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Thread: Nexus Character Directory
- Join Date
- Mar 2011
Re: Nexus Character DirectoryElio Fabrizio
Alignment: One of the good guys.
Description: Elio is a seventy seven year old wizard and get's all of the trimmings. He has a long white beard, a long blue robes, and a wide brimmed pointed hat. His eyes are a vibrant blue.
Personality: Elio is the definition of kooky old dude. He's got a weird sense of humor only he really gets, a penchant for silly magic pranks, mostly toward his apprentice. He's also very wisened by old age. Seventy-seven years will do that for you.
Beyond that the key word here is kind. He's got cash, he's got life experience, he's had his run as a playboy in his youth. He's long since been at the point in his life where he just wants to give back. He'll weave a spell for as much as your willing to pay him for, which in the world will often mean free, and he doesn't care. He'll go out of his way to help people he's just met, and he'll put his life on the line for people he actually likes.
A side note, don't screw with his apprentice without his express permission. He's very touchy about the boy.
Equipment: Elio's sleeves work like a bag of holding, he keeps a great deal of equipment in there. Medkits, gold, toys, food, gadget's, and items of sentimental value.
His fifty plus years as a court magician and minimlist lifestyle have left him filthy levels of rich, so there's very little he can't buy.
Abilities: Elio is a mage. His magic is versatile and and makes use of simple spells used in creative or unexpected ways.
His specialty is the simple levitation spell which he uses to the absolute extent. His expertise with the spell has earned him the name "Thousand Hands Elio."
A more powerful and complicated magic he possesses is dimensional magic. He dubs it, teleportation magic to make himself sound less threatening, but it's about the same. He does teleport, normally with a blip sound effect, but it's quite a bit more than that.
Elio has actually mastered 5th dimensional travel. Not only can he teleport from place to place(first through third), but also through his time line(fourth), and finally between universes(fifth) which is how he got to Nexus.
You might think time travel would make him somewhat more dangerous, but not really. Notice how I only said his timeline. He can only time travel or send things and people to HIMSELF, and causality seems to keep things from mucking up.
His magical ability also extends to a subtextual level. He has incredible magical senses able to see and smell magic from several meters away He's quite skilled in analyzing spells on the magical level and subverting spells used by his opponent.
Beyond his Magic, he holds that magicians should be scholars, diplomats and businessmen, so he's not only smart, he's also very tactful, very persuasive, and even shrewd when he needs to be. Chances are he will try to solve a problem with words before spells.
Backstory: All that you really need to know is that he was a Court magician for over fifty years, as I have, and will in the future, point out again and again and again.
Class: Apprentice Mage
Description: A physically unimposing young man. His hair is a dark brown and long enough to hang as a ponytail down his back. His eyes are brown. He wears blue robes same as his master, Elio, but no hat. He hasn't earned it.
Personality: Romeo is easily pushed around. He's been bullied his whole life so he's used to simply taking it when someone threatens or insults him. Since learning magic this has been slow to change, but he's been learning that he's actually quite quick and resourceful, and he doesn't always have to take it.
He's also begun to pick up some of Elio's traits. His kindness, his sense of humor, and even his love of pranks, even if he rarely pulls any himself.
Equipment: A fifteen gold coin a month stipend from Elio. Beyond that, nothing much.
Abilities: For two years, Elio has been teaching him magic and he's taking to it, but slowly. He has a few of the basics down. Moving objects, gusts of air etc. But he lacks any sort of stamina. He almost immediately runs out of breath after one or two spells.
Backstory: He was an ordinary stable hand before going to Elio for magic lessons. Situations happened and he became an official apprentice.
- Join Date
- Oct 2010
- Dexter's Laboratory
Re: Nexus Character DirectoryClarissa Smith von Finkle
Alias: Valaira; Guardian of Eternity; Maiden of the Cardinal Sins; Hel; The Tainted Hand of the Gods
Gender: Identifies Self As Female...Under Quotidian Circumstances
Species: As Appropriate as the Nintendo Brand of "Star Warriors" Might Be Given Clarissa's Inclinations and General Tastes, She Is Officially Recognized as a Member of the "Deathhand" Species (A Fairly Random Designation for a Chaos-Spawned "Goddess" of Sorts)
Divinity Sensors Should Perceive Her as Roughly "Half-Demon" "Half-Angel" by Most Theological Standards and Definitions
Age: Time Is an Invention of Mortals Who Find Their Allotments of it Substantially Limited and Therefore Direly in Need of Direct Measurement; Age Is a Subset of the System Implemented to Accomplish This Mortal Objective; Clarissa Transcends It, Though Her Physical Forms Always (As an Inviolable Rule) Appear as a Youthful, Lively 22 Year Old Teetering This Way and That On the Cusp of Adulthood and Childhood
Alignment: Clarissa is a self-serving egotist, heeding only advice and embarking only on adventure that amuses her or otherwise benefits her in some way or other. She cares only for herself and her own gain...for the most part. She has never had a qualm with exterminating untold numbers of unsung heroes and do-gooders to get her way. Law doesn't hold sway over her either, except in gifting her more thrilling methods by which to spend her infinite life. Breaking them is just one additional way by which she can get her kicks. Clarissa is Chaotic Neutral and verily so, but only because of...
Valaira. Clarissa is Valaira's counterpart. Her other half. Valaira is a repentant mass murderer with the same destructive tendencies as Clarissa but a genuine care for the health and welfare of others. She wants everyone to succeed and live in harmony. Even though she has committed tons of horrible crimes, only a handful of which she was "aware" for, she wants to change and help people, a peculiar stance which offsets Clarissa's "Let the world burn!" attitude.
Power Level (Scouter Scale): Scaled, because scaled is more fun than set. Scaled implies diverting, player-friendly combat each and every time! Fairness! Yay!
Occupation: Professional AMENite/"Tyrant" of Hel/Minor (Very Minor) Cultist Icon (Which Is Bound to the State of Being a Progenitor)
Description: Clarissa is exceptionally beautiful. She also boasts sundry carnal vessels. The most recently utilized body shall be detailed herein.
Clarissa: True Form
As she walks, her feet never quite seem to touch the ground. The eye would most certainly repudiate any claim to the contrary and refuse to ever dwell on the matter for a second time. With obstinate persistence and insistence (but no abstinence, mind you, for inquisitive and dedicated scientists cannot help but stare and often gawk at the focus of their studies), the unaided eye would contend that she hovers a centimeter or dozen above the lowly soil, which is not and could never conceivably be worthy to stroke the soles of her feet. And the eye, personified and possibly engendered as such, would staunchly cling, like a maddened dog, to its argument, if only for its stake in it. What wisdom could be derived from upholding an erroneous claim? Incentive drives defense, and reward the eyes of the beholder Clarissa does.
Her legs were sculpted by obsequious gods. They are the idols of obsession. And when I say gods, I do mean gods (which, in this instance, is not the broad term acknowledged to include the garden-variety slew of goddesses), as they doubtlessly were aware of what traits would reduce a man to a euphoric mass of trembling flesh and blood with little to no coaxing or teasing on the part of the seduc-...possessor. Possess she does with haunting subtlety. Back to the topic at hand, her legs are neither gangly like sticks or planks nor thick like drenched logs. They are perfectly poised in between the two extremes. Healthy, trim, and muscular, their functionality is clear yet not exaggerated, as they are ample and supple enough to rally and inspire the salivation glands of many-a-human to manufacture a surplus of product. Her milky-white skin, smiled upon by the sun and blessed by all the other elements cataloged by men who reverently grovel at their and her feet along with a spectrum which haven't yet been and may never be save in the deepest of dreams where even the subconscious lies dormant (dead to the world), stretches over them without wrinkle nor fold. So smooth and soft is it that the qualities of silk pale in comparison to it, as it is an inferior fabric to Clarissa's sublime elegance Such abnormal, perhaps abominable, perfection could only be elucidated by divine heritage, that the bearer is a scion of (or maybe even a) supernatural entity designed for an express purpose in this world. That this is a earthly symbol of her power.
From there, we move to her lower torso, which is completely devoid of a bellybutton or any other similar trait, as it would be nothing more than a special defect on her. For she was never rightly born. 'Tis a stain of mortality that she will forever deny and never-ever deign to wear.
Her abdominal region is slim, but not remarkably so. She is healthily muscular, however comfortably soft and cushiony. She's obviously raring for battle or peace, able to back up her words with force when need be and perfectly content to relax in the sidelines if she can.
Her tails are worth mention as well. All nine of them indulgently flick through the air indicating her mood. They are basked in golden splendor, a shimmering light glimmering like the heavens above. Like shining constellations glowing high in the evening sky, their patterns blink into existence as the night fast approaches, as it often does on days plumb full of merriment and joy and fade with the dawn's first breath, evaporating long before the dew on the grass. It is a splendid little quirk of Clarissa's, and no vapid thing to watch. Her tails are even softer than her skin. Far more. Furry and bushy they are, arrayed behind her like a peacock's stunningly vibrant plumage. They ooze confidence and are a major weakness in her build, upon both superficial and immersive contemplation, as they are ticklish and sensitive (the first an oddity, the second a staple of tails). Calamitous consequences will ensue from Clarissa's distress if they are tugged at all.
Clarissa's back and upper torso are equally as magnificent, but describing a back is boring and it would be a mistake to enumerate every feature of her upper torso here.
Clarissa's arms are healthy, well-toned, and attractively muscular. One wouldn't be able to discern that she could rip a car apart with her hands if the challenge set the bar high enough. One could still logically reason that she works out daily (nearly) from their condition.
Clarissa's neck is a fine thing, but not removed enough from the norm to merit more than this sentence.
Clarissa's face is a delicate thing. Throughout it, all things strike a balance. Her eyes are soft, shaped out of malleable gemstones twinkling with spectral emerald brilliance. Surrounded by a contrasting field of untarnished, pearl-white, they are. These orbs of telling glory do not belong to earth or any of her children. The pair is reserved for things more innocent or formerly more innocent than newborn life. They portray understanding and compassion naturally, but destiny would have it that these aspects are overshadowed by Clarissa's own grudge against sapient life. Malevolence, hatred, and a tinge of disgust burn behind her fiery spheres leering out at the world's ugly countenance when she takes offence to a judgmental iniquity slung at her out of ill-will. Her cheeks are soft with high, noble cheekbones, and they are often blushing, depending on the season. Her lips are strips of crimson ribbon, streams winding back on around one another in an endless loop. Gentle are they, though the rows and rows of jagged teeth which lurk behind like those of a starved shark, the cavernous maw they guard, and the forked tongue of a slithering serpent which inhabits it welcome foolish interlopers solely to their ultimate demise. Her adorable nose and bland ears which taper off to an acute point are nice as well. Her hair animatedly and rhythmically waves where it draws to an effortless end at the center of her spine. It is colored so as to match the fur of her tail seamlessly. They are composed of the same fibers, so that attribute is entirely self-explanatory.
She also sports a set of giant, fluffy, velvety, feathered, stereotypical, white angel wings that have been grafted onto her upper back. Her wingspan is no small deal either, being approximately two and a half times her height from the tip of her left wing to the tip of her right wing. They are ironically inexplicably comforting and protective. In them, one may feel as if no harm could ever really be inflicted upon him/her. Clarissa doesn't generally face ridicule or receive flak for her none-too-wicked angelic wings as she stores them in a special camouflaged nook in her upper back when they are not in use.
Equipment: Clothes. In all honesty, that usually about it, though she does own a ring Dave gave her on her wedding day that tastes like various candies with inset ruby, sapphire, and emerald colored jewels. She has a generic violet cell phone and carries a pouch of gold pieces on her frequently as well. She keeps a temple, several mansions, piles of emergency riches, and a legendary blade, but she never ever carries them with her, so they can't rightly be considered equipment.
Abilities: Conjuration; Heat Manipulation; Shapeshifting; Life and Spiritual Manipulation (Flesh Bending); More Realistic Kirby's Eating Ability (Blame Nintendo for the Nightmarish Horrors!); Super Strength; Cellular Body Structure (No Organ Systems or Veins); Poison and Virus Resistance
Validation For Vagueness (aka Note): Depending Fully Upon the Unique Situation Being Considered, This List of Skills May Be Rendered Obsolete or Be Majorly Limited, Especially During a Combat Sequence; These Abilities Are Expansive, But Not Clarissa's Maximum Potential And They Aren't All Included In Her Standard Arsenal Every Single Time Either, Thanks To Her Scaled Power Rating
Personality: This actually hasn't been nailed down. And I doubt it will ever be. Clarissa reacts differently to every character she encounters. There's no hard and fast rule to it, with the exception of two regulations.
