well be religious fervor.

    Stealth: Khyli couldn't blend in with a crowd to save her life, but she can silently stalk her prey from the shadows. It's clear that she was trained by a covert operative of some sort at some point.

    Combat Training

    Weapon Proficiency - Katana: Khyli's weapon of choice is the katana. It is the only bladed weapon she is familiar with aside from the stiletto and the dagger.

    Weapon Proficiency - Unarmed: Khyli coulda been a contender! Well, she coulda been a contender if she wasn't a bloodthirsty infernal. Unarmed combat is an art Khyli was introduced to at a young age and has had more than a century to hone.

    Education

    Contract Negotiation and Interpretation: Drawing Khyli from the abyss is one thing. Enlisting her aid is another matter entirely. There are conditions that must be met, and it is required that these stipulations are laid out in a contract to be signed in blood. Khyli learned how to draft these contracts decades ago. She's a manipulative employee. Her contracts are always constructed to give her an edge.

    Clarissa's Hivemind: Classified Information - May Be Revealed IC

    Mental

    Photographic Memory: Self-Explanatory
    Last edited by The Alexandrian; 2015-01-03 at 09:31 PM. Reason: Update!

  17. - Top - End - #857
    Pixie in the Playground
     
    4here4's Avatar

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    John Walker
    Race: Human (Zombie)
    Gender: Male
    Profession: Butler and personal bodyguard for Aherea Crowtalon
    Age: 57 (at death, 39)
    Alignment: Neutral Annoyed
    Power Rating: D+

    Description: His skin is gray and dessicated, and his eyes glow red. He is dressed in torn, threadbare clothes, and has shriveled features, due to decomposition. He wears a gold necklace inlaid with a purple gem that contrasts sharply with the rest of his visage.

    Equipment: John carries a bo staff and a steel plated shield on his back, both of which he can use quite effectively in combat.

    Personality & Backstory: John, or "Walker" as his companions call him, has been a loyal servant of the Crowtalon family for most of his life. Run through the heart by an irate gorgon several years back, he was then raised by Aherea as a zombie to continue serving the family. He is a temperamental character, who prides himself on always being polite, on time, dutiful, and very, very deadly if he needs to be.

    Abilities:John possesses no special abilities other than his combat prowess and the ability to telepathically communicate with Aherea Crowtalon through his necklace.
    Last edited by 4here4; 2013-12-10 at 05:35 PM.
    There is no such thing as a bad plan. Only brilliant plans that go horribly wrong.

  18. - Top - End - #858
    Bugbear in the Playground
     
    Shadowcaller's Avatar

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    Die of Wonder Chart

    1 A swarm of angry dire bees are summoned above the dice.
    2 The caster is turned into a were-kangaroo every full moon.
    3 The caster gains the smooth voice of Morgan Freeman the next 24 hours.
    4 All inanimate objects within 5 yards will start give encouraging compliments to the target for the rest of the day.
    5 The target switches gender. If the target isn't traditionally gendered it will turn pink or blue.
    6 A beam will be fired from the dice aimed towards the target. If it hits, the target will turn to stone for 24 hours.
    7 The target will smell like burning excrete until this effect is dispelled.
    8 The target turns invisible until this effect is dispelled. This effect isn't extended to the characters clothes or possessions.
    9 The target start growing green hair all over his body and get an inexplicable urge to destroy Thankmas (or the closest related nexus holiday). This effect lasts for a day.
    10 The caster gain a hat by his/her players choice.
    11 The target and the caster switches bodies.
    12 A riding dinosaur appears, complete with saddle.
    13 The caster gains an electric guitar and the talent to play it.
    14 The target and the caster can from now on only speak in hulkspeak until the effect is dispelled.
    15 The target and the caster will instantly fall in love with each other until the effect is dispelled.
    16 All non-magical inanimate objects within 10 yards will turn into chickens (this includes clothes).
    17 An exact clone of the caster appears next to her/him with a pair of evil eyebrows. The clone may or may not be evil.
    18 All clothes, illusions within 100 yards of the caster are destroyed and all shapeshifters return to their original form if any.
    19 Three shockingly yellow hydra heads spontaneously grow out of the die and starts attacking everything around them until they are slain.
    20 The target can only walk on their hands for the next hour.
    21 The target doubles in size.
    22 A duck the size of an elephant is summoned with the word 'Rebo' written on it.
    23 The die randomly generates between 1 and 200,000 dice that are identical in appearance but carry no enchantments.
    24 A naked blow-up doll of the casters race appears directly attached to the die. The doll will slowly blow up with helium (and probably float away) until it's house sized. Then it will explode in a rain of rubber.
    25 Gravity is reversed for the caster for one hour.
    26 The target is suddenly covered in honey.
    27 A flock of sheep manifests around the target.
    28 The target will suddenly be dressed like Princess Peach (from Mario).
    29 The caster becomes twice as attractive as she or he was before to the target.
    30 The target's clothes (if any) will suddenly turn into extremely skimpy versions inspired by old D&D art depicting female humanoids.
    31 The target turns into an exact physical copy of the caster for the next 24 hours.
    32 The target becomes extremely attracted to the caster.
    33 All random NPC's within 50 yards will suddenly become extremely attracted to the target.
    34 All the targets clothes turns into solid gold.
    35 The closest inanimate object to the caster will animate and obey the caster unquestioningly.
    36 The targets life is turned into a musical adventure for a day. Everything the target does is accompanied by appropiate music that can be heard by everyone.
    37 A Gargantuan Dire Hippo appears halfway between the caster and the target, wearing a collar that reads Ackbar, Plague of the Sands. Rampages everything, then goes to find water
    38 A demon with an appearance that the caster will find attractive is summoned above the die and will offer the caster some sort of deal.
    39 A flying pig appears and asks the target where the nearest bathroom stall is. If politely given directions, it will give the target a magical ring. Otherwise it will turn the target into a pig.
    40 All the targets sexual characteristics (if any) grow in size.
    41 The dice explodes into a swarm of blue butterflies and will then reappear at the same location 10 minutes later.
    42 The target develops an intense fear of other people for 1 hour.
    43 The die flies up into the nearest nose, crossing dimensions if it needs to.
    44 The target is transported to a nexus location by the casters player's choice.
    45 Ancient aliens appear halfway between the target and the caster, builds an mysterious idol and then disappears again without leaving any trace of their existence.
    46 The caster gains the ability to fly and all his/her clothes (if any) turn green.
    47 The caster is turned into a dice of wonder while the dice of wonder is turned into an exact copy of the caster.
    48 A musical genie is spontaneously summoned from the dice.
    49 The target loses the ability to communicate with words for 1 hour.
    50 One ordinary house cat is summoned next to the dice. It will promptly start to hunt down and attempt to kill all commoners they can find until stopped.
    51 Another dice of wonder suddenly appears on the top of the target.
    52 A cake appears next to the die, when interacted with, it disappears.
    53 The target and the casters skin turn bright pink.
    54 The die animates, and begins trying to seduce the caster.
    55 The caster shrinks into the size of the dice for the next 10 minutes.
    56 The target and caster are taken to the site of a wedding, where they are looking into each other's eyes as the priest says they may now kiss.
    57 The caster becomes ten-times as strong as she/he/it was before for 1 hour.
    58 The targets eyes now switches color every time they blink, or at completely random intervals if they can't blink. If the target don't have eyes, nothing happens.
    59 The target will suddenly realize the fact they are fictional, this fact will be forgotten by the target and everyone it relayed it to after 10 minutes.
    60 The target will suddenly believe they are the caster for 10 minutes.
    61 The caster will suddenly find out what happened the last time the target used the bathroom.
    62 It starts raining dice in a small area for the next 5 minutes. Each one is a die of wonder with a singular use, this is probably the end of the world as we know it.
    63 The target suddenly get's extremely sexually aroused for the rest of the day.
    64 The target and the caster will be drawn right into each other for a kiss as fireworks go off in the distance.
    65 A chess board appears between the two players. The various pieces yell angrily until someone sits down to play.
    66 Everyone within 10 yards switches gender.
    67 A wild magclone appears!
    68 The target can suddenly understand the sublime language of plants. If they're actually saying anything interesting is another question.
    69 A monkey wielding with a staff appears and will serve the caster for 10 minutes before flying away on a cloud.
    70 The target gains a third eye in the center of their forehead
    71 The first object touched by the casters hand(s) that they're not wearing or holding at the time the die is cast is turned into a bear of approximate size
    72 The target is given a cake they are compelled to eat as quickly as possible
    73 The target starts to sneeze uncontrollably wherever it can hear the word "the".
    74 The target and the caster develops utter hatred for each other for the next 10 minutes.
    75 The target is set on fire and is unable to be caught by ninjas until the fire is put out. This does not damage the target in any way but might be harmful to those who try to catch him/her!
    76 The dice bursts into flames, this does not damage it in any way but might damage things around it.
    77 An NPC dragon within 1000 miles will suddenly learn the location of the target and become extremely attracted to it.
    78 The die turns into a dice tree with dice of wonder growing as apples.
    79 The worlds tiniest violin appears in the casters hand.
    80 All the targets clothes will suddenly be converted into bacon.
    81 Everyone within 100 yards of the dice will suddenly get the strong compulsion to partake in a strangely choreographed dance scene.
    82 The nearest fish within 24 miles get becomes a master sword smith. This astonishing level of skill means the fish can forge legendary weapons, but getting the fish to a forge is another problem.
    83 The caster suddenly hears all the dirtiest thoughts of those within ten meters
    84 The target plane shifts into another dimension chosen by the casters player.
    85 A huge pile of gems will suddenly appear right above the target.
    86 The target will get smacked by an carp appearing out of thin air.
    87 The caster and the dice switches bodies for 10 minutes.
    88 The die starts to loudly count down from 10, once it reaches zero it will explode, destroying everything within 10 yards including itself. Rolling the die again can stop this effect from taking place
    89 The dice is teleported into the nexus thread above this one.
    90 The caster grows a tail of players choice (if the caster already have a tail, it grows longer).
    91 The target and all his equipment loses all his/her/it's powers for 1 minute.
    92 A swarm of flying ponies appears and flies the caster to safety.
    93 The dice turns into a new NPC/PC of players/other players choice.
    94 A horde of monkeys appears and will attempt to steal the target away into the treetops.
    95 The target suddenly becomes extremely angry for no explained reason.
    96 The target and the caster switches voices.
    97 A medium sized earthquake will shake the surrounding area for 1 minute.
    98 The caster and the target falls asleep.
    99 The dice points out the targets every character flaw in a snarky manner for the next 10 minutes.
    100 Roll the dice three times, all the three effects will happen at once.
    Last edited by Shadowcaller; 2014-07-27 at 12:14 PM.