1) If a character doesn't like nature, Clarissa won't get along with him/her.
2) If a character is perfidious, utterly self-absorbed, or openly dislikes one of Clarissa's friends/Clarissa, she won't delight in their company in the least.
Right now, it might be safe to say that she is usually of good-humor and chipper to a fault, but distrustful of most of the sapient population of everywhere, really. That's primarily due to her gloomy backstory.
Backstory: A segment of this backstory has been released in the Nexus, but the remainder of it is still classified until it is revealed IC. And the story won't make a whole lot of sense if I leave so much of it out, so I'll write it all up later.
Private Allies(As They Are Made Known):
Last edited by The Alexandrian; 2012-02-25 at 11:47 PM.
- Join Date
- Apr 2010
- Under a Roof
Re: Nexus Character Directory
Carmine Roderick Spence
Alias: None that has stuck or Carmine has taken a liking to. Sometimes he is called the Storyteller but that is more a job title.
Race/Species: Human, though his family history is little bit shady on how true that is or not
Alignment: Neutral. He ain’t more prone to helping folks then hurting them. He ain’t no questing knight however and will leave town if things get to hot for him. Bottom line is if he doesn’t need to cause someone trouble then he won’t.
Class/Profession: Some call him a wizard others call him a sorcerer; those are usually the nicer terms. Carmine prefers the term magician when it comes to magic but in his mind that is secondary. First and foremost he is a storyteller and a collector seeing as he travels about collecting tales and sometimes making his own along the way.
Power Rating: Rank C (level 6-7). Carmine has the magic in his blood but takes it for granted. He ain’t fond of using his magic to do anything too showy and prefers subtlety. This rule thumb keeps a pretty tight hold on what he is willing to throw his magic at. He has been travelling for a while however and has picked up a few tricks of the adventuring trade along the way. He knows how to pick a lock and sometimes a pocket. All and all the only thing that marks him as anything special is his blood.
Description: Carmine himself is not the most awe inspiring person you could meet along the way, unlike his father. He stands at about 6’2” and is fairly thin but his body has been toned from his traveling. His face seems canny as if something going on in the back of that head of his, color of his eyes are light green like a summer leaf. Straight shoulder length brown hair compliment his slightly unshaven appearance that act as signs of being on the road. On his right shoulder he has a tattoo that is rarely seen, it shows a queen of spades with woman being his wife Celina.
Personality: Carmine can be described in one word by his friends and enemies as lucky; he prefers to call himself canny. Carmine mainly likes to know what he is getting into at all times, never steps into a situation without first understanding as much as he can about it. He is patient, observant, and personable because that is what is you need to be both a storyteller and an adventurer, well to be a good one at least.
Equipment: His main get up is that of a trench coat, wide rimmed hat, sturdy boots, rugged brown pants and a shirt with a black vest on top of it. This is usually why he gets called “cowboy” and at worst challenged to impromptu gunfights. He has a pack with him that holds his travelling gear and some gambling gear also, mainly loaded dice and marked cards. He has a few trinkets in his pockets that are said to be lucky; the most notable is a silver dollar which he fiddles with while thinking, he never lost a coin toss with that coin. His most prized possession is a dark leather book that he bound himself that holds the stories of his family and some other tales that he has gathered over the years.
Abilities: Carmine brings 2 things to the table anytime things get tough, magic and skill. Carmine uses his magic to change a bad scene into something in his favor. A gun jamming, moving a root slightly so someone trips on it, making it seem as if one object is another are some of his tricks. He doesn’t like to use his magic in anything too grand, as of this point he hasn’t had the need. Carmine also comes from a long line of adventurers all of which passed down tricks of the trade onto him. Whenever Carmine is in pinch there is always some story to give him an idea of what to do. He has also been on the road for a good while and figured out a few tricks on his own, sometimes a little bit later then he wished.
Backstory: Carmine Rodric Spence was born into a line of great adventurers. All the time since he was a kid he was hearing about his grandfather and his father before him, every family member had a story to tell. His father was everything an adventurer was supposed to be. The man looked the part of a god and sometimes it was hard to say he wasn’t. A strong swordsmen, adept with magic, quick on his feet, and could charm a bloody mountain to move with the way he talked. Carmine didn’t see too much of him however, his dad was always getting messages that took him away from home. Carmine never grew resentful, there was food on the table and whenever he was around there was a new story to be heard. Trouble is that the better you become at something the more people are gunning for you.
Carmine at the age of 12 was sent around the family tree to what some would call apprentice with other family members. All of the Spence family put a piece of what they knew into him. At the age of 18 he came back to a burnt down husk of a house with different tales about how and when it happened. All Carmine cared about was whether his family was ok. The fire was very large and when the report came back no one was found in the burned wreckage. The only thing that was saved was a metal box that seemed unharmed from the fire. To Carmine’s surprise it held all of the writings of his family, a good sum of money from his great great grandfather’s defeat of a dragon, and a coat that had belonged to his great grandfather. This to him was a message that his ma and pa were all right, they just had to go. Carmine used some of the money to buy his travelling gear, pocketed some of it and the rest he gave to the town. The next morning with the sunrise Carmine was on the road with his great grandfather watching his back and his family in his blood. And thus another Spence adventurer was born.
Miscellaneous: Carmine does not appreciate being called a cowboy; the only thing he shares with them is a similar wardrobe in his mind."To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
-Compassion: Much less effective on soul eating monsters.
- Join Date
- Jun 2011
- Where I am.
Re: Nexus Character DirectoryCopi Kate
Alias: Copi. Not “Kate,” that’s someone else.
Gender: Female mentality.
Race/Species: Clockwork doll?
Age: 18/ less than a month (?)
Alignment: broken? good
Class/Profession: Insane. That totally makes sense in this slot.
Power Rating: Idk. Needs to solidify.
Description: An averagely-proportioned doll with clear blue eyes (that look creepy if you get them at the wrong angle) and a frilly blue dress and long, forest green hair.
((This is out of date))
Personality: She has the same basic character traits as Kate Kyland, but is completely nuts and has a number of mental problems stemming from sensory deprivation.
Equipment: The key with which she must be wound. It’s not really special; a copy could be made easily enough.
Abilities: Psychic powers. Can only move if wound, a full wind lets her move for 25 hours. Genre savvy. Frighteningly intelligent. Also, insane.
Backstory: She was a copy of Kate Kyland made by the entity known as Libra. When Libra died, she was left in the void… with no sensory input whatsoever. The chances of her stabilizing like this were all but nonexistent. She did, anyway.
Last edited by Lost_Deep; 2012-03-09 at 09:34 AM.
- Join Date
- Aug 2007
- In the Playground
Re: Nexus Character Directory
Gender: His race doesn't actually have these, but he identifies as male.
Race/Species: his race call themselves The Sons of Andile and The Favored People of Nozipho, but have no actual name yet.
Age: 6 (15)
Alignment: Chaotic Curious
Class/Profession: Wizard in training
Description: About the height of a dwarf, although his limbs are longer and his body in general is smaller. his skin is a bright banana-yellow that fades to green at his extremities. His hair is also green.
Personality: Cheerful and curious, but easily startled
Equipment: One pair of shorts, one armband made out of what appears to be obsidian.
Backstory: One of the first people in a world still in the process of its creation. The second son of Andile(the first of his race). Had things gone differently he would have gone on to be the world's first and most iconic great wizard. Instead he hopped into the first interdimensional portal he managed to create accidentally and wound up in Trog's.Avatar by Vulion. Vectored by me.
- Join Date
- Sep 2009
- I go places
Re: Nexus Character DirectoryAimi Kester
Profession: Former owner of the Roost
Description: Aimi's appearance is understated, to say the least. The only unique thing about her is her height, being quite tall for a human woman- just about two meters high. Otherwise, she's skinny, and has a very thin build.
She's usually found in tight jeans and a light jacket, but she's been known to wear other outfits on occasion.
Personality: At times, Aimi is lightly confident in herself, carrying a smile on her face, and happy to speak to others. She greets most days with a calm but very present exuberance.
Other days, Aimi seems to walk out to the world absolutely terrified of anything that might happen to her. She worries that others will see her and only mock everything about her. Days like that, she finds it very difficult to even leave her bed.
Abilities: Nothing notable.
Equipment: Only the clothes on her back and the utterly mundane contents of her purse.
Backstory: To come later.
Last edited by Devixer; 2019-07-06 at 05:03 PM.
- Join Date
- Nov 2006
- The King's Grave
Re: Nexus Character Directory
This particular entry isn't just one covering some PCs, but my whole Empyreum setting. As such it's divided up into sections. Yay for sections!
The Empyreum is an earthly empire ruled over by the Priests, servants of the Celestial Emperor. This deity is rather busy and so relegates most heavenly duties to his faithful Archons, ascended mortals with god-like powers.
Opposing the Celestial Emperor is the Lady of the Hunt, the other side of the dualistic deity. Where as the Empyreum is founded on the concept of righteousness, piety, and civil service those following the Lady of the Hunt value strength, ambition, and personal empowerment.
Those serving the Emperor tend to be urban or agrarian where as the servants of the Huntress are often tribal and nomadic.
While the two gods aren't technically at odds with each other (they're just two reflections of the same being after all) their servants usually are without question. Citizens of the Empyreum see worshipers of the Huntress as evil heathens who tempt away the morally weak with promises of easy power. The followers of the Huntress view the worshipers of the Emperor as fanatical bigots hell-bent on subjugating or destroying all that won't bend the knee. Both views are exaggerated in some ways and true in others.
[PCs, NPCs, and Notable Locations]
Fredrick 'Freddie' 'Winifred' Barrelson
SpoilerGender: Whatever lights your fire
Race: Five-tails Huldra
Appearance: Like all Huldra Freddie's natural form is that of a wolf-sized blue and black fox with a back covered in mossy oak bark. He's often surrounded by wisps of fox-fire and a crimson Orb that contains his original human soul. He (or she if the situation calls for it) is able to take the form most pleasing and handsome (or beautiful) in the eyes of the target person. As such s/he'll usually appear supernaturally attractive whilst in humanoid shape, though the exact form s/he takes isn't at all fixed.
The oak-bark remains in human form, though can be easily hidden by clothing. The Huldra's tails, however, are another story. They are usually hidden by glamor, though if Freddie is suitably distracted or startled they might become visible.
Personality: Freddie is incredibly conflicted. Due to fortuitously acquired Random Encounter Lewt he was able to retain his human soul after getting Huldra'd. This means on the one hand that he still has the personality of a kind-hearted peasant from a small village who had a desire to become a heroic Inquisitor and play the exalted role of a hero! On the other he's a demon of Dissonance that aches from his lost humanity and hungers to fill the void left inside with the souls of hapless victims.
While his dream of becoming an Inquisitor has been dashed Freddie still has some hope that he can play the hero. After all, it isn't as if Dissonance could corrupt him any more than he already is. Just don't sleep with him (or her).
Abilities: Freddie is a Huldra, with all the weaknesses and powers that implies. Being a Dissonant Demon-Fox grants him the following boons and banes.
Enhanced strength, agility, and durability: Huldra are strong, tough, and fast. They can shrug off most any attack that doesn't target the hollow in their back and are strong enough to bend iron bars with little effort. They're incredibly resistant to heat and move with supernatural alacrity.
Aversion to water: A Huldra completely submerged in water quickly becomes water-logged as their hollow body is filled. This snuffs their fox-fire and weighs them down tremendously. A Huldra so encumbered can't use any of their supernatural abilities and becomes nearly helpless until they dry off.
Beguiling Illusions: A Huldra can take a humanoid form. This form is usually based on the desires of a target creature and creates the most spectacularly attractive body possible with which to seduce the Huldra's prey.
Fox-Fire: A Huldra can create wisps of Fox-Fire, semi-autonomous amalgams of the souls that they have devoured and corrupted. Fox-Fire can be used to horrifically burn targets or create illusionary people and objects with actual substance. The more tails a Huldra has the more powerful their Fox-Fire can become. It's said that a Nine-Tail Huldra can completely enrapture crowds of people in a wholly illusionary world.
Essence Drain: A Huldra is able to drain away a creature's memory and personality in a number of ways. The most common is to steal it a little at a time through kisses or quite quickly through intimate contact. This deadly embrace is often used against sleeping prey to make sure they can't resist. If seduction doesn't work and violence becomes an option a Huldra will rip out a creature's liver and devour it, draining all essence in the process. A fully drained creature has their soul stolen and corrupted into Fox-Fire. Creatures without souls pass into a vegetative state and die quickly unless fed intravenously. As with a Huldra's illusions most generic methods of defense against draining effects offer no protection against this ability.
Aversion to Violence: A Huldra can not take violent action against another sapient being unless one of the following criteria is met. The creature attacks the Huldra first (or threatens to). Or creature makes a direct comment regarding the Huldra's tail(s). In any of these cases there's a strong chance that a Huldra will respond violently and remove the offending being's liver for consumption. Other Dissonant beings can be attacked at any time if a Huldra so desires.
Weakness to Allheal: Allheal is a small purple weed common in most any lawn, field, or vacant lot. A being with allheal on their person can not be drained by a Huldra and can see through their lies and illusions. A Huldra can't remove allheal from someone directly, though they may entice others to do so. Fox-Fire still burns, however.
Claw of Chatturgath: A potent artifact of the Primordial Chatturgath, the Claw looks like a two-bladed glaive fashioned from crustacean shell. The Sigil of Power smoulders with a dull red glow between the blades. The Claw is a potent melee weapon and has a number of strange abilities that can influence matter and energy. Most commonly it can fire beams of microwave radiation that quickly cause most targets to burst into flames. Alternately it can spew streams of pure kinetic force to batter foes. Any time it is used there's a 10% chance that it will instead create some random silly object rather than having the desired effect.
Templar Gregoire: Currently soul-nommed by the above Huldra. He was previously assigned to oversee Fredrick's metamorphosis into a Huldra and then deliver him to Bishop Bartholomew in Ironkeep for assigning to an Inquisitor. Unfortunately for him he met an unfriendly Sliver giant and caught a nasty case of the deads.
Priest John: The Priest in charge of the parish in the village of Riverford, Fredrick's home town. He seems like a really kind, nice old man. Who could probably break your neck with one hand.
Priest Luke: The Priest in charge of the parish in the village of Applevale. He's a relatively young guy, very bright and happy to speak with his flock about the finer points of the Emperor's Law.
Inquisitor Thomas: Nobody expects the Imperial Inquisition! Despite the usual reputation Inquisitors have Thomas is friendly, empathetic, laid back, and generally an all around cool guy. He has a tendency to nod off during villainous speeches. Despite his personality he gets the job done and he gets it down well.
Zaaldunvah Bastion: A penitent Ebony Demi-Dragon under the command of Inquisitor Thomas, Zaaldunvah is polite and proper. Though thankfully not to the stick-up-the-ass degree. He was a knight previously. And his bitch of a princess went and turned into a dragon and then ate him. He became cursed, princess was killed, he was freed, and then realized that he had been in a pretty terrible relationship.
Wiggums: A penitent Boggart under the command of Inquisitor Thomas. Wiggums is crass, mean spirited, and generally obnoxious. Though his ability as a spy and cut-throat is peerless. He and Zaaldunvah really don't get along very well.
Sister Agatha: One of the Nuns living in the Abbey atop Mount Anthor. Sister Agatha is adept at the Devotion of Joy and her bubbly, friendly personality makes that abundantly clear. She's friendly loyal to and protective of her friends. Make her friends sad and face the raw power of the Words of Creation.
Mother Martha: The Matron of the Mount Anthor Abbey. She's a portly, elderly woman wise and intelligent far beyond what her appearance suggests. She could probably have a throw-down with Yoda so don't under-estimate her.
The Wanderer: A nomad from the northern desert who was traveling through the Fiefdom of Baron Archibald when the land was uprooted out of the Empyreum and dumped into the Nexus. A powerful Sand Shaper, he's a follower of the Huntress and in search of glory and fame through honorable combat. Careful, we've got a badass over here.
Maarsukaal: An ancient Air Dragon imprisoned on Mount Anthor who knew her life span is drawing to a close. She tried to feed her spirits into a woman named Hildur in an attempt to corrupt her into a new dragon to take her Name. Thankfully Hildur was cleansed of the possessing spirits and Maarsukaal perished without corrupting Hildur, though her Name was still passed on.
The Fiefdom of Baron Archibald: The chunk of the Empyreum that was gobbled up by the Nexus and dumped into Outside. This land includes Mount Anthor, Ironkeep, The Thicket (spoooky forest!), a number of small towns and villages. Villages include Riverford and Applevale.
The Marches: A marshy stretch of plains-land that belonged to Baroness Elizabeth before it got yoinked into the Nexus. The land is crisscrossed with rivers and lakes in addition to a number of small towns and villages. Since the Baroness' capital wasn't brought to the Nexus Baron Archibald is attempting to annex the land.
[Priests of The Emperor]
SpoilerThe Priests hold the power of the Empyreum. While the royalty may not consist of Priests, it is without a doubt the Priests that ultimate pull the strings upon which the various feuding lords and ladies dance.
Priests begin their training at monasteries where they are give rigorous exercises, both physical and spiritual. Discipline in emphasized, both martial and mental. At the end of the training the learner is ritually endowed with a divine spark, causing them to gain the power of the Priest.
A Priest begins their service in the office of Templar. A Templar's duties are simple. To destroy monsters and servants of the Huntress wherever they lurk. Once this duty has been completed they are provided with a parish to watch over or continue the crusade against the enemies of the Empyreum as an Inquisitor.
The divine spark of the Priest gives them a wide range of mystical abilities ranging from healing wounds to calling up flames from the earth below. The abilities of the Priest usually center around the concepts of warmth, light, earth, and fire.
SpoilerGood ol' Nuns! Known as The Sisters of Silence to those familiar with their function in the Empyreum. Whilst Priests gain powers and abilities of a more magical inclination the Nuns are far more martially inclined. Where the Priests are as the sun shining in its strength the Nuns are a moonless night, tranquil, still, and deadly.
While all Nuns are far faster, stronger, and more resilient than a normal human each focuses their divine spark toward specific schools of combat. The martial arts of the Nuns are divided into nine Devotions, each Devotion a different application of the divine spark invested in them upon ordination after sufficient training at an abbey. It is not uncommon for a Nun to master three Devotions. The Matron of an abbey, however, must be a master of at least seven of the nine Devotions.
Love is the Devotion of healing, focusing divine power to mend wounds and raise spirits.
Joy is the Devotion of song, employing the Words of Creation toward a wide degree of often spectacular effects.
Peace is the Devotion of silence, weaving together shrouds of moonlight and shadow and stillness to evade detection.
Patience is the Devotion of fortitude, hardening body and will to shrug off any assault.
Gentleness is the Devotion of touch, amplifying incredible divine power through the lightest contact to devastate a foe.
Virtue is the Devotion of speed, pushing one's self to dizzying heights of alacrity though mastery of the divine conception of time.
Faith is the Devotion of foresight, seeing not with one's eyes, but with one's spirit.
Meekness is the Devotion of humility, by knowing one's limits and the limits of one's foes attacks can be turned back on an attacker.
Temperance is the Devotion of self-control, the ability to press one's self beyond the limits at which the mortal body should fail.
[Sages of the Huntress]
SpoilerRoughly equivalent to the Priests of the Emperor the Sages of the Huntress function as the spiritual head of whatever tribe they are associated with. Unlike Priests who require years of dedicated study before gaining their position Sages are simply chosen by the Huntress provided the individual please the goddess sufficiently.
Sages guard those under them from both forces of Dissonance as well as the Empyreum. Their abilities usually focus on cold, darkness, sky, and water.
[Forces of Dissonance]
Dissonance is the tension, disunity, disharmony, and contention between the Emperor and the Huntress as given form in the world. While Dissonance isn't a god (or even a being) many of the mortal followers of Dissonance treat it is as if it were. There are many practices and rituals carried out by Priests and Sages to keep Dissonance at bay, but that is sadly not always enough.
Most often Dissonance takes the form of monsters, disease, and natural disasters. Humans that draw on the power of Dissonance and worship its concept are known as Witches or Warlocks. The forces of Dissonance are seen as evil by both followers of the Emperor and the Huntress, one of the few things they agree on.
[Monsters and the Rituals]
SpoilerThere are a number of rituals used by humanity to prevent themselves from being seized and warped by Dissonace. All monsters that result from these warpings generally come in two forms, first and second generation. A first generation monster is usually more powerful and results from a human failing to uphold the proper ritual. A second generation monster is generally an innocent human that has fallen victim to an existing monster.
It is possible for a monster to be penitent, to still attempting to serve whatever god they served while human. Though unstable and extremely dangerous such creatures are considered valuable tools and weapons by the Empyreum and many Sages.
[Ritual of Naming and Boggarts]
The Ritual of Naming is simply a ceremony carried out when naming a newly born child. Children that die without being named properly are likely to rise as Boggarts, ashen tricksters that sour milk, sicken animals, break tools, lead travelers astray, and generally make a nuisance of themselves. Using a Boggart's old name in its hearing causes the monster to become violent. Boggarts can often be bribed with offerings of food to keep the pranks to a minimum.
Boggarts, given the opportunity, will steal away sick or naughty children to burn them alive and transform them into new Boggarts.
Boggarts appear to be made of fine black soot with two white pinprick eyes and a wide crescent-moon grin. Their body and head are generally proportioned like an infant's, though their arms and legs are impossibly long and spindly. Boggarts represent the sin of Envy.
[Ritual of Feasting and Weredeor]
The Ritual of Feasting is a communal meal taken on a regular basis. Those who abstain from the Ritual for too long may begin to crave flesh of other kinds as Dissonant animal spirits burrow into their psyche.
Should a person succumb to The Hunger they will transform into a weredeor, a man-beast. Human and animal spirit fight for control of the body, resulting in a creature that is violent, unpredictable, and often insane. A weredeor that consumes OTHER weredeor becomes a Chimera, a horrific protean beast of shifting form.
A person injured by a weredeor will be stricken by The Hunger themselves, transforming into a weredeor if they consume human flesh. Those slain and devoured by a weredeor will soon grow off the parent monster's body in the form of a disgusting tumor that eventually bursts open, spilling out a new weredeor.
Chimeras are altogether worse. If they devour a person they will bud off a new weredeor in a matter of seconds rather than days. Likewise the bite of a Chimera will cause the victim to rapidly mutate into a weredeor.
Weredeor can be kept way by hanging dried Wolfsbane around one's home or off fences. In places where weredeor are common it isn't unheard of to keep a pouch of dried Wolfsbane on one's person at all time. Weredeor represent the sin of Gluttony.
[Ritual of Wedding and Huldra]
In the Ritual of Wedding two pledge their love and devotion to each other under the watchful eye of a Priest/Sage and various witnesses. Children born to those under such a union are protected from the ravages of Dissonance.
To those unlucky children not so guarded there's a chance that they will become a Huldra some time between their thirteenth and eighteenth birthday. In their natural form the Huldra appears like an enormous blue and black-furred fox with between one and nine tails, bark growing over their back, and wreathed in blue fox-fire. Should the bark on their back be broken it is revealed that they're hollow inside like a rotted out log, filled with nothing more than wisps of fox-fire.
Huldra can also take the form of supernaturally beautiful women and uncannily handsome men, though they're often unable to hide the bark on their back and their tails. In these forms they seduce the unwary and drain their souls. For every 100 souls a Huldra devours they gain another tail. And it's said if they can consume 1000 souls they become fully human again. Those unfortunates who have had their soul eaten may be left to rise as Wights or, at the Huldra's pleasure, twisted into a new Huldra. First generation Huldra are born with two tails while second generation Huldra are born with one.
Because a Huldra loses their soul when they're created they likewise lose all memory of who they once were. All Huldra are driven by the emptiness inside them and seek desperately to fill it with humanity to replace what they have lost. Should a Huldra ever manage to recover their original soul they are flooded with human emotions, including guilt for all the evil they have done. Such Huldra usually go insane as a result.
Keeping dried allheal on one's person allows one to see through the illusions and lies of the Huldra. Hanging allheal over one's bed prevents a Huldra from paralyzing a person in their sleep and devouring them. Huldra represent the sin of Lust.
[The Ritual of Cleansing and Hags]
The Ritual of Cleansing is simply the confession of one's sins before a Priest/Sage. The act of the Ritual removes the taint of the evil. Those who instead covet and take pride in their sin, who allow it to fester within their heart become warped and twisted beings of Dissonance. Hags.
Hags appear to be old and hideous men or women with vulture-like qualities. They spread hate and contention to whatever people they are near as they wish to see their suffering heaped onto the heads of others. Most outbreaks of disease among people or pestilence upon crops is the working of the cruel and twisted hags. Despite their frail looking forms hags are terrifyingly strong and durable. A single scratch can send even a seasoned warrior into fits of hysterics and trembling with fever.
Eating apples on a regular basis is said to ward off the pox and hexes of a hag, but fresh fruit is often difficult for commoners to come by. Unlike the other monsters of Dissonace hags are unable to create more of their number. Hags represent the sin of Pride.