  19. - Top - End - #859
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Lyrina

    Spoiler
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    Gender: Female
    Species: Goddess,
    Age: Elven HAE of 27
    Alignment: Chaotic Neutral
    Titles: Goddess of Twilight, Keeper of Change, and Mistress of Mayhem
    Power Level: A+

    Personality: Lyrina is impulsive and reckless, thriving in chaotic environments. Lyrina despises bright lights and pitch-black darkness, and is ambitious.

    Appearance: Lyrina has grey skin, with long white hair. Her eyes glow purple, Lyrina is slender, slightly curvy, and of average height. She has large wings, one black and one white.
    She wears a light purple sweater, a long black skirt, and leather boots and gloves. Her back bears a tattoo showing the image of a Corellion-style star with the tips if the star connected to form a shape similar to a diamond.

    Abilities: Control over light and dark, expert scythe-wielder, can fly, can heighten emotions in people, able to create holograms of self (which are sentient and part of a hive mind with her).

    Equipment:Burning Darkness, a scythe with an ebony staff and a bright copper blade, a pendant.

    Notes: Bound to physical form.


    Burning Darkness
    Spoiler
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    This long scythe has a 4-foot ebony handle with a wickedly sharp 2 foot long gleaming copper blade on one side and a 6 inch copper blade on the opposite side. The long blade radiates light similar to that of a fire in the darkness.
    Last edited by Arkhosia; 2014-01-04 at 12:04 AM.
    Avatar by Gulaghar, thanks so much!

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

    Spoiler: Quotes from Friends <3
    Show
    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  20. - Top - End - #860
    Pixie in the Playground
     
    ClericGuy

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    Illinois, USA
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    Leo Krilangi's Ability List

    Quote Originally Posted by SPIRIT PACTS AND ABILITIES
    Spoiler: What is a Pact?
    Show
    A Pact is a special bond created between spiritualists (like Leo) and other beings with conscious supernatural capability. This bond is mutual, meaning that both parties must consent before the Pact is established; more often than not, the other party will charge the spiritualist with a condition to fulfill or a task to complete in exchange for their agreement.

    Once the Pact is forged, however, each party is able to borrow power and/or special abilities from the other. This can involve active skills, such as magic or other super-human powers, or passive boosts, like increased strength or movement speed. Some prefer that their powers only be available on an as-needed basis and will only allow the use of their abilities upon request. Unfortunately, this means that they must remain in contact with each other, which can be tiresome for both parties. Most of the time, however, spirits will choose to bless Leo permanently with one or two of their abilities, allowing him unlimited access to their use; this is mainly for the sake of convenience, as it only requires Leo to be in the same universe as the spirit to utilize their abilities.

    Spoiler: Active Pacts
    Show
    • Maria: Spirit of a human healer
      Spoiler
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      • Player: GrandDM
      • Available Powers: Healing injuries up to broken bones
      • Available Benefits: None
      • Usage Limit: None
      • Other: Some of Maria's power has been voluntarily bestowed upon Leo as a reward for freeing her from a magic stone that tethered her to the living world.
    • Vetur: Spirit of ice, frost, and fog
      Spoiler
      Show
      • Player: Rotting Baron
      • Available Powers: Varying on case-by-case basis
      • Available Benefits: Varying on case-by-case basis
      • Usage Limit: By request and subsequent approval
      • Other: Because he cannot offer Vetur any power in return, Leo owes it a debt to be repayed later.
    • Knowledge: Three spirits with great wisdom
      Spoiler
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      • Player: Earl of Purple
      • Available Powers: None
      • Available Benefits: Can tap into vast knowledge base
      • Usage Limit: By request and subsequent approval
      • Other: Leo protects these three from predatory spirits with his influence.
    • Secrets: Three spirits with uncanny insight
      Spoiler
      Show
      • Player: Earl of Purple
      • Available Powers: None
      • Available Benefits: Can help reveal hidden information and dispel illusions
      • Usage Limit: By request and subsequent approval
      • Other: Leo protects these three from predatory spirits with his influence.
    Quote Originally Posted by PSI and PK abilities
    Spoiler: What are PSI and PK?
    Show
    PSI is an abbreviation of "parapsychology", a term used to describe a number of phenomena potentially related to the human mind's hidden talents. Telepathy and extra-sensory perception (ESP) are two types of PSI as defined in this scenario.