[The Ritual of Alms and Dragons]
Over the course of a person's life Dissonant spirits will cling to them, drawn by acts of greed and selfishness. Every year the Ritual of Alms is practiced to cleanse a person of these spirits by sacrificing an object of value to the person. Those instead choose to embrace their greed may be warped into Dissonant dragons.
Dragons appear as huge quadrupedal beasts with a blend of reptilian and mammalian traits, each with the elemental inclination of her original spirit. The body of the dragon is quite literally made of the corresponding elemental material. Aside from these traits dragons are incredibly varied in their appearance, even among dragons of the same element.
Dragons are driven by overwhelming greed and thirst for power. They horde valuables and devour people to enslave their spirits and increase their own power and size. Should a dragon hold a particular person as valuable they may instead transform them into a drake, binding them to serve their new parent's greed unquestioningly.
Dragons are repulsed by willing acts of generosity, finding it absolutely abhorrent. Offering them a gift of great personal value will cause them to flee back to their lair (with gift in toe of course). Dragons also find riddles irresistible. If a dragon is unable to answer a riddle it is forced to grant a single request to the riddler, though it can decline anything self-destructive. Dragons represent the sin of Greed.
[The Ritual of Service and Wraiths]
Every day the Temple is ritually cleaned by those who attend it in the Ritual of Service. The work is hard, though quite simple and often times people are placed on a rotation so they don't do the same work every day. While the work is done the local Priest (or Sage) will often provide spiritual advice and recount stories of saints and heroes. It is a time to tend to both spiritual and physical work.
Those who consistent shirk their spiritual and physical responsibility risk falling into a horrid state of apathy, eventually wasting away until they become Wraiths. Wraiths are horrible bodiless undead that retain both their soul and spirit as well as their slothful demeanor. Usually a Wraith will not manifest in an obvious fashion, but will instead sap a person's will to continue living. People who aren't rescued from the cloying depression will often find death in the end, rising as a new Wraith.
Souls violently torn from their bodies, or souls of bodies that have been utterly destroyed before burial, often become ghosts. Merely imprints of the memories of the living, ghosts are not truly aware of their surroundings. They can often utter a few phrases, enough to give the impression of still being conscious. Though more often than not they simply re-intact the last hours or minutes before their death endlessly.
Tea made of Klamath (Saint John's Wort) can dispel the doldrums caused by Wraiths. Wraiths are a manifestation of the sin of Sloth.
[The Ritual of Burial and Revenants]
The Ritual of Burial is just that. Laying down the dead to their eternal rest. Dead not provided with a proper burial may rise as Revenants, horrific walking dead that harbor deep hatred for the living as it reminds them of their own tormented existence. Both soul and spirit are bound to the corpse of the Revenant, giving it full insight into the horror of its state. Revenants can rend the soul from the body of others with their bony claws.
A person slain by having their soul removed will often rise as a Wight, a souless cadaver with no memory of who or what they once were. Vile Dissonant rituals can be used to issue simple orders to a Wight that they must obey. Without orders a Wight will often times remain motionless, mimicking a corpse, until something living to soul-flay happens by.
Garlic repels these restless dead and performing the Ritual of Burial on their remains can put them to rest for good. Revenants represent the sin of Wrath.
[Witches, Warlocks, and Dissonant Spirits]
SpoilerWitches and warlocks are humans have devoted themselves to the power of Dissonance. Some see it as a means to an end, others as an end in and of itself. Some even believe Dissonance to be a third divine manifestation, stronger than the other two and worthy of worship.
A witch or warlock uses rituals and fetishes to focus the power of Dissonance, striking down their foes with disease or plaguing an area with poor weather. Followers of Dissonance are immune to Dissonant mutations unless they allow themselves to succumb.
Sickness, madness, ill-luck, and the command of twisted monsters that were once human, these are the main weapons of the followers of Dissonance. What's more, Witches and Warlocks will often employ a Dissonant spirit, a familiar that posses the body of a small animal and whispers blasphemies and plots into the mind of its 'owner'.
Dissonant spirits without a body are more or less harmless, though they mindlessly seek to destroy the works of both the Emperor and the Huntress given the chance. They often act out through causing disease and bad luck, though if a more subtle approach is frustrated they may even possess an animal or inanimate object to assault the target of their hate. Things so possessed will often times transform into trolls, brutish beasts that live only to sow Dissonance.
[The Soul, the Spirit, the Body, and Life]
SpoilerIn the Empyreum the Soul and Spirit are very specific things. The Soul is a being's memory and personality. The Spirit is a being's consciousness and capacity to be aware. Life is, of course, the animating principle that distinguishes a living being from a corpse. And the Body is... well... the body. A person without a Spirit would become machine-like as their ability to experience new things is removed. A person without a Soul would become mindless as their personality is gone.
Each of these four elements of a person is a composite of three of the four Cardinal Elements, created by the Huntress and refined by the Emperor before being invested in a new being.
[The Cardinal and Sidereal Elements]
SpoilerEach person is ultimately a union between all elements, though all people are born with an elemental inclination imprinted on all aspects of their being. See the elemental chart below.
Each Cardinal Element is represented: Earth, Fire, Air, and Water.
Through a binding of two Cardinal Elements the six Sidereal Elements are formed: Metal, Wood, Ice, Mist, Sand, and Lightning
A person's inclination can be toward any one Cardinal or Sidereal element. Most people don't even discover what their inclination is simply because the tools needed to do so are rare and expensive.
In order to discover a person's inclination a touchstone is used. Touchstones are crafted from natural gems composed of a perfectly balanced composition of all four elements. When held the gem will change color to match the Cardinal or Sidereal inclination of the holder.
[Elemental Foci and Shapers]
SpoilerEach element has a special substance associated with it, a substance that can amplify and enhance the elemental inclination of a person. People who invest enough time and practice into use of a focus can warp and bend their element to their will of their Spirit in a practice called Elementalism. A practitioner of Elementalism is known as a Shaper. A touchstone can function as a weak focus, but for a serious student of Elementalism a properly aligned focus is required.
The more powerful the Shaper and the greater the quality of their focus the more spectacularly they are able to manipulate their element. Elements can be controlled, formed, and even manifested if the Shaper is skilled enough.
The various elemental foci are as follows:
Earth: Adamantine is a dark green stone of considerable strength and density. It can be honed with great effort and is dreadfully difficult to break. Adamantine is far harder than any other substance.
Fire: Orichalcum is a brassy, red-tinted material that can be worked like metal. However, it becomes softer when cooled rather than softer when warmed like a normal metal. The hotter Orichalcum becomes the more solid it gets.
Air: Gossamer is a soft yellow crystalline material that is nearly weightless. When worked like metal it will compact when stuck, but actually sundering it is virtually impossible.
Water: Mithril is a silvery materil that is mercurial in nature. It flows and shifts like a fluid, that most blows will drift through it rather than breaking it.
Metal: Ebony is a black metal of incredible stiffness and hardness. Slightly denser than steel it is significantly stronger. Ebony blades are prized even by people without the elemental inclination to fully utilize them.
Wood: Petra is a rare wood harvested from the heart of a tree with the same name, a wood filled with glistening opal-like bands. With both the flexibility of wood and the hardness of stone petra is sought for both its beauty and its utility.
Ice: Blue Ice is exactly what its name implies, ice that is blue. Blue ice is harvested from the bottoms of glaciers and is metal-like in its qualities. Blue ice retains its coldness regardless of temperature.
Mist: Stratus is a piece of the sky fallen to earth, a solid cloud. Under normal circumstances Stratus is akin to a very thick clay in composition and can be worked as such. When heat is applied it hardens to a steel-like quality.
Lightning: Plasma is born of collecting and refining lightning bolts. Though tamed, plasma still harbors the fury of the storm and has almost unparalleled destructive potential when utilized as a weapon.
Sand: Holos is a crystalline substance, clear as glass, composed of many smaller crystals. Heat is used to fuse the sand-grain sized crystals together in order to work it into a usable shape. Even when shattered holos can quickly re-assume its previous form.
- Join Date
- Sep 2009
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Re: Nexus Character DirectoryHildur Lange
I don't care about any of your fights, I'm just looking for a good drop.
Description: Hildur is very tall, about 6' 2". She once had blue eyes, but they are now the pale golden color of Gossamer. Her Swedish ancestry shows in her blonde hair, which she typically wears short so that she can fit it all under a hood. She is almost always in winter clothing – specifically, a white and red heavy jacket and black snow pants. She used to have a pair of goggles, but burned them to avoid turning into a dragon, which didn't entirely work. She always wears a glove made of Gossamer metal - her focus for Shaping.
At any time, she can change into her demi-dragon form, which is a little larger than the average horse. In this form, she is a creature of grace, with scales and wings of Gossamer.
Personality: The most important thing to Hildur by far is snowboarding. She talks to people and tends to be very kind, but her mind is pretty much always on flying down a mountain on her board. Because of this, some might see her as aloof or absent-minded, but she's actually rather intelligent. Still, she tends to not be all that interested in the goings-on of the world.
Partially because of her recent transformation, Hildur also has a hunger for fame, wealth, and recognition. She both wants and needs to spread her Name, Maarsukaal.
Abilities: Hildur has a knack for surviving things that nobody else should – namely, huge falls. Cold temperatures that should bother her just don't seem to. And, of course, she's very good at snowboarding.
She's also a reasonably powerful Air Shaper. Since she is essentially a Dragon in human form, Hildur becomes more powerful the more she feeds a hunger for glory and fortune.
Equipment: Hildur only has her recently repaired clothes on her clothing.
Last edited by Devixer; 2012-05-19 at 04:37 PM.
- Join Date
- May 2010
Re: Nexus Character DirectoryTeq Vraal
Alias/Titles: The Traitor, the Record, Vul Vraal, Jon
Race/Species: Human, technically. Clan Vraal. The clans are essentially subraces. Physical traits vary widely.
Age: Just past middle-aged.
Alignment: Probably some kind of evil or neutral.
Power Rating: Very scaleable, depending on how he prepares for a particular encounter. Can range all the way up to A, given time to prepare. With his usual gear, call it B. Casual clothes and no weapons? C.
Description: Eight foot ten inches in height, weighing in remarkably light for a creature his size, Teq Vraal is far from your average human. His limbs and fingers are gangly, as with most of his clan. The Vraal's frame could be described as wiry and lean. His skin is a sun-scorched red. His torso, and parts of his upper limbs, are covered with swirling ridges and grooves, almost like etchings in his flesh. Though they look like chitin or bone, these designs are soft to the touch, and they seem practically hand-carved.
Ancient onyx stones, still gleaming bright, are set into his elbows and kneecaps for decorative purposes. The tips of Teq's shoulders are angled and jagged with strange spiked formations. His fingers are round and thick, dull at the tips, though they are of a long, delicate quality. He has three fingers and a single thumb, but only two oversized toes on each foot.
His neck is short and thick, terminating in a rounded skull. His eyes are multi-pupiled, with the black pools overlapping and connecting like a Venn diagram. Four pupils per eye, both in different patterns. The irises surrounding these dark shapes are a lovely shade of amber.
His face has a great range of expression, with the mandibles that make up his mouth moving to imitate human facial musculature. He can smile, frown, and laugh with the best of us. It's only when he wishes to eat that his mouthparts spread, extending vicious serrated teeth along their lengths and a tubular tongue, along with two tiny pincers to grasp struggling meals. Again, ridges and curved grooves color his face, adding to the exotic appearance.
In place of hair, from the top of his head extends a small forest of thick spikes, each one gradually growing. He likes to keep them short, modest, and clean-cut.
Equipment: Teq has access to an array of weapons. What he doesn't have, he'll usually buy and then discard. To ensure a lack of traceable material.
His on-person equipment:
-A pair of spectacles. He has trouble reading without them, and his vision tends to blur.
-Contacts to replace those same spectacles. For combat situations.
-Skinchanger device. Exactly how it sounds. Changes his outward appearance into that of another species. This includes apparent size and shape. Weight remains the same. Advanced model allows for him to retain his superior physical abilities in lesser forms. Species closer to his size are more comfortable, however.
-Alternatively, a TP-82 Russian Cosmonaut pistol or an Exenterator 37 handheld flechette launcher. The first is for stopping power, the second is for armored targets and silent operations.
-Wrist communication and teleportation device. It allows him to access large quantities of information through a 'touchable' holographic interface.
Abilities: Physically, Teq is vastly superior to a modern human. He is stronger and faster, albeit much larger and less manueverable in enclosed spaces. He possesses certain racial abilities, including the absorption of equipment and supplies into his own body for later use, adaptation of his own form for new environments, ambidexterity, and the ability to see in multiple directions with only two eyes. Due to his unique faith, Teq also possesses certain supernatural abilities, such as speaking with the dead, Discord magic, and various counterspells to deal with the occasional spellslinger.
Backstory (work in progress, expect more elaboration on his career): Teq is naught but the product of his own choices. He cannot excuse himself with an unhappy childhood, a tragic loss (though he's had a few), or a lack of good sense. He was raised in a society consisting largely of perfect pacifists, men and women who see killing another as the greatest evil in the universe. But he always found their system... flawed, foolish, and perhaps immoral in itself. Killers, creatures whose names alone made men shudder, were spared by their people. The Eldest always advised against such things, or any equivalent, for the early end of life was a fate no creature truly deserved. They lived in a dying universe - it was only natural to fear and detest death in this way. But Teq never truly understood why his people always went along with the Eldest's wishes.
He fell in with a revolutionary group at a young age, despite his parent's urgings against it. These people didn't want to simply pacify invaders, transgressors, and murderers. They wanted them dead. An eye for an eye. It was their Eldest's unending mercy that allowed evil acts against humanity to continue, and in a revolutionary's eyes, the old cowards had cost more lives than any madman or mercenary. Unlike the rest of their race, these vicious Vraals had no love for the corrupt and often evil outsiders from other worlds. They saw no equality amongst them. Teq himself thought the whole race foolish - with power like theirs, they could not only defend themselves better, but strike back against transgressors. Take something back for their people, rather than watch their world crumble to dust. He lobbied with them, screamed at the walls of the council chambers, even helped start a riot or two. The Eldest were mere advisors, but the people listened all too often, and if that was so then they needed to be brought down.
At first, the revolutionaries proved peaceful. They protested, they made threats, but they didn't act. In fact, it was the Eldest that struck first, in a vain attempt to capture these rebellious youth. They thought these young people sick, a sickness that could perhaps be neutralized without bloodshed. A losing battle was fought. The youths became willing to kill, and many loyalist soldiers were not willing to die by their brother's hands. It was one thing fighting a weaker race - their bullets and plasma and swords often held little risk for the hardy, medically brilliant Vraal. But revolutionaries? Other Vraal men with their own weapons at hand? The Vraal purists saw their forces decimated. And the revolt was only gaining steam, having suffered not a single loss. Any attempts at capture - less-than-lethal weaponry and the like - ended with catastrophic results. It's a lot harder to knock a Vraal human unconscious or detain one than it is to kill one outright.
The Eldest, ironically enough, did exactly as Teq's people asked. These ancient, gnarled men and women had been through one too many civil wars between their stupid children. They were bitter, and at the appalling actions the revolutionaries committed, were willing to take lethal measures to keep their rule intact. They gathered convicts, butchers and killers, old soldiers from the remotest bastions of their clandom. And with the consent of the people, they made them Knights. The Order Ascendant, to be exact. This order was granted power by the Eldest to kill in the name of the Wheel, when no other solution presented itself. They were trained with the greatest guns mankind had ever produced. Granted armor made from Earth's strongest ores, holy artifacts from a bygone era. And when these 'Knights' finished with the rebellion, there was naught but a few broken traitors left scattered to the wind.
Teq, a youth caught up in the tide of changing times, was ultimately banished to the wastes, sent off into a dying universe. The equivalent of a death sentence, for all practical purposes. He was luckier than most of his comrades, who had met their end at the tip of a rifle-barrel. The Traitor guessed he would be eaten soon. But the walls of his reality were breaking down - allowing passage for things within and without. Teq wandered by chance to another Earth, an older Earth. He had some skill in the arts of death, despite coming from a culture that embraces life. At first, he sought to work for a good cause. These humans made war often, and combat was all Teq understood. If he was going to fight, he'd try to fight for the right reasons, confused as those seemed now.
Oh, how quickly that laughable little illusion was torn apart. In his first battle, after inflicting dozens of mortal wounds upon enemy soldiers, Teq requested a Vraal healing balm - a substance that could prevent shock, sow limbs back on, and regenerate lost flesh. The lieutenant looked at Teq's handiwork - a hillside of ravaged, screaming corpses - and laughed right in his face. Right before dropping a bag of gold in his hand. He stared at the money with despair, confusion, and to his shame, a measure of curiousity. It was stained with the blood of mere children - boys pressed into service for the good of their country. But it'd been so easy. The men of this age were like toys, they were so easily broken.
Teq lied to himself for a while after that. About necessary casualties. About the cold, indifferent, misbegotten monster that was slowly eating his mind. Whatever let him off his own hook. The Vraal warrior moved from place to place, 'helping' people. He broke this dillusion after just a few years - but he never really got over it. He'd even try to justify his actions, if pressed. 'Just following orders', that was his mantra. 'It's what I'm good at', he told himself. 'I'm only the weapon' was his favorite. All the while, he made his walls higher, and distanced himself from everyone around him. He was so far gone that some assumed him to be socially handicapped. Deep, in his heart, Teq actually seems to enjoy the end of other lives.
Acceptance, in a way, was the next step. Teq began to see life for what it was - a finite collection of meaningless choices that would one day end, before beginning again elsewhere in an endless, tortorous cycle. It did not matter if he killed a few or a few thousand. His rampant murder was inconsequential. This belief grants him mental and physical power over the universe. With it, he has the greatest excuse of all. Through this revalation, Teq came to revere something his people called the Broken Wheel - the beginning and the end, death and rebirth. He joined a forbidden sect full of Vraal like himself, a place between worlds where those skilled in the art of death might take refuge.
It's only logical that Teq found his way to the Nexus. He's walked roads all his life, and all roads end here. Teq figures he can turn a profit easily enough. He can't tell the difference between soldier and assassin anymore, and the Nexus needs plenty of both.
Last edited by Murkus; 2012-06-28 at 11:11 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
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character Directory
Name: Caledonia Andrews
Race: Foxgirl, demonic taint
Desc: Caledonia is about 5'8" and fairly skinny, with an average skin tone, black hair, and dark green eyes. More often than not, she has a pair of grey fox ears and a tail to match (taking after Angela). She tends to wear cargo pants, usually grey, and has her tops in various plaids.
Callie now has demonic taint and has red pupils and black sclera.
Abilities/Equipment: Callie has some deific powers (pocket dimensions, teleportation, shapeshifting) but mostly sticks to murdering the hell out of things with her trusty claymore. And now, demon powers!
Personality: Callie is cheery, though perhaps not entirely sensible. Her enthusiasm and enjoyment of having her fox ears petted seem to outweigh common sense, and she likes eating bunnies a little too much. She describes herself as asexual and "pan-hugs-ual".
Theme Song: Bloody Stream - Coda
- Join Date
- Dec 2011
Re: Nexus Character DirectoryQZT-84Alias: Quiz
I want to go to SPAAAACE
Gender: N/A Male personality
Race: Sentient AI in a mech body
Description:This sans the weapon and cockpit. Has obvious damage(including his completely replaced arm) repaired by steam-punk technology(a small boiler at the shoulder, steam hydraulics). Has a white mechanical sphere with a single yellow-circle-eye(Think Space Core from Portal 2) where the cockpit is.
Abilities: Quiz's mech body gives him surprising strength and dexterity, though his repaired arm and legs hinder him slightly. His mental ability as well as stability is questionable.
Equipment: He himself is his only equipment.
- Join Date
- Jun 2008
Re: Nexus Character DirectorySusanna Fields
Alias: Weapon-Thief (Title)
Race/Species: Magically Augmented Human
Alignment: Lawful Good
Power Rating: To be honest? This scales depending on what she's managed to get her hands on recently.
Personality: Relatively friendly out of battle, doesn't talk much in battle.
Equipment: Elizabeth doesn't carry much- a knife and a katana, generally. Due to her powers, these are much more powerful than a standard pistol or katana are.
Abilities: Elizabeth has a number of abilities, both mundane and magical.
In mundane terms, she's relatively smart, and very fit, almost on the edge of human capability in terms of physical strengths. Her reaction time, in particular, is incredibly fast, on the very verge of being called 'superhuman'.
In magical terms, she can, for lack of a better word, 'hijack' weapons. If she touches anything that can be used as a weapon (which includes stuff like, say, a jet fighter) she gains an understanding of how to use it. If the weapon is magical, she also gains an understanding of how to trigger its magical properties, and she can even trigger magical properties that are normally keyed to a specific person. If she hijacks a weapon that's mundane normally, it gains a magical boost to its abilities. A low-level magical boost, but still. In any case, any weapon she touches develops glowing red lines on its surface.
Miscellaneous: Anything else that you wanna put down.
- Join Date
- Dec 2011
- The room of Random Button
Re: Nexus Character Directory
Titme Space Traveling albino drow and life bringer (lesser assimar) who became an
(archon of life as well as a magi, then became a lich, thena demilich and finally the Barrow King (see my campaign setting)
Alias: The White Darkness, once known as the Drow Killer, the Elf Bane, the Dwarf Murderer, the Gnome Slaughterer, the Slayer of Humans, the Destroyer of Orcs and the Carvern King, know just the High Adventurer
Race/Species: Albino Drow
Alignment: Chaotic 20, Evil 8, Good 8, Law 2 (Chaotic Neutral)
Class/Profession: Monk (of chaos), artificer, warlock, fighter, rouge, ranger
Power Rating: B
Him with minimum equipment, normally his bag of easy carrying (a minor artifact) allows him to carry twenty times that of normal inside and around it
Personality: Haughty, Mysterious, quirky, adventurous, has combat mode; cold, harsh, sarcastic
Equipment: Everything an adventurer could need. Ever.
Abilities: Monk skills, Can make most anything, eldritch powers includin invocations and blasts of energy granted to him
Backstory: He once travelled his low magic low power homeworld, finding species and killing all of them. Then he found the Gauntlet of Wonder (a weapon of legacy), and learned it's powers. He travelled the multiverse, eventually finding the Nexus, about a week before his first actual visit. He also travelled to earth 9178 and started world wars III-CCXXI
SpoilerThe Barrow King
Alias: Hildane Elgerson of the Drýmann Hélendum, Sila Olgasdottir, Scruffy Dog (a dog)
Gender: Whatever it want's to be right now, once male
Race/Species: Lifebringer Lich of the Barrows
Alignment: Chaotic 7, Evil 13, Good 8, Law 7 (Neutral Evil with a slight inclination to ocasional mercy, considering the law to be a means to an end, but not an unusefull one and pure chaos to hard to control)
Class/Profession: Favoured Soul, Sorcerer, True Necromancer
Power Rating: S when in Barrows of the Kings Lost, A- in armor, B- whithout, C in alternate forms
Description: Once like this
then he became a lich, know, as the Barrow King, he's a vaguely humanoid green mist who usually wears the Armor of Skeibaldr's Bane
Personality: Very manipulative, gets angry quickly, but can hold it, slow to laugh, not very trusting, plans twentyfive point six steps ahead on a fast day, a few more on a slow one.
Equipment: His armor (allows him to create minor undead such as skeletons or zombies whenever a corpse is handy, can create sentient versions of such as commanders, can generate blasts of pure negative or positive energy. Heh heh. Die unsubordinate zombie
Abilities: Lots of magic, especially necromanct
Backstory: Long form will eventually be in my campaign setting, for now I'll write the short form; he was a young warior, child of one of the Hidden Folke and a member of the Wédehund. He grew up, was abused by the others, and eventually learned of his talent for magic and joined one of the Societies of Witchcraft, the Drýmann Hélendum, and became a sorcerer healer. Eventually, in the aftermath of the war of the Mós, Wæterhelm and Holt clans that was begun as a result of the Wælgrædig losing dominance among the raiders, he found the remains of his fathers clan hunted by a force of Neásprungen, or undead. H e fought them, loathed them, trained to combat them, was trapped, fell in love with a Drýmann Neásprungen, they had a child, she tried to kill him, their child ran, eventually become master of the Licburg clans, he killed her, he fell in love again, killed his new beloved, went mad, began killing everyone he met, raised an army of undead, went to war, died, became a lich, raised another army, won, destroyed his army, became a demilich, taught other lichs, let them raise armies, destroyed them alll and absorbed their phlacteries, absorbed his own phlactery, became a lichwisp, travelled to the Barrows, fought the warrior Drýmann Hélendum guardians, killed them, keeping three as apprentices, became the new Barrow King, began training under the spirit of the origanal Barrow King (he's the third), a titan necromancer, began siding with the giants and linnorms in the Eorðdraca/Lyftfloga/Eoten Ecghete (see my campaign setting) since then has been drying to find a spell that will restore his mortality, meaning that he will retain his undead powers (remain a being of negative energy), but still be living (a being of semi-positive energy), thus uncapable of being destroyed. He has come to Nexus for that purpose, having arrived her following a banished dragons energy trail.