    PK is also an abbreviation, used to refer to "psychokinesis". By using one's thoughts, PK can allow its user to bend and reshape physical elements around them. Basic elements such as fire and electricity are the most common mediums.

    Just about every PSI and PK has multiple levels of magnitude, denoted by Greek letters. The lowest level is always alpha (α), with additional levels including beta (β), gamma (γ), delta (Δ), zeta (ζ), pi (π), and sigma (Σ). The absolute highest level any one ability can reach is its omega (Ω) level.

    Spoiler: Leo's Discovered PSI/PK
    Show
    Kinesis: Describes psychokinesis that affects corporeal objects.
    • α: Allows the user to move small, light-weight objects at close-range

    PSI Telepath: Describes a number of telepathic abilities.
    • α: Allows the user to detect and understand telepathic messages
    Last edited by ImpSyndrome; 2014-04-21 at 01:07 PM.

  21. - Top - End - #861
    Titan in the Playground
     
    Morty's Avatar

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    Thariza Brighthorn

    Gender: Female
    Species: Charr
    Occupation: Soldier
    Last edited by Morty; 2019-06-02 at 09:38 AM.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gulaghar and Purple Eagle.

  22. - Top - End - #862
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Esiriae

    Physical Traits & Appearance

    Spoiler
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    Esiriae are humanoid beings that have grey skin, often pale, and eyes lacking pupils or whites which are often blue, red, gold, violet, and orange. Esiriae often have black, brown, maroon, or even purple hair. Esiriae have serpentine or reptilian tails, and some possess claws and horns.
    The average esirie stands about 6 to 7 feet tall, and weighs 130 to 160 pounds.

    Skills and Abilities
    Spoiler
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    Esiriae are skilled in hunting and stealth. they are dextrous, cunning, and light on their feet. the average esirie possess a few abilities:
    •A esirie is able to turn intangible, but to do do they must concentrate. They can not turn objects intangible, including clothes!

    •Esiriae are far more likely than other races to have magical potential. However, they are weak to divine energy.

    •Esiriae cannot set foot into a temple or other sacred location without suffering a sharp, burning pain as they are in the location.


    Origin
    Spoiler
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    Long ago, there was the great human kingdom of Aurelain, famous for it's prominent mage and clerical colleges. The members of these colleges often worked together, exploring the land to collect artifacts and study the world and it's planes.
    It's no surprise they dug too deep.
    On an expedition to a ruined city, a group led by Hecatae Eyrecrad laid siege to a temple defended by a horde of clerics of assorted races. When they slaughtered the defenders, Hecatae and the remaining members seized a large black blade. A booming voice spoke to them.
    They were told they had slaughtered the remaining clergy of an ancient god of darkness and defiled his holy ground. For this action, the group members and their offspring were forever cursed to bear the burden of becoming an esirie. The large number of esirie created were ostracized and discriminated against, and they rose up and attempted to seize the nation for themselves. The nation fell due to this, but many esirie fled via portals. They were sloppily constructed, causing countless errors. Many ended up in the nexus because of this.


    Eyrecrad Clan

    The Eyrecrad Clan is a clan of Esiriae in Southside, Riverside. Their Emblem is a violet dragon.

    Members:
    Talos Eyrecrad
    Leader of the Eyrecrad Clan.
    Spoiler
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    Gender: Male
    Race: Esiriae
    Age: 34
    Class: Warlord
    Power Level: B+

    Personality:
    Talos is very pragmatic and strategically minded. He is smart and wise, and is a bit of a glutton. Talos is very patient.

    Appearance: Talos has dark grey skin, a serpentine tail, and brown hair in a Mohawk. His eyes are golden orbs, and he is often clad in black armor with the symbol of his clan on his breastplate and a glaive on his back.

    Abilities: See above, skilled diplomat and general, excels in combat with polearms.


    Ezra Eyrecrad
    Slave of Eyrecrad Clan
    Spoiler
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    Gender: Female
    Race: Esiriae.
    Age: 16
    Class: Slave
    Power Level: E-

    Appearance: Ezra wears a simple purple tunic and black shorts. She is barefoot, and her gray skin is rather pale. Ezra's eyes are green, and her hair is dark violet in color and worn loosely, reaching to her chest. She has a reptilian tail.

    Personality:Ezra is very timid and submissive due to years of being raised to obey her master. She has a fondness for foxes and violets.

    Abilities: Racial abilities.


    Fenris Eyrecrad
    Weapon master of Eyrecrad Clan
    Spoiler
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    Gender: Male
    Race Esirie
    Age: 42
    Profession: Weaponmaster
    Power Level: B-

    Appearance: Fenris's grey skin is very dark, making him easily mistakable for a drow. His orb-like eyes are bright blue, in contrast with his raven black hair. Fenris almost always wears his grey leather armor, reinforced with an adamantine chestplate, shin guards, elbow guards, boots, and gauntlets. In battle, he often dons a similarly reinforced leather helmet that leaves only his eyes visible. Fenris has a long serpentine tail and ram's horns.
    Personality: Fenris is solitary, preferring isolation from his fellow clan members. He is extremely focused on perfecting his skill in combat with every weapon and training the other mrmbers of the clan if requested,
    [B]Equipment:[B] An arsenal of every melee weapon imaginable, a pistol, and a rifle.
    Abilities: Racial abilities, combat prowess.

    Aurum Eyrecrad
    Ninja of Eyrecrad Clan
    Spoiler
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    Gender: Male
    Race: half Esirie, half High Elf
    Age: 25
    Power Level: C

    Appearance Aurum's skin has a slight golden hue, hence his name, and his eyes are gold as well. His snakelike tail is significantly shorter than others of his race. He wears dark purple cloth garments with black leather reinforcements, a bandolier full of crossbow bolts with a satchel holding vials of poison and smoke grenades.
    Personality: Aurum is rather social, and has earned the title of "unofficial greeter of Eyrecrad Estate". He is quick-witted and loves reading.
    Equipment Knives, poisons, smoke grenades, a hand crossbow, crossbow bolts, matches "in case of rival ninja"
    Abilities racial abilities except for weakness to divine energy, skilled in stealth and lock picking.
    Misc. Is gay. Here to remind me just in case.


    Argentia Eyrecrad

    Gunmage of Eyrecrad Clan
    Played by C'nor
    Spoiler
    Show
    Gender: Female
    Race: Esiriae
    Age: 22
    Profession: Gunmage
    Power Level: B

    Appearance: Tall, even for an Esirae, coming in at a little over eight feet, and thin, with ashen skin, and golden eyes, Argentia is a rather striking woman, to say the least... And that's before one takes in the pair of sweeping black horns or the dark grey claws.

    She usually wears a specially-made set of leather clothes, mottled with black, grey, and dark purple, meant to offer a mix of armor and stealth.

    Personality: Argentia is... Odd. Very dedicated, but hard to read beyond that; even her clan tends to have a hard time getting a handle on her.

    She's extremely loyal, though, they know that much, or at least, she's certainly acted that way, and that paired with her skills is enough for them to keep her around.

    Abilities: Argentia's abilities are twofold; first, she can perform physical feats that ought to be impossible, such as running up a wall or reacting unnaturally fast.

    Second, she can channel magic through guns, using them as foci, with effects dependent on the weapon.

    Equipment: A long-barrreled revolver, Justice.

    Rounds fired from Justice seek their targets, until they strike something, within reason, and allow her to see through them.

    On its barrel are inscribed the following lines, the first on the left, the second on the top, the third on the right, and, finally, the last on the bottom:

    "Cursed Oathbreakers, your honor's in pawn
    And worthless the vows you have made,
    Justice shall see you where others have gone,
    Delivered to those you betrayed!"
    Last edited by Arkhosia; 2014-01-20 at 10:46 PM.
    Avatar by Gulaghar, thanks so much!

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

    Spoiler: Quotes from Friends <3
    Show
    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  23. - Top - End - #863
    Dwarf in the Playground
     
    GrandDM's Avatar

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    Doctor Harald (Deceased)

    Gender
    Male

    Age
    274, physically 22

    Personality, Description
    Harald is a genius, not a fighter but a thinker. His specialised fields are biotechnology, theoretical physics and programming. He has a slightly superior air and speaks in very clipped, precise tones.

    His looks change every couple of decades, because every time he grows old or infirm, he transfers himself to a new body, grown in his biotech facility.

    Special Abilities
    He has several biotech and mechanical surprises hidden inside him.

    Power Level
    Unarmed, C; he has super-soldier type enhancements and knows a lot of martial arts, but with access to his equipment, he can go toe-to-toe with anyone up to A.

    ***

    Henry

    Gender
    Male

    Age
    277, physically 24

    Personality, Description
    Harald's older brother, Henry is the Mycroft to Harald's Sherlock - superior at what he does, but preferring merely to think rather than implement. He gets quiet satisfaction from exercising his abilities, but prefers to remain in the shadows.

    He doesn't engineer his clones to the level that Harald does, but they are still above human levels. He retains his birth appearance: a height of five foot eleven inches, brown hair which he keeps cut short, piercing green eyes, a fairly good-looking face and pale skin. He tends to be well-muscled, though not bulky, but this varies from clone to clone.

    He speaks very much like Harald, but his voice is deeper and richer.

    Special Abilities
    Homes-esque observational analysis, hypergenius intellect, mild magical ability.

    Power Level
    C: Henry is mildly above human physical abilities and has access to some minor to mid-level spells, although nothing extremely powerful.

    ***

    Silver

    Gender
    Male

    Age
    270, physically 20

    Personality, Description
    The most amiable and down-to-earth of the three brothers, Silver lacks the mildly superior attitude and clipped speech of the other two. He's always ready to help someone in need and won't hesitate to use his powers if he has to, though he does his best not to seriously injure anyone.

    Unlike his brothers, he does not achieve longevity by cloning; instead, his power has rendered him ageless. By the same means, he doesn't need to eat, drink, breathe or sleep (though he likes to).

    Power Level
    A+: Silver is a very powerful reality warper, able to do almost anything he can imagine. He sometimes infringes on S territory when he really cuts loose, but subconscious psychological barriers prevent him from doing this most of the time, because it's dangerous for him as well as everyone else.
    Last edited by GrandDM; 2014-01-04 at 04:47 AM.
    Doctor Harald avatar by MethosH

    Nexus



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  24. - Top - End - #864
    Ogre in the Playground
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    Saahep, Henchman Commander of AMEN

    "I'm not going to kill you, not down here. That's just blood without purpose. I'm going to demonstrate why random heroes and fools shouldn't **** with AMEN, and then I'm going to let you walk off.

    To be an example for others."


    Alias: Also goes by Saa, because it's easier for people to remember. Also commands the Henchmen of AMEN based on a semi-official decree by MJ Moff that nobody's bothered to contradict. "Henchman Commander" is a title that she made up.

    Gender: Female, though you probably wouldn't guess it just by looking at her.

    Race/Species: Thrax, a species genetically engineered by a short-lived cooperative between The Nest and the Heart of Iniquity.

    Age: Roughly 26 years biologically, but only about eight months in Nexus time thanks to a time-acceleration bubble.

    Alignment: Of the classic DnD alignments, Lawful Evil probably comes closest. If you're familiar with the third Axis, add "funky" to that. She doesn't do a lot of the traditional funky things, but she definitely takes a certain glee in cruelty and likes to get creative.

    Class/Profession: Definitely a fighter, but makes use of magical items to support her abilities and has a number of racial features to round out her natural weaknesses. She might have a few levels of rogue, too.

    Power Rating: Probably C+, given several explicitly superhuman capabilities and few direct weaknesses to balance those out. Can scale up or down somewhat, though.

    Description: Saahep bears some superficial resemblance to a half-dragon, but her reality is significantly more complex than that. Thanks to her existence as a chimeric mixture of a few dozen different species created through liberal abuse of blood magic, she has a lot of traits mixed together.
    She still does look vaguely like a half-dragon in some ways, due to her clearly reptilian features and generally humanoid shape, but that's about where the similarity ends. To start with, her deep purple "scales" resemble the chitin composite that makes up a beetle's shell rather than the keratin that composes the normal kind. Further, unlike half-human half-dragons, she does not appear to have any significant secondary sexual characteristics. She does have a pair of large dragon-style wings, but unlike the leathery structure that one would expect to see, they are instead fairly well-armored. Underneath the thick scales and above the chitin, she has a thin layer of mottled violet flesh that has toughness on par with leather, a reflection of her troll blood.

    Her eyes are greenish and sunken, but retain a predatory gleam that serves well to inspire fear in others, and her nose and mouth are combined into a lizardlike snout. Her teeth are mostly sharp to chew through meat most effectively, but she can digest just about anything.

    Personality: Saahep is a cruel creature, but she is no rampaging barbarian. She is also not an evil wizard, which is usually the other direction that these things go. No, she's a calculating and conniving character all around. She keeps up a sense of honor not because she actually values it, but because she prefers that her dishonorable actions to be unexpected so as to maximize their effectiveness. She prefers to stand away from the Sword of Damocles rather than right under it, but still finds true servitude to be reprehensible and not worth performing. She is as intelligent as a fairly bright human, though hardly a genius. Saa is quite cruel, and while normally restrained can become quite violent when excited. Perhaps most disturbingly, other peoples' pain is a turn-on to her, so this can easily become a self-sustaining loop.

    Saahep is heterosexual, but has no interest whatsoever in members of other species and has nothing but disgust for the usual femme fatale archetype.

    Equipment: Saahep can use a variety of weapons, but her usual equipment consists of a fine steel shamshir, a heavy crossbow, a jagged obsidian dagger, and a suit of leather armor. She has a Bag of Holding kept on her hip, which she uses to store a variety of minor magic items and random tools that sometimes come in handy.

    Abilities: Hoo boy. Screw it, I'm just going to make an easy-enough-to-understand list of powers and skills.

    Inborn and Acquired "Powers":
    Spoiler
    Show
    Super Strength: Saahep's dragon and troll bloodlines grant her a level of strength that is very obviously superhuman. It's commonly said that the average human only uses 10-15% of their true strength. If that's so, it's also true for Saa, except that her 10-15% is fairly close to a normal human's 110%. She is physically capable of punching through concrete walls and lifting cars over her head, though this is hard; she isn't Superman. This is not a magical effect; her muscles are just that efficient and powerful.