Last edited by LibrarianHuntar; 2012-03-26 at 12:01 PM.My hovercraft is full of eels.
- Join Date
- Mar 2012
- In the Magic School Bus
Re: Nexus Character Directory
Hoffy T. Oast
Alignment: Neutral Good
Class: Shape shifter
Power: Normal 2, Strategy mode 4-6 (depends on situation)
Description: A large slice of toast. About 5 foot 1 inches. See my avatar.
Personality: Hoffy is a jolly guy who gets joy from making people smile. He likes to make friends and avoids fights at as much as possible. He is very clumsy, almost stupid, and is always messing something up which constantly gets him in trouble. When in combat or dire situations, he can switch into strategy mode (strategy mode can be identified when he puts on his sunglasses) which greatly boost his intelligence to phenomenal levels.
(For more on strategy mode look in the spoiler)
He doesn't know the meaning of "quit" and will do whatever it takes to save his friends (that's why his power depends on the situation). He also has a strange hatred of any objects that begin with an F.Spoiler
Hoffy in strategy mode
Hoffy is actually a genius with an IQ that's said to be over 180. He just pretends to be stupid because "It's more fun!" he says. For some reason, putting on sunglasses helps him think and focus better.
Equipment: A fiery boomerang, sunglasses, smoke bombs, and panda feed. You never know when you're gonna need panda feed.
Abilities: Shape shifting and strategy mode.
Backstory: When Hoffy was 10, he found a shape shifting scroll in his elven village and acquired its powers. Unfortunately, the scroll was very sacred and reading was punishable by death. He fled his village and has been on the run ever since. His most common and recognizable form is toast, because his only good memory of his home was the toast his mom made for him. No one has ever seen his original form since he left his home.
Last edited by captainspazam; 2012-05-08 at 09:10 AM.
- Join Date
- Sep 2011
- On the Moon.
Re: Nexus Character DirectoryPhineas Reinhardt
Alias: That Damn Redhead, The Burning Man
Race To all appearances, a human. His true race is somewhat harder to guess.
Age: He looks around 26, although he is somewhat older than that. He doesn't age like humans do.
Alignment: Chaotic Neutral, perhaps?
Class/Profession: He dabbles in many things, and might be considered a Rogue overall. He claims to dabble in magic, but his powers go a bit beyond mere dabbling.
Power Rating: Variable. It depends strongly on what sort of foe he is facing. But pretty high, I'd say.
Description: He is tall, lean and muscular, with bright red hair and green eyes. His skin is more pale than tan, and he is almost constantly grinning, winking, or in general expressing his amusement to the world. He generally wears a worn maroon blazer.
Personality: He is a rather jovial sort of person, with a great sense of humor. Somewhat too great, it might be said, for he finds amusement in some things that others think are commonplace. He is fond of dry, sarcastic comments, and enjoys matching wits with people. He does display a strong streak of arrogance, however, and a complete lack of respect for authorities. That said, he is as loyal a friend as you'll ever meet, and unwavering once he has a goal to focus on.
Equipment: His coat, various magical ingredients and devices, including a few ghost bottles, and his two knives. And a broken cross pendant, which he keeps close at all times.
Abilities: He relies mainly on his superb mental capabilities, but he is as very strong and fit, displaying deadly amounts of speed when the situation calls for it. He has trained extensively with a variety of weapons, favoring his two knives for personal combat. In addition, he is skilled in many forms of martial arts, including kickboxing, judo, and kung fu.
His magical abilities are somewhat harder to pin down. He rarely uses them unless absolutely necessary, but when he does he can do almost anything. His main tricks include mind reading and telekinesis, but in the past he has shattered objects(including a building, on one occasion), made temporary magical barriers that repel anything that touches them, lit various things on fire, spoken to and raised the dead, and seen the future. He dislikes doing these things, though, as they require a tremendous amount of effort.
Backstory:SpoilerPhineas comes from a world where magic is a crime. Long ago, the Government decided that those born with the ability to use magic were too dangerous to be left to their own devices, and so they outlawed it's use and started a special agency to hunt down those mages who resisted them. The agency was made up of magicians loyal to the government, and they used a series of magcial scrying devices to identify potential mages before they were born. They began kidnapping the children who would one day be mages, raising them in secret labs and subjecting them to mind control and torture. The idea was to raise an army of magicians, completely loyal to the government.
Phineas was a child of thirteen when the new laws were put in place, the son of the world's most powerful mage, one Beatrice Reinhardt. She escaped the agency's men with the young Phineas, becoming a fugitive. Instead of simply hiding, she decided to strike back at the corruption, leading a resistance to defeat the agency. Enter the villain, Jeremias Golding.
The leader of the agency of mage killers, Jeremias was no slouch himself when it came to magic. In his opinion, loyalty to the Government was greater than any personal sense of morality or injustice, and he worked brutally to ensure that the government's will was carried out. He purged the resisting mages, using black secrets taught to him by the demons themselves. Beatrice sought him out and dueled him, determined to escape the fate chosen for her and her son. She was destroyed, only blackened ash remaining.
The rest of the mages went into hiding, skulking in the shadows. Some left the country, heading to places where they could live in peace. Phineas went north, disappearing into the woods in the dead of winter. No human could survive the weather for long, and he was thought dead by those who knew him. He was sixteen at the time.
Ten years later, he came back from the woods, walking barefoot through the snow. He refused to speak about what had happened there, only saying that he had found truth in the cold and the forests. The city he returned to was blighted, slowly dying under the evil that controlled it. But if Phineas brought nothing else from the forest, he brought back hope.
He traveled the land, seeking out those few magicians that remained. He spoke to the common people, those not blessed by the art, for they were suffering under the government as well. He spoke of revolution, of rising up and destroying the oppressors. But the ten years he had been gone had crushed the people's spirit, and they did not think it possible to win this war. Phineas wandered for several years, trying to ignite the flare of revolution. At last, despairing of convincing the people, he decided there was nothing to do but fight the Agency himself. He went right into the capital city, sending out a beacon of magic to draw them to him. And when they came, he destroyed them. He battled for two days, hunting the Agency through the city. At last he emerged, wounded and broken, with his enemies dead all around him. Only one had escaped his wrath. Jeremias Golding.
Little is known of what happened between the two. There was a battle, that was certain. The skies themselves turned black, and a burning wind tore through the darkened city. When all had ended, those who came forward to see the outcome found whole buildings destroyed, blackened craters filled with rubble. Fires burned everywhere, and the very stone smoldered. Of the two combatants, there was no trace.
What really happened is this. The two fought, burning all their power in a struggles like none seen before on that world. The struggling forces of magic tore a hole in the very fabric of the universe, sending the two hurtling through space and time. Somehow, Phineas ended up in the Nexus, outside Trog's Inn. He is under the impression that he died, and the Nexus is the afterlife, although he is still trying to align it with his own idea of life after death. It really doesn't seem like the afterlife he expected.
A side effect of the duel was to nearly consume all of Phineas's magic. Although it will build up over time, for now has but a fraction of the power he once did.
Brilliant American McGee's Alice avatar by the fantastic Paisley
Previous Avatar by the wonderful Strawberries:
- Join Date
- Sep 2008
Re: Nexus Character DirectoryElanna
Gender: Female. Quite abundantly so.
Race A true succubus, although she often wears the form of a 20-something young woman with long scarlet hair. Her horns and wings remain hidden most of the time.
Age: A little hard to judge. Certainly longer than most mortal lifetimes but has the appearence of a 27/28 year old.
Alignment: True Neutral. Yes, she does feed on life energy and yes, sometimes humans don't survive the process. She is not out and out evil. She is what she is.
Class/Profession: After her initial summoning and first "encounter" in the Nexus, she is experiencing a creative streak and trying her hand at becoming a bard. This also extends to dancing as well.
Power Rating: Unknown but pretty low. Generally tries to avoid combat unless she has absolutely no other alternative.
Description: Pretty much as above, except she's dressed now. Currently wearing tan leather britches that stop short halfway down the lower leg, with black leather boots. She is also wearing a white silk shirt that is slightly too small for her and leaves the top half of her torso somewhat exposed but not scandalously so. Over the top of the shirt she wears a dark green cotton tunic.
Personality: An absolute charmer, as only to be expected. Prone to introspection and occasionally appears shy and innocent around people. How much of this is an act and how much is actually true remains to be seen.
Equipment: Very little at present aside from the clothes she wears and a wooden harp. The harp is non-magical.
Abilities: Fairly weak in combat, she relies more on her personality and charm. She has a natural allure to most people but does not use magic to seduce and bewitch people when a low-cut top and sweet words are so much more effective. Can fly if needed but involves unfolding her wings and showing her true form, which she is reluctant to do. While draining the life energy of people through traditional succubus methods, it leaves her victim with extremely pale skin as to be almost white and drains their hair of colour, turning it grey/white. She absorbs something of their personality for a while afterwards. NOTE: THIS DOES NOT EXTEND TO ABSORBING POWERS, more a little of their "spark": a warrior drained by her would give her an urge to seek combat, an artist would inspire her to do works of art. Draining someone with the ability to hurl meteors from space would NOT give her the power to do the same.
Backstory: Hey, I'm only 2 posts in, cut me some slack!
- Join Date
- Aug 2010
- Everywhere but there
Re: Nexus Character Directory
Forgive the quality of this post, I'm posting from an ereader because my brother broke my comp and won't let me use his.
Reconstruction Unit 1
Appearance: Looks like a tall, bulky set of lightly polished armor with red trim and dark mail, complete with a quilted leather skirt around the waist and upper legs. The helmet is a milan hounskull (the shiny one at the bottom of wikipedias hounskull page) and is topped with a large red feather. Various pipes and mechanisms jut out in some places and can be seen beneath the chainmail, and a large open pipe extends from the back of the right shoulder. The shoulderpads have raised vertical red stripes (the dwarven symbol for healing) and there is an image of a single snake twisted about a staff on the chest. There is a red sash with a silver plus shaped buckle aroubd the waist, and the left wrist is covered in needles and medical tools. Carries a large, plain wooden tower shield but no weapons. The eyes have a soft orange glow from the magma within.
Info: RU1 was built by dwarves as a weapon against goblins and elves, but was repurposed to repair and maintain the fortress. Seeing how easy it was too break something that took so long to make, it took a vow never to kill again, and took up medicine. It will fight to defend, but will not kill and heals all unconditionally. It is made from adamantine metal, and carries all sorts of medical equipment from transdermal patches to scalpels to even a mechanical songbird used to soothe patients. It is powered by magma and dorftech and can somehow use magical healing similarly to a DnD cleric. It is also skilled in reapir, and tries to fix and maintain everything, especially people. Wants a living body so as to better understand mortality.
Race/Species: Fey corrupted Human
Age: Human age 19, Fey age 42 (includes human age)
Alignment: Chaotic Friendly
Class/Profession: Always wanted to be a writer or a chef, but was kidnapped by fey at the age of five and instead was forced to be a musician and arm candy, and from time to time a spear fighter.
Power Rating: D With his headphones, E- without them.
Personality: Out of it, almost all the time, and a rather cowardly fellow, but likes to be around people. Especially people that will protect him. Has many mood swings, and hates fey with a passion similar to that of the main characters in a raunchy mystery romance written by a single woman in her late thirties.
Equipment: A magic set of headphones given to him by the fey when his service time was up. When he wears them, he can make them play any song he wants out loud for all to hear, and the music can inspire those around him to great deeds. If he takes the headphones off, though, he can hear the darker thoughts of those around him and becomes paranoid and anxious.
Abilities: His headphones can use the minor powers of the Autumn Court
Weaknesses: No combat skill, and no powers without his headphones.
Backstory: Kidnapped by fey at the age of six and forced to serve as arm candy for an Autumn Court Noble, taught to play violin and tortured extensively.
Last edited by TechnoScrabble; 2012-03-29 at 07:22 PM.
- Join Date
- Dec 2011
Re: Nexus Character DirectoryWaggleton Percival Tallylicker the Third, EsquireAlias: Well I do say, I've been called a great number of things in my life but none I'd care to be called again!
Indubitably my good chap!
Race: Tyrannosaurus Rex
Age: I am the ripe old age of thirty-seven
Profession: Personal Injury Attorney
Description: I'm quite a bit smaller than my larger brethren, only coming up to about six inches tall. I happen to wear a dashing tophat and monocle and carry around a nicely-made cane topped with a jewel of unknown variety.