    Super Toughness: Saahep's dragon and insect bloodlines grant her both an endoskeleton formed from nearly indestructible dragonbone and an exoskeleton made from incredibly tough (and flexible) chitin. Technically, this is not a true exoskeleton, since it does not form her outermost layer, but it's close enough to be described as such. On top of the exoskeleton is a layer of leathery lavender flesh, from her trollish heritage, which grows an additional layer of chitinous, protective scales. These three layers of protection have only a minimal effect on her mobility, but together confer amazing protection against virtually all physical damage. Low-caliber bullets fired from normal guns usually just bounce off of her. Larger shots might harm her, but are more likely to check her advance and leave a nasty bruise than to kill her. Actually breaking her bones or causing life-threatening injuries would probably require anti-materiel rounds or similar levels of firepower. Or maybe just a lucky shot. This ability is nonmagical.

    Enhanced Reflexes: Saa doesn't advertise it much, but she has some feline blood mixed in with the more prominent lines. This grants her inhuman reflex speed, allowing her to do things like accurately batting away objects flying in her direction, dodging attacks that she barely saw coming, and even suddenly switching up her attacks in the middle of a swing to keep 'em guessing. It should be noted that this is not the same as Super Speed, as Saa can only run as quickly as you'd expect from a heavily-built, if very fit individual. This ability is nonmagical.

    Regeneration: The most obvious feature of her troll bloodline, Saahep is capable of regenerating minor wounds in a matter of minutes and more serious wounds in a matter of hours. She can't come back from a single cell or anything crazy like that, but don't look away from the body if you beat her in a fight. She just might get back up when you're not expecting it. It's worth noting that her bones to not regenerate in the same way that the rest of her does, but they'll seal back together quickly if they're set properly. Her scales don't regenerate at all, but they'll regrow from her hide given sufficient time. This ability is magical in origin, and exposure to antimagic may reduce or negate its effects.

    Flight: It may sound crazy, but those draconic wings work in spite of her high mass. Thus, Saa is capable of unaided flight when her wings aren't bound. It's worth noting that they're not nearly as well-armored as the rest of her body, though they remain protected by scales and regeneration is still in effect. The wings themselves are quite strong, and can be used as weapons while on the ground. They aren't large enough to throw powerful gusts of wind around, but getting smacked by a wing still hurts like hell and might well throw someone across the room. They're impressive wings, too: At a span of just over ten feet, they more than triple Saa's horizontal "size" when outstretched. This ability is partially magical in origin; she can't generate enough lift to actually fly under the effects of strong antimagic, but she can still glide downward and hit people with them.

    Claws: This isn't really a power, per se, but it is useful. Saa has a claw on each of her fingers and toes, formed from dragonbone. Thanks to another feature of her feline blood, she can retract and extend them at will. They're not particularly special otherwise, though Dragonbone keeps an edge well and they don't need to be sharpened much. Nonmagical, of course.

    Universal Digestion: A holdover from the Dragon bloodline, Thrax don't have stomachs so much as they have elemental super-furnaces. Saa can digest pretty much anything that she's able to swallow. That doesn't mean she just shovels dirt into her mouth and calls it a day, though. She still has a sense of taste, for gods' sake! It's worth noting that she needs to eat quite a lot to actually maintain her health, and this ability is magical in origin. While she still has an effective and usable stomach when under the effects of antimagic, she can only digest actual organic material. She'd starve to death fairly quickly if locked in an antimagic cell without food.

    Fire Breath: Another relic of her draconic Blood, Saa can breathe fire. It's exactly what it sounds like, though her humanoid size means that her breath is a deadly short-range burst rather than the gigantic billowing hell-flames that true dragons will emit. This is, of course, a magical ability.

    Night Vision: A subtle benefit of her Feline side, Saa can see equally well in light and darkness. She has no ability to see in true pitch-black, but literally any amount of ambient light is enough for her to be visually aware of her surroundings. This is not magical in any way.

    Keen Senses: From various bloodline sources, all of Saa's normal senses sans taste are enhanced in some way. She has senses of smell and hearing about on par with the average dog's, 20/10 eyesight, and a profound sense of balance. Her sense of touch in general is also enhanced, but this is mitigated by the fact that her nerves are mostly hiding behind three layers of material, resulting in a touch sensation basically equal to that of the average human. Once again, nonmagical.

    Redundant Organs: Thrax don't have any Krogan blood, but applying the half-dragon template to one would get you pretty close! Saa has a series of redundant organs, most of which work in concert to keep her body going. An extra liver to help deal with poisons, a spare heart so that she doesn't die instantly if someone gets a lucky shot, two extra pairs of lungs to help supply her body with oxygen...


    Skills:
    Spoiler
    Show

    Huscarl: Saahep is a soldier by nature, and feels most comfortable with a melee weapon in hand. Her blade of choice happens to be a lightly-curved Shamshir, but she's able to effectively use just about anything that's designed to hit/stab/cut people that isn't too high tech. She can also make use of a shield if it's appropriate for the situation, but she doesn't normally carry one.

    Crossbowman: Saahep isn't very good with a traditional bow and arrow, but her aim is excellent in spite of that. Instead, she uses a heavy crossbow when range is important, and carries bodkin-point bolts for this purpose. She's physically strong enough to draw back the bowstring with her bare hands, which saves her some space on a typical drawing apparatus. Coincidentally, this also makes her crossbow more or less useless to other people.

    Tactician: Saa is trained in battlefield tactics and has read Sun Tzu's The Art of War. She has experience with leading soldiers and is more than capable of drilling troops, leading a platoon into battle, laying ambushes, and doing other soldiery things. She's better at operating a small team than she is at handling Grand Strategy, but she's not incompetent at that. After all, Tactics without Strategy is the noise before defeat.

    Torturer: While not exactly something she's trained extensively in, and she's hardly an expert, Saa is capable of maintaining the balance between pain, expectation of pain, and mercy to wring information out of people. She's also quite good at managing fear and faking control even when she doesn't necessarily have it. Her technique is brutal and strangely psychological, but fairly effective against normal targets.

    Blacksmith: It would be a stretch to call her amazing or even particularly special, but she knows her way around a forge and knows enough to maintain her own stuff. With some more practice, she could probably work with exotic metals too.

    Educated: Saa is knowledgeable about a fair variety of topics, and does quite a lot of reading. She's not exactly a university professor, but she's no party school dropout either.

    Rune Carver: Saahep has knowledge of a few magical inscriptions that she can make use of. They're effectively useless in combat thanks to the necessary preparation time, but the general effects of her runes are occasionally useful. She knows how to make an antimagic rune, and an explosive rune.
    Spoiler
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    Normal Avatar by Thormag!


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    Hot Mech-on-Mech Action: A Campaign Journal

  25. - Top - End - #865
    Dwarf in the Playground
     
    GrandDM's Avatar

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    Naurax ("Now-racks")
    #C2C2D6

    Gender
    Male

    Race
    Apparently human

    Age
    26

    Personality, Description
    Standing at five foot eleven, Naurax is handsome and fairly muscular, though not extraordinarily so. His light brown hair is worn short. His eyes are silver, and incredibly bright, cold and piercing.

    Special Abilities
    Strong enough to lift and throw a car, lift and carry a tank or drag a jumbo jet. Tough enough to withstand bullets, grenades and rocket launchers without injury, although a shot from a tank would cause bruising and anything above that serious injury. Fast enough to catch arrows and knives out of the air. Can cast powerful spells.

    Other things redacted for plotstuff.

    Power Level
    Redacted for plotstuff.
    Last edited by GrandDM; 2014-02-15 at 04:32 AM.
    Doctor Harald avatar by MethosH

    Nexus



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  26. - Top - End - #866
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    The Stormwillow Sisters (and brother)

    Glasia Maeana

    Race:Half-Dryad (Half-Drow)
    Gender: Female
    Age: HAE of 29
    Alignment: Evil
    Profession: Priestess of Lolth
    Power Level: C+

    Appearance: Glasia is very attractive and somewhat curvy, and has skin is a shade of dark gray reminiscent of slate. Her eyes are cherry-red. The only physical trait that reveals Glasia's dryadic heritage is her white hair, which is rather leaflike and tinted green.
    Glasia is fond of loose maroon robes with ornate steel gloves, boots, and a tiara. She bears a large maroon tattoo of a spider on her back.
    Personality: Glasia is vengeful, prideful,, and ambitious. She is extremely cruel to her enemies and even allies, and sadistic. She is also ruthless and will do anything to acheive her goals.
    Glasia has a deep hatred of fey (except drow, of course), especially dryads and nymphs. She is ashamed of her half-dryad origin and tries to hide it.
    Glasia is extremely devoted to Lolth's Clergy, and will put the church's needs above hers. She is obsessed with moving higher up in Lolth's clergy, and dreams to be a High Priestess.
    Equipment: Glasia carries an arsenal of daggers, a plethora of poisons and antidotes, and a barbed whip. She also bears an amulet bearing the Spider Queen's symbol.
    Abilities: Glasia is a 9th level cleric (power list will be added later), and has a diverse knowledge of poisons. She has a lot of religious knowledge, and is extremely dexterous, and is very good at tricking, seducing, or convincing others.
    Backstory: Born to Quarfein Maeana and Birch Stormwillow, was adopted into House Maeana and trained as a priestess due to rapidly losing favor with Lloth.
    Notes: breathes carbon dioxide, blood is clear.


    Ilpharra Stormwillow

    Gender: Female
    Race: Half-drow, Half-dryad
    Age: HAE of 25
    Profession:Escaped Slave
    Alignment: Neutral
    Power Level: C

    Appearance:
    Ilpharra has dark grey skin and green eyes, and her hair changes color with the seasons: White, tinted-green, yellow, and dark brown. She has a wiry frame, and is moderately attractive. Her back is covered with scars, and a long scar stretches across her left cheek.
    Ilpharra wears a simple grey sleeveless tunic and shorts under her light armor.
    Personality: Ilpharra is rather antisocial and pugnacious due to her long time spent in the caverns of the Underdark that she escaped to. She hates being ordered around, and is rather impetuous. Ilpharra is frightened of chains, and is slightly paranoid.
    Equipment: An axe and a couple gold coins.
    Abilities: can photosynthesize, has magical potential, extremely good at tracking, hunting, and fighting. Also skilled at crafting and has a lot of endurance.
    Notes: Has clear blood as well, breathes carbon dioxide.
    Daughter: Amaria.
    Last edited by Arkhosia; 2014-01-24 at 08:12 PM.
    Avatar by Gulaghar, thanks so much!

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

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    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  27. - Top - End - #867
    Ogre in the Playground
     
    Duck999's Avatar

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    Name: Domnus Ereptor
    Alias: The turned one ( Domnus does not live by that, though some call him by it)
    Gender: Male
    Race: Vampire Elf
    Age: Old
    Alignment: chaotic nuetral
    Profession: Explorer, Jack of all trades
    Power: 3.5 on Quinsars scale

    Description: Imagine the Avatar in my signature as an elf. Just add ears
    Personality: Reacts in very different ways to different things. Can be calm, or raging.
    Equipment: Little armor, carries 2 daggers (dual wield), enouh money to live off of
    Abilities: His senses are heightened, he is more agile and quick than a normal elf, protection from normal sunlight. He can sometimes sense lies.
    Backstory: He was raised in an area where elves were disliked. He traveled while too inexperienced and became a vampire. More to come later.
    Miscellaneous: N/A
    Last edited by Duck999; 2015-05-20 at 05:49 PM.
    Avatar made by Bradakhan| Other avatars.
    Spoiler: Quotes
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

  28. - Top - End - #868
    Barbarian in the Playground
     
    Devixer's Avatar

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    Shark

    Alias: None, Shark's real name is currently unknown.
    Gender: Male
    Species: Human
    Age: 27
    Profession: Mercenary

    Description: Shark is tall and well-built. He has short black hair and brown eyes, and there isn't anything particularly special about his face. His torso is adorned with several scars from knife and bullet wounds. He's almost never caught outside of his MSF battle uniform, a standard military uniform camouflaged to be used in the jungle.

    Personality: Most of the time, Shark is cool and collected. He's confident in most every situation, a result of his military training. This really only changes if someone has managed to get him angry, or when talking to a good-looking guy.

    Equipment: -Two firearms: a Mk. 22 silenced pistol, and a Mosin-Nagant sniper rifle, also modified to have an integral suppressor. Both fire non-lethal tranquilizer rounds rather than bullets. In terms of weapons, he also carries a combat knife.
    -Soliton Radar: This hand-sized screen is connected to a radar in Shark's backpack. It shows a real-time map of the nearby area, as well as the position and location of anybody nearby, even those normally immune to radar.
    -Rations: Shark keeps a few of these in his backpack. Eating one heals any wounds he may have. How it does this is anyone's guess.
    -Stealth Camo: Using this hand device renders Shark completely invisible.
    -Rescue Box: This cardboard box is styled to look like an ambulance, complete with a siren taped to the top. Somehow, when Shark stays underneath this box for a while, his wounds are healed.
    -Infinity Bandanna: This looks like any simple bandanna, but while Shark wears it, he has unlimited ammo for any weapons he may be carrying, no matter what kind of weapon it is.

    Abilities: Shark is well-trained in marksmanship, hand-to-hand combat, and infiltration. He seems to be mundane otherwise, but if he ever gets into an actual mission, a couple of odd things happen.

    If he ever fights someone more powerful than him, their abilities are forced down to be closer to his level. Magicians are only limited to a few weaker spells, people might suddenly be slower or weaker than they should be. Psychics who can normally directly attack someone's mind are suddenly limited to simple telekinesis.

    If Shark ever tries to sneak into a facility, the security of wherever he's sneaking to is a lot dumber than they should be. Security guards look around an area very slowly and get a lot more predictable. Cameras don't have nearly the field of view that they should.

    ((tl;dr: Shark is a Metal Gear character, and things that he's up against become a lot more video game-y.))

    Backstory: To Come Later(tm)

  29. - Top - End - #869
    Pixie in the Playground
     
    ClericGuy

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    翠 三野見
    MIDORI MIYAMI

    GENDER: Female
    RACE: Humanoid yokai
    AGE: At least 600 human years; exact age unknown (appears 25-30)
    DATE OF BIRTH: April 26
    MIDORI'S DAY: March 16

    CLASS: Superior oathkeeper yokai
    ALIGNMENT: Lawful Neutral
    HUMAN-YOKAI RELATIONS: Indifferent

    DESCRIPTION: 6' tall with average build. Deep blue eyes and waist-length light brown hair. Commonly wears a long skirt and a dark-green coat.

    PERSONALITY: Midori does not rely on conventional logic and occasionally seems rather batty, but behind this goofy facade lies a patient and calculating mind backed by centuries of wisdom and experience. As an oathkeeper yokai, she highly values honesty and trust, and those who do not will find her an enemy quickly made.