Abilities: Abilities? Eh wot? Well I guess I'm a particularly personable fellow. Other than that I'm not quite sure.....
Equipment: My hat does seem to have a bit of a magical property. It can hold just about anything I put into it including myself! As much I have a variety of different items I keep in it that I do not wish to discuss further.
- Join Date
- Jul 2006
- Loving the questions
Re: Nexus Character DirectoryThe Sabertooths
Composed of five Ice Elves, the Sabertooths are an elite force of warriors. They cost a pretty penny and always demand a portion of the spoils, but their prowess and tenacity proves their high cost is worth it.
While a more or less informal organization, the Sabertooths are composed of mostly Lawful individuals and adheres to a strict warrior's code. To be a Sabertooth is to fight with courage and honour. A Sabertooth can be identified by the thick fur cloaks they wear, taken from their namesakes.
They are lead by Moon Called and their ranks are as follows.
The second in command, the weight of leading the Sabertooths falls to Kavel should they become separated or anything happens to Moon Called. He's perhaps the most serious about his responsibilities of the group, and in a lot of ways Kavel provides the structure that the Sabertooths needs. Stoic and taciturn, not much escapes his notice. Tavish's older brother.
Weapons: Kavel specializes in ranged combat, providing support for the others from a distance. He favours a deadwood crossbow, carved from the burnt corpse of one of the few trees that grows in the Whitesun Wasteland. While extraordinarily light and easy to handle, bolts fired from this crossbow have the force of a bullet fired from a high-calibre rifle. In addition to normal bolts, Kavel also has a quiver of hollow bolts containing a liquid that explodes violently when the bolts break on their target. He's also proficient in melee combat, although not as much as the others. He fights with a two-handed, thin, mythril longblade. The longblade is mundane in nature, but it is wickedly sharp, strong and light.
Armour: His is the lightest armour of the group, made to allow as much mobility as possible. Each joint is beautifully wrought to provide a full range of movement, and the metal is thin and light. Unlike the others', his isn't enchanted as the manifestation of the spell gives off too much light. If engaged in melee, Keval is more likely to disengage than push the matter.
Tavish helped Moon Called to found the Sabertooths and has been a member since their formation. Though their ranks have changed - members are slain or leave and are eventually replaced - Tavish has been through it all. She and Moon Called are close friends. The years have desensitized her to violence to the point where it takes the most horrid of war crimes to phase her. She provides an adviser to Moon Called and is somewhat of a therapist to the others. Keval's younger sister.
Weapons: Favouring a quick and deadly fighting style, Tavish fights with a glaive. The mithril blade is set in an oak staff keeps the enemy at bay and whistles through the air to make quick work of an opponent. Against mounted opponents, she uses her glaive to gut or cripple their horses. A red cloth is tied around the staff where it the blade is set into it. The cloth provides a distraction, as does the enchantment that bends the light around the end of the weapon. It appears a second and a half behind where it should be, making it all the harder to dodge or deflect. Tavish also carries a shortsword, should an opponent make it past the reach of her glaive. The light weapon seems to almost be alive, springing into her hand when she holds it open. It can be drawn in an instant, ready to fend off her attacker.
Armour: Tavish wears the standard armour of a Sabertooth. Forged from the finest steel and decorated with finely wrought silver depicting a rampant sabertooth tiger on her gauntlets and chestpiece. The armour is enchanted with a forcefield that only activates if something is trying to breach the armour. It is penetrable only by air, but heat and cold are conveyed as normal. The forcefield has a short duration and requires a lot of energy. If it's kept active for too long it will draw on the person wearing it for energy.
The newest member of the Sabertooths, but by no means the least powerful member. Mallod is the kid-sister of the group. She's cheerful, eager and often times impatient. Above all she wants to prove herself to the hardened warriors she fights with, and so is more likely to take dangerous risks if she thinks the pay-off is worth it.
Weapons: Mallod fights with a pair of vampire blades, Laiaba and Demi. The viciously curved and serrated scimitars were looted from a necromancer's keep and seemed to take to her. To a sharp-eyed observer they almost seem alive, shimmering in time to her breathing. When they pierce the flesh of an enemy, they absorb his blood. A few moments with a vampire blade embedded in one's body can result in litres of blood lost. Mallod gets no benefit from their thirst, apart from a weakened opponent. She also carries a crossbow, since she's often assigned to hang back and protect Kavel.
Weapons: Sevran fights with a longsword and a set of five razor-sharp chakram. He throws the round, flat and circular disks as he engages, knocking weapons out of hands and severing limbs. The longsword, stolen from a paladin, strikes with flashes of light and Holy energy, and casts off a bright light at Sevran's discretion.
Last edited by Mr. Moon; 2012-05-07 at 09:38 PM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
- Join Date
- Apr 2012
- in the moscow metro
Re: Nexus Character DirectoryBear
Race/Species: anthropomorphic polar bear
Power Rating: 3
Description: an 8 foot tall anthropomorphic polar bear (with muzzle) right eye is red left eye is blue he is wearing a ranger armor without the gas mask
Personality[/B]: he appears to intimidating but he is very nice but he does have a dark side let’s just leave it at that
Equipment: he is equip with a custom 600 magnum revolver with incendiary ammo and a AA12 (frag 12 rounds) and a combat knife and ranger armor which can stop 5.56 rounds. some pipe bombs he also has his claws
Abilities: very good with all firearms can craft almost all types of ammo he can make swords knifes and firearms he is very strong and even for his size he can move fast for powers he got shadow sprint which allows him to move in forward at extremely fast speed light killer shuts of all light bulbs within a 50 meter radius for around 10 minutes
Backstory: He cannot remember anything before the age of 15, the only thing he can remember is his name and his age. When he woke up there was bodies all around him and he was covered in blood fearing what might happen he ran away he does not know where he gets his powers.
Miscellaneous: he does not mind the taste of human
- Join Date
- Mar 2012
- In the Magic School Bus
Re: Nexus Character Directory
Peggles the One-Legged Pirate Giraffe
Peggles avatar by Akrim.elf
Name: Peggles is the nickname given to him by Hoffy. His real name is unknown
Age: 35 in giraffe years
Alignment: True Neutral. He doesn't care about anything except cabbages and Hoffy's orders (if he feels like it).
Power Rating: 2 when normal. 4 in chili pepper mode.
Description: Peggles looks just like an ordinary giraffe. Except for the fact he only has one leg, a peg leg on his one leg, and an eyepatch.
Personality: Peggles is usually grumpy, and doesn't really care about other's problems. He is very good at sensing a person's true nature (animal instinct). He tries not to care, but he does have a soft spot for anyone he trusts.
Equipment: Pegleg. That's it.
Abilities: Eating a pepper turns him on fire (chili pepper mode). When in chili pepper mode, Peggles will rampage around, violently burning and destroying anything in his path. Once burning, Peggles is pratically impossible to stop.
Backstory: Peggles history is unknown. Hoffy got him from CMTODibbler's shipping wizards from who knows where. Anything revealed will be added as time goes by.
- Join Date
- Dec 2011
Re: Nexus Character Directory
Johnny the Worm
Gender: Both/Neither but refers to 'himself' in a masculine manner
Race/Species: Anthromorphic Worm
Age: 30 in worm years
Alignment: True Neutral/Neutral Evil. He cares about himself, fighting, and money
Description: Johnny looks like a really stocky earthworm except he's three feet tall. He also has eyes, a mouth, and two arms that end in hands with three fingers and a thumb each.
Personality: Johnny is always grumpy. His wary trust is rarely extended, and even then only for a nisson(as in he minorly trusts his allies in whatever mission he's on)
Equipment: A wide variety of weapons no-one is sure sure how or where he stores.
Abilities: Besides being damn good with any weapon you can shoot, swing, or toss, 'he' can asexually reproduce but it's very painful and involves cutting himself in half.
- Join Date
- Apr 2010
- Under a Roof
Re: Nexus Character Directory
Alias: Tempest, Maiden of the Winds, Wind Caller, Storm Heart
Race/Species: a storm spirit
Alignment: Chaotic Neutral. Prone to flights of fancy that have little to do with anything that is occurring around her. She also has a great passion for travel and is not fond of anything that would restrict her movement.
Class/Profession: Audra is one of the many storm spirits looks after the storms as they meander across the world so that they do not get lost along their way. She also is able to bring the storm to those who know how to get her attention; likewise she is also able to take it away. Her actions are usually beneficial to what is necessary to the land due to being a spirit of nature she has a keen knack for knowing just where rain is needed.
Power Rating: Rank A-. Audra has some amount of power in the area of weather control and other magic related to the weather. However much power she has she is just more likely to fly off and leave whatever it is that bothers her on the ground, or far behind since she can move incredibly fast once in the sky.
Description: Audra looks like a young girl with long white hair who is robed in a flowing long sleeve dress of blue and white. She is not that tall but has an incredible grace to her. Her eyes are very blue and her nose is small and pert, she is often times seen with a big smile. Her skin is very pale to the point of her appearing ghostly. When angered her dress changes to a dark grey and some small amount of electricity can bee seen coursing across her, this is a very rare thing to see however.
Personality: Audra is often times very carefree and cheerful. She is finicky however and prone to slight mood swings but nothing very severe. At worst she is highly melodramatic and will often times mope around but other times she is playful too the point of being antagonistic to everyone around her. She does not actively pursue any harm to people, unless extremely provoked, but will often times give off small shocks to either be playful or to show dislike of an action.
Equipment: Audra has very few items that she keeps in her possession but she does have a small pouch that she keeps at her side that holds a few different items. One of her favorite items is a small pipe which she will often smoke and blow out smoke shapes with. Another item she has is a fiddle that she likes to play while it rains, faster the song the stronger the storm. And her final item that she has in her possession is an engraved staff of cherry wood that has engraved gold heads on either side. This staff is what she uses to usher the clouds around as a shepherd uses a stick with his flock of sheep.
Abilities: Audra has very strong weather related abilities that usually have to do with wind, rain and lightning. The power she uses is her flight and her control of clouds since her preferred mode of travel is laying on a small cloud as it carries her around from place to place but she is also able to travel on a bolt of lightning to get to locations very fast. Audra is able to create shocks of electricity but rarely does so due to many scenarios not needing lethal force and more often then not she will simply blow them away and leave the area in a huff.
Backstory: Audra is the 75th storm spirit to be created. She was formed out of a summer rain cloud and thus she took on many of the traits related to it. She spent a good amount of years doing her work until, as many storm spirits do, she became curious of the world that she ushered the rain on. She began to come down and converse with different people and joined in on different events that were going on. She gained a great love of the fiddle during her visits and actually gained one from a man whom she made a deal with to give rain to them for the growing season, she also was able to win a finely carved pipe in a race. All of her fun however caused her slack on her duties and one time her cloud drifted off into a desert where a good amount of it dissipated. Now she only has a small cloud that she keeps very close to her and is not allowed to go back to her duties until she has properly learnt her lesson. This means only her cloud will actually listen to her and her staff holds no power to usher the clouds.
Miscellaneous: The small cloud has a personality like that of a dog but few truly are able to see it like Audra can since she is linked to that cloud specifically."To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
-Compassion: Much less effective on soul eating monsters.
- Join Date
- Jan 2012
Re: Nexus Character Directory
Alias: Breaker-Of-Oaths, Runt, things of this nature. Though she will never suffer being called these to her face.
Alignment: CN bordering on CE
Class/Profession: Barbarian that can't stand nature.
Power Rating: C or so in combat, D or so in most other things, E or so in wilderness survival.
Description: Xerga essentially looks like what an attractive warrior-woman would look like if one removed the attractiveness, by doing something such as making her a Half-Orc.
Personality: Has immense inferiority complex, which she demonstrates through aggression--especially towards people who out her on her incompetence.
Equipment: A slightly magical greataxe that gives great power to the worthy...which unfortunately she isn't, but...
Abilities: "Hitting things over the head" sums all her skills up.
Backstory: The short version is that she was the tribal screwup in a tribe that consisted of both humans and orcs--she couldn't even pass basic survival tests, and eventually got a large portion of her tribe killed. She now serves the evil, shadowy figure that prevented her from also being killed, though she's been waylaid from her duties.“It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds;
- Join Date
- Aug 2009
- Starbase Janus
Re: Nexus Character DirectoryJACK BAXTEROFSKI
Alignment: Lawful Good
Power Rating: E+
Description: Tall, skinny brown-haired green eyed Caucasian male. Wears a white lab coat over a green shirt, sweats, and neatly tied sneakers.
Equipment: A list of tasks, a pen, Stethoscope
Abilities: He's knowledgeable in numerous scientific and medical fields. That's...pretty much it.