    Spoiler: Power Ratings (listed by difficulty)
    Show
    • Normal: 25/A
    • Hard: 27/A
    • Lunatic: 30/A+
    • Finality (Superior yokai only): 36/S

    Spoiler: Abilities
    Show
    PRIMARY: Can determine, control and manipulate probabilities; gains power through promises made and kept

    Spoiler: Spell Cards
    Show
    • Luck Sign [Illusive Trick Shot]: Fires a wide swath of small shots toward the target, which bounce off of solid surfaces at random angles; difficulty determines size of swath, shot speed
    • Improbability [Separation Anxiety]: Predicts and alters probability of target's position, making it possible to strike target through time; one bullet can appear in many places at once; difficulty determines types of bullets fired, number of multiples
    • Cheap Trick [Altered Ratio]: Constricts target to small area of constantly-changing dimensions, severely hindering maneuvers; difficulty determines size limit, frequency of dimension change
    • Oath to the Beggar: Fires a multitude of ring-shaped bullets whose strike area alternates between the ring area and the hole area; difficulty determines number of bullets, frequency of strike area alternation
    • Oath to the Sentinel: Creates a durable wall of bullets and begins a countdown; if bullet wall remains unbroken when countdown ends, target is instantly defeated; difficulty determines durability, density of bullets
    • Calculation [Fail-Safe Gambit] (TIMED SPELL): Hides away while firing walls of bullets; difficulty determines frequency of walls, density of bullets, duration of spell
    • Oath to the Homeland: Traps target in place while firing bullets, requiring target to deflect/reflect shots; difficulty determines frequency of bullets
    • Oath to the Forsaken (TIMED SPELL): Shrouds battlefield in darkness, requiring target to use senses other than sight to predict and dodge bullets; difficulty determines speed, frequency of bullets, duration of spell
    • Falsehood [Out-of-Body Experience] (TIMED SPELL): Swaps control between user's body and target's body and summons mine shots; difficulty determines duration of spell, number of mines, speed of possessed target, speed of possessed user
    • Oath to the Beloved: Summons an established Yokai of the Nexus at random to use enhanced non-spell shot patterns in tandem with user's pattern; difficulty determines frequency of summons
    • Oath to the World: Commands worldly powers to attack target from all angles; difficulty determines frequency, effects of commands
    • LUNATIC/FINALITY ONLY: Anti-Matter [Undefined Prime]: Bombards surrounding area with a rapid, random barrage of volatile, explosive bullets
    • LUNATIC/FINALITY ONLY: Killer Sign [Grim Prognosis]: Condemns target to defeat in three seconds; inflicting damage to user prolongs target's life
    • LUNATIC/FINALITY ONLY: Oath to the Self: Summons an orbiting array of bullets and rushes target at high speed
    • FINALITY ONLY: Empty Oath: ---EFFECT UNKNOWN--- (No one has ever forced Midori to use her Finality Card)

    LAST WORD: Impossible Magic [Juncture of All Existence]: Summons powers from alternate universes to rain down upon target(s); power, variety, frequency, chance to hit increase severely with damage dealt to user

    HISTORY: Arrived in the Nexus after being ejected from her world in a whirlwind of violent magic. Though it's unclear if she's an elder yokai, like Sanji, she has incredible magical talent and is widely considered one of the most powerful beings in Other-Gensokyo. Rumor has it that she used her control over probabilities to separate her world from its precursor. Another rumor states that she once had a very intimate relationship with Sanji Genkiro, although this claim remains unconfirmed...

    Theme of Midori Miyami: Celldweller - Unlikely (Stay With Me)
    Theme of Two-Faced Oathkeeper: Devil in the Details ~ Little White Lie (original)
    Theme of Last Word: Against All Odds (original)
    Last edited by ImpSyndrome; 2015-10-04 at 08:05 PM.

  30. - Top - End - #870
    Ogre in the Playground
     
    Deathkeeper's Avatar

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    Spako's Harrow Deck of Many Things

    This is mostly a self-reference, as I use an RNG for this and the cards are not numbered. Card effects that require participation by other players will always be context-sensitive and should be worked out OoC before deciding to use them, or, more likely, will simply be changed while keeping the original themes. Many of these are simply the D&D version without any mention of stats.