Backstory: Is the son of Maxios Baxterofski.
Miscellaneous: Anything else that you wanna put down.
- Join Date
- Sep 2007
Re: Nexus Character Directory
Taking a post to save myself from an overly long Signature.
Head Salesman of HALO And Other ACRO Characters
Oswin, General of Elibe
The Old Samurai
A DnD playing Mortal
Bleach: Turn Back the Pendulum
The Crimson Fencer
The Mute Wanderer
Avatar, the Last Airbender
Bleach in the Playground: Renewed Revolution
Dosan, Higure, and Azmus
Last edited by CMOTDibbler; 2012-10-09 at 03:09 PM.Nunc id Vides, Nunc ne Vides ("Now you see it, Now you don't.")
All My Characters
CMOT Avvie By Dr. Bath
- Join Date
- Mar 2011
Re: Nexus Character DirectoryYoung Star
Real Name: Louis Ramirez
PL: Street Level Super Hero
Alignment: Good guy
Appearance: Tanned skin and dark brown hair. His superhero costume is a white jumpsuit, with a blue five point star taking up most of the chest, and red gloves and boots, as well as a red domino mask. His street clothes follow a similar color scheme of red, white, and blue, though white is very much downplayed.
Personality: Young Star is rash to start. He's often the first into the fray and rarely thinks ahead of time. He's not violent, though, and will always place civilian lives in priority to fighting. It's very much his preference to come up with ideas in the thick of it. He shows a flair for creatively working around situations he can't just punch or push through. He dubs these solutions "Punching Creatively," normally because that's often the last step or even the goal of the solution.
Equipment: He doesn't normally perform his heroics with gadgets or weapons. His suit has little special about it but under the blue star is a layer of kevlar to protect himself from bullets.
Abilities: He's a flying hammer really. His primary strength is his... strength. With his super strength he can lift heavy cars over his head and put a good dent in metal with a standard punch. He's also quite durable from pure blunt impact, but can't weather bullets and knives very well.
His other superpower is flight. He's capable of flying under his own will about as fast as a speeding car and has perfect control over speed and direction, able to stop practically on a dime.
His non super power is that he's a pretty good boxer, taught by his mentor Dober-Man he can rough it with people as strong as e is through skill rather than force.
Backstory: maybe later.
- Join Date
- Sep 2009
- Beyond the Wall
Re: Nexus Character DirectoryCynthia
Age: 12 (10 HPME*)
Description: While Cynthia is a natural shapeshifter, she has one form that bests suits her personality. She is almost always in this form, which is that of a ten year old girl. Although she has obvious demonic traits, she is, quite simply, adorable. Her skin is a dark red colour and her eyes give the impression of soulless, black pits. She often keeps her wavy, black hair in pigtails. Her ears are somewhat large and resemble those of a bat. She has a thin, flexible tail and her teeth are sharp.
Personality: She is quite young and has the mentality of a child. Cynthia can be quite mischievous and is immoral at best. She has quite the manipulative streak, and won't hesitate to use her looks and the glamour she projects to get her way.
Abilities: Cynthia constantly projects a powerful glamour toward those around her. The effect is effectively to enamor those she interacts with to her. It hinges on her form, which is a cute little girl. Adults will dote over her and seek to make her happy. Other children will see her as trusted friends. A person with children or a desire for children may even treat her like a loved daughter. The exact effect and strength of the glamour depend entirely on the target.
She is a natural shapeshifter. Whatever form she takes, forever, will always possess her obvious demonic traits. She rarely uses this ability, as she prefers one form.
Backstory: Cynthia was born in an underworld like environment. Some might call it a sort of hell. While this hell is not strickly a place of evil, the demons living there are immoral at best. She grew up thinking that a lot of cruel and unsavory behaviour was completely normal and accepted, because it was there. She was summoned into the Nexus to serve as the emissary of the demon lord Nabrius.
*Human Physical Maturity Equivalent
- Join Date
- Sep 2010
- In the Playground
Re: Nexus Character DirectoryDwayne
Profession: Farmer. Novice hero?
Alignment: Somewhere near Neutral Good
Power Rating: C-
Description: The first thing most people notice about Dwayne is that he always seems nervous. Something about his body language or dozens of little tics, but for one reason or another he always looks to be just waiting for the metaphorical axe to fall.
Physically speaking he's built solidly enough, maybe a little on the short side but not sickly or weak... Not the chiseled physique of a born hero or seasoned adventurer, mind you, just the sort of passable strength one picks up after a life spent on farmwork. No great beauty either, with a weak chin and dull charcoal black hair halfway to his shoulders.
His clothing, on the other hand, is something else entirely. Among the many magic items Dwayne squandered his inheritance on, the most immediately eye-catching is his cape- A hopelessly tacky garment made of translucent fabric that slowly shifts colors in a kaleidoscope pattern, glowing for good measure and bad taste.
Other than that, he wears a shirt of chainmail made out of some cheap looking blue-ish metal and, stranger yet, a metal fedora of the same material. Honestly, the only indication that he's an adventurer at all is that only an adventurer would dress with such lack of sense, fashion, common, or otherwise.
Personality: Eh, yet to be seen.
Equipment: Quite a lot, really. For starters there's his cape, which when the silver clasp is unpinned causes one of a variety of random magical effects, before disappearing until the next daybreak. His chainmail is somewhat effective in defending against magic and his sword can slice through flesh and bone with surprising ease despite their cheap appearances, although both enchantments are clumsily forged and unlikely to hold up against a magician who actually knows what they're doing.
The metal fedora is in fact a nifty little artifact that reflects any significant force directed upon it, not only protecting the wearers skull from blunt trauma but also adding quite a punch to any headbutts delivered with it. Finally, he has a variety of potions, a good dose of explosive powder that clings and burns at flesh, living or otherwise, and should all else fail a small chip of rune-engraved bone that will teleport the user a few hundred feet in a random direction when shattered, providing a swift escape if necessary.
Backstory: Working on it.
Last edited by ThirdEmperor; 2012-04-27 at 11:53 PM.Meese Mobster by smuchmuch.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectorySpecies: VAESS
Vaess are a semi-arthropoid, semi-humanoid species whose existence is said to be a connivance by dark and monstrous gods. They are vaguely similar to driders in that they have an arthropoid lower body and a humanoid upper body.
SpoilerA normal adult Vaess has a humanoid torso with two arms ending in six-fingered hands. They have hair, though besides the hair on their heads there is very little, and two glossy eyes. Their mouths are full of needle-like teeth and their fingers have small, chitinous claws. Their wrists contain retractable poisonous spurs, each caste with their own type of venom.
Their lower bodies consist of a vaguely rounded-rectangular "hub" to which their four arachnid-like legs are attached; the back legs are longer than the front, and each leg ends in a clawed point. There is also a pair of small pedipalps at the front end of their lower hub between the legs; they produce a web substance. A pair of speciallized appendages near the back legs can take this web substance and infuse it with the Vaess's venom, shaping it into a sort of disc and throwing it as a projectile.
Vaess begin as eggs, eventually hatching into small, pale young, which look like smaller versions of adults. After about 4 years, with molting every 3 months, they grow into adolescents and begin developing caste characteristics. From there they become young adults at about 14 and full adults at 20.
The core castes are usually between 5-6 feet in height, with the Kahzess from 6.5-7.5 feet.
Melee weaponry includes tonfa-style forearm swords, katars, and push-daggers. Archers sometimes appear, though for projectile weaponry most Vaess just use their web discs.
SpoilerVohtess have dusty reddish armor on their lower section, and their skin has a reddish tint; their eyes are green. They are the most aggressive as well as the most heat-tolerant, and commonly take leadership roles. Their venom causes burning pain, making it hard for the affected creature to concentrate on anything.
Vohtess have been known to enter berserker-like states and charge, ignoring pain and running down foes.
Nogess have dull navy-colored armor on their lower section, and their skin is tinted grey-blue; their eyes are orange. They are relatively more calm than some other breeds, and act as balancing points and peacemakers for the various traits of the others. Their venom incites dehydration in the target, weakening it; it also can cause underwater targets to reflexively swim to the surface. Uniquely, they can emit a sonic wave with disorienting properties; enough of them using it simultaneously can cause huge resonance pulses to damage structures. They are the best swimmers, though they prefer to use their physics-defying ability to skate on the surface of water like vastly oversized water-striders.
Keless have greenish armor on their lower section, and their skin is tinted greenish; their eyes are pale red. They are the most capricious caste, with a tendency to dart in and out of combat, making use of alarming spinning maneuvers to swing their exceptionally sharp leg-claws in slashing arcs. Their venom is a powerful acidic compound, but most Vaess can neutralize it with a different fluid they can produce---this is a safety measure.
Sukess have greyish-white armor with hints of blue; their skins are pale bluish and their eyes are teal. They are the planners, directing when to attack or retreat; they are also the most resistent to cold. Their venom causes the movement of victims to be restricted; the more they try to move, the harder and more painful it is to do so.
Sukess are capable of entering a torpor-like state, making their life signs hard to track.
Rupess have dull brown armor with red hints; their skins are somewhat tan and their eyes are dark blue. They are the spies of the Vaess, using their limited ability to change their coloration to blend into their environment. They usually stalk foes until the opportunity shows itself, then attack. Their venom causes exhaustion, and they are the best at throwing web-discs.
Oohness have black armor and grey skin, with gleaming yellow eyes. They are the shyest and most submissive, often pushed around by the more aggressive Vohtess or Keless. However, they are deadly cunning and not to be underestimated. They prefer the dark, and have better vision in the shadows than any other caste. Oohness have limited telepathy and vocal mimicry, allowing them to, for example, read someone's mind and then lure them into a trap by mimicking one of their friends. Their venom causes numbness and lack of coordination.
Kahzess have purplish-grey armor and whitish skin, and their eyes are gold-colored. They are the elite caste and have a different body structure; their bodies are brawnier, their legs longer. Their front web-producing pedipalps are longer than normal and clawed, and their rear throwing 'palps are stronger as well. They also have a sixth pair of legs between the front and back ones, which are smaller but much more sharply clawed. Kahzess do not have a special venom; they only have the standard stunning venom that all Vaess have. Instead, they tend to use a dark form of sorcery allowing them to trap foes in a pocket shadow dimension shared by all Kahzess of the same Horde. This dimension suspends a target's vitals---they cannot starve, suffocate, or otherwise die---but is very hard to escape.
Kahzess are arrogant and brash. While the lower castes do not reproduce, Kahzess do.
SpoilerA Vaess Horde generally works like this: they take over an abandoned establishment to use as the center of their hive, then spread out until they have covered enough ground to comfortably live in. The main reproduction of the species is very secretively done; if there is some sort of breeding queen, she is kept hidden even from most of her own hive.
The six core castes function as workers, guards, hunters, warriors, etc according to individual and caste skills. The elite Kahzess function as community leaders and elite guards for the central reproductive compound (the seeecret central reproductive compound!) as well as peripheral breeding couples. Since the six core castes are effectively sterile, there is little to no sex drive within them (but emotional bonding is still a thing).
Info on the main reproductive process of the hive (spoilers I guess).
SpoilerThe reproductive hub of a hive is the Monarchs, the Vaess King and Queen. A Vaess becomes the hive's Monarch through the influence of their patron goddess, the bizarre and enigmatic Queen Mother.
The Queen is about 8 feet tall in an average stance on the ground, but most of her time is spent half-asleep in a sort of web that holds her while she is attached to her egg sac, a translucent muscular structure for laying eggs, which are brought to nurseries by an inner circle of Kahzess. The queen's skin is silvery-grey, and her chitinous lower body is glossy black and silver. Her rear pedipalps are no longer very good at throwing venomdisks, though her venom (which induces hallucinations in the target, who starts thinking they're mutating) is quite potent. Like Kahzess, she has a sixth pair of legs, these ones ending in armored talons for catching projectiles. Queens are fomidable; not only are they strong and agile when not attached to their egg sacs, they are strong psions.
The King is about 8.5 feet tall, with dusky reddish skin and a red-and-silver coloration to his underbody. He spends most of his time half-asleep next to the Queen and in mental contact with her. His psionic abilities are not as strong as hers, but he has powerful spellcasting abilities and can manifest a powerful energy blast from the blades on his middle pair of underbody limbs. He's also a damn good shot with his venomdisks, which induce temporary loyalty in the target. The King is a formidable force in battle.
The King and Queen spend most of their time half-asleep in mental contact, the Queen laying an egg now and then. Reasons for them to wake are 1) they need to mate again to keep up egg production, 2) a grave matter has to be brought before them, or 3) it's time for them to kick some ass.