    Reference# Name Effect
    1 The Avalanche Sets off an earthquake, petrifies character for 1 hour. Suppressed: only small quake
    2 The Bear The character becomes a werebear. May be accompanied by a mental shift towards brute force solutions. Changes' Trigger and exact mechanics determined by player. Suppressed: Curse fades if character can avoid changing for one week
    3 The Beating The character is less able to defend themselves. Alternatively, may find themselves prone to bad luck (requires OoC participation). Suppressed: only lasts for 24 hours
    4 The Betrayal Character will be betrayed, fooled, or conned by some other character or NPC, with significant results. If none available, automatically Suppressed: minor betrayal, such as being conned or fooled by something's appearance with negative results (mistaking a speck for a poisonous spider)
    5|The Big Sky| The character cannot be held against his/her will by any mundane bindings or magic restrictions that require touch (such as magic webs or entangling plants). Suppressed: The character gains a mundane talent for escape artistry, but can still be foiled by magic, complex locks or very thick bindings.
    6| The Brass Dwarf| The character gains immunity to damage from: Extreme heat and fire, Extreme Cold, Electricity, Acid, Poisons, metals. Also gains a serious weakness to one of the others. Suppressed: Resistance instead of immunity, weakness is less severe
    7|The Carnival| One card is redrawn. Only affects the Carnival if no other cards were drawn. Cannot be suppressed.
    8|The Courtesan|A favorite item or non-sentient companion of the character becomes intelligent and capable of speech. Suppressed: the item gains a will of its own but not true intelligence. If a creature, it becomes smarter but not intelligent.
    9|The Cricket| Character can choose to draw up to 3 cards. Each one drawn makes the character more quick and agile. Suppressed: Only 1 extra draw possible
    10|The Crows| A valuable of the character is soon stolen by a talented thief. If character is particularly destitute, it instead summons a crow to harass and steal from him/her for several days. Suppressed: character will find themselves beset by normal NPC thieves, and can be more easily evaded
    11|The Cyclone|Character becomes part Air Elemental. They can fly, but are unable to stay on the ground. Tornado-for-legs optional. Suppressed: Strong winds kick up around character for one full day in the most annoying times possible, making walking or flying difficult, blowing debris at them, or messing up clothes when important people walk by
    12|The Dance | Character becomes a master of some rhythmic art. Suppressed: character becomes merely "talented" instead
    13|The Demon's Lantern| A gem appears and sucks the character's soul into it. Its destruction kills the character, while subsequent death will send their consciousness into it as well, alive but unable to move or speak without being held. Strong Resurrection-type magic can restore the soul to its body or revive the character from the gem. Suppressed: Character will receive terrible advice or directions next time they ask for some.
    14|The Desert| Character can teleport to any non-hidden location once, bringing up to 1 ton in goods and up to 10 other people. Suppressed: maximum 100 miles, can only bring self and 100 pounds of clothes/gear
    15|The Fiend|A powerful (N)PC demon suddenly knows about and hates the character, and will attempt to harm them. Alternatively, the character will soon do something to seriously anger a demonic/daemonic/hellish PC (must be worked OoC, obviously) Suppressed: the next demon/fiend the character meets will find them strangely irritating, likely enough to cause trouble.
    16|The Foreign Trader|The Foreign Trader Appears! He trades years of life for any material good imaginable, although a decade is usually the minimum price. Reroll if character is immortal. Years spent cannot be restored unless character is completely reincarnated. Suppressed: the Trader offers only his Bargain Bin items.
    17|The Forge| One possession becomes one other item of equal value, chosen by character. If undesired, can choose Suppressed result. Suppressed: character receives one well-made but common metal item of their choice.
    18|The Eclipse| Character becomes completely nocturnal and feels weaker in daylight. Switch if already nocturnal. Physical features may slowly change to fit new lifestyle. Suppressed: Character gets insomnia that proves difficult to shake
    19|The Empty Throne| Character suddenly inherits a noble title and a large estate from a previously unknown relative, friendly NPC, lottery, etc. Suppressed: character will soon come across a decent amount of money (several hundred whatevers) in an unlikely place.
    20|The Hidden Truth| The character can gain the answer to any question, riddle, or puzzle, once. Suppressed: they gain only a hint.
    21|The Idiot| The character becomes mentally duller in every respect. Alternatively, character becomes extremely gullible. Suppressed: the character's judgment becomes clouded and questionable for 2 days
    22|The Inquisitor| The character can force another to tell the truth to a single question, once. Victim is compelled to give a decent answer. If they do not know or believe a falsehood, it is wasted. Suppressed: victim is not compelled to give a decent answer, and can give an answer that is true but not helpful or insightful.
    23|The Joke| Character must select a friend (or closest thing). Three cards are drawn and shown. The friend must pick one and take the effect, and the character picks one of the remaining. Neither know the exact effect, but may know whether or not they are beneficial. Friend need not be nearby or understand what's going on.
    24|The Juggler| Character must swap a current talent for another (this includes physical or mental aptitudes) of equal magnitude for one week. (he can swap his intelligence with physical power, talent at smithing with talent at thievery, etc) suppressed: the effect lasts for only one hour
    25|The Keep| Character gains their own personal pocket-dimension roughly the size of a small estate with whatever they desire in a proper home (but not excess wealth), along with the power to get there. suppressed: character gains a small but comfortable property, already stocked and decorated with what they find tasteful
    26|The Liar|A valuable of the character's becomes cursed! Context-sensitive suppressed: a tool or item of the character's will malfunction once.
    27|The Locksmith| Character can open any lock or barrier, once. suppressed: power only applies to actual, non-magic locks
    28|The Lost| The character disappears, and wakes up somewhere else in a body radically different from their current one. This new body will resist any attempts to be shapeshifted into anything that looks more like the original. Suppressed: People will not notice or recognize the character for several days, requiring them to prove their identity and presence constantly.
    29|The Marriage| A nearby attractive (N)PC of a different species but of the character's preferred gender immediately falls in love with him/her and will propose marriage within a day. If the offer is declined or the vows are broken, the character is cursed into a member of their heartbroken lover's species. suppressed: the (N)PC merely asks the character out, curse merely makes compels character to feel guilty
    30|The Midwife|The character becomes extremely fertile, and will have children with any partner unless protected. Any child of theirs will be born in extremely good health, without any risk to them or the mother.
    31|The Mountain Man| Character doubles in size (whether proportions stay the same is up to player). Clothing does not shift. suppressed: character grows six inches in height, with a proportional increase in weight. Clothing still doesn't change.
    32|The Mute Hag| Character becomes blind, deaf, or mute (chosen randomly) Alternatively: a well-kept secret of the character's becomes a well-known rumor. suppressed: effect lasts only 3 days
    33|The Owl| The character can scry (see a vision of) any person or place, once. suppressed: power only works within 100 miles, must be used within 24 hours.
    34|The Paladin|The character gains the service of a loyal knight for one year who will obey the character completely as long as they do not break his code of honor. suppressed: the knight stays for only a week.
    35| The Peacock| The character takes on an appearance that they would find ugly, but is extremely attractive to some others. suppressed: character can reverse the effect after one week. They can choose not to, but the choice cannot be undone.
    36|The Publican| One card of the character's choice has its effect negated. If the Publican was the only card drawn, draw again. The character can ignore their first Draw if they don't like the result, but must take the next. Cannot be suppressed.
    37|The Queen Mother| Two ant-people appear to serve the character. They protect and help the character, but do not necessarily understand them. They cannot speak, but understand telepathy and most insect languages. Suppressed: the followers are merely dog-sized ants, but while much less intelligent are already trained about as well as an average dog.
    38|The Rabbit Prince| Character becomes a master swashbuckler, but only when acting heroically or dramatically. Cannot be suppressed. Alternatively, skills act all the time but character gains lagomorph traits they find themselves too proud of to hide, but most will find ridiculous looking.
    39|The Rakshasa|Anytime the character purposefully lies or deceives another character, they turn into a random animal for 1 hour. Suppressed: they gain only the animal's head (scaled for size) and can still speak.
    40|The Sickness| The character gains a serious but not fatal or contagious illness. It cannot be cured, although its symtoms can be treated with medicine or magic. Suppressed: the character contracts a mundane disease, which behaves normally save for that it is not contagious.
    41|The Snakebite|The character poisons anyone who touches them for 1 month. suppressed: The effect lasts a week, and requires touching bare skin.
    42|The Survivor| The character will automatically resurrect somewhere safe if killed, once. suppressed: character will instantly heal their next serious but non-fatal injury.
    43|The Tangled Briar| Plants find the character's presence hostile, either not growing at all near them or growing sharp thorns and nettles if within 100 feet of them for more than a few hours. Suppressed: effect lasts only two weeks.
    44|The Teamster| The character is offered a lucrative opportunity, usually a job. If no PCs or NPCs can offer, character can draw up to 3 times, ignoring 1 card's effect. Cannot be suppressed, subject to context.
    45|The Theater| Character can mimic one ability or attribute (ex. their physical strength or quickness, or their ability to throw knives, or their knowledge of exotic bottlecaps) from someone nearby. Cannot mimic spells, although can ask for latent spellcasting ability. Suppressed: only allows partial mimicry, not equal to the original.
    46|The Trumpet| Character can summon a minor celestial or fiend (depends on character's mindset, cannot be changed) once every 3 days, which serve loyally for 1 hour. Suppressed: this ability only works once
    47|The Twin| The character is genderswapped. Suppressed: at any point after 24 hours, character can undo the effect.
    48|The Tyrant| Character is compelled to obey the first person to give them a command. Suppressed: they obey only that first command.
    49|The Unicorn| The character can undo any injury or personal misfortune (losing a valuable, or similar accidents that don't affect other PC's) on a person, once. Suppressed: can only reverse something that happened to them
    50|The Uprising| Several drunk NPCs begin following the character around for the rest of the day, insisting that they're "with him/her" despite any and all protests. They try to be helpful, but are probably too drunk. suppressed: it's only one NPC.
    51|The Vision| The character gains two visions about something they want to know. Only one is true.(this is the normal effect. Since it requires OoC participation, it will be likely be subject to context often)
    52|The Wanderer| The character can choose between one expensive magical item, or everything necessary to become a merchant of their choice in goods, including merchandise, suppliers, a cart, and a pack animal. They can choose to take a form capable of pulling the cart themselves for MAXIMUM efficiency. Suppressed: the item or supplies are of lesser quality.
    53|The Waxworks| An exact clone of the character appears within 20 miles, who hates the original's guts and generally have an opposing mindset.
    54|The Winged Serpent| Character is granted one wish. The wish always gives what the character wants and with minimal unforeseen drawbacks, but the exact effect may be unexpected if not worded specifically. Suppressed: the wish has a limited level of effect, although can still at least partially grant most requests.
    [/table]
    Last edited by Deathkeeper; 2014-04-02 at 05:23 PM.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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