Results 931 to 960 of 1163
Thread: Nexus Character Directory
- Join Date
- Mar 2013
Re: Nexus Character DirectoryAriel's Legion
A bio-engineered race created by the Scion of K'rax Ariel White, the Legion are post-humans, infested with nanites that alter their body and, to a certain extent, their mind, as well as implanting then with a polyp of K'rax's power.
Spoiler: InfestationThere are two ways for a humanoid to become a member of the Legion: Infestation via the Progenitor Drones, and being converted by another Legionnaire.
The Progenitors are robots designed by Ariel with a single purpose in mind: To burrow into a humanoid and release a flood on nano-mechanical organisms. These organisms quickly begin altering their host, and within moments, the unlucky victim has become a Legionnaire in body in mind.
However, the organisms continue to replicate within their host, and part of the Legionnaire base template is channels forming through any pre-existing natural weapons, as well as any that are part of their mutation that are able to convey the Legion organisms into any being that they injure. However, for the same speed of infection as the Progenitors to be achieved, the wound inflicted must be both deep and the natural weapon must be held there for a few moments to ensure the maximum flow of nanites; Otherwise, the changes are slower, and, from a glancing wound, can take up to a week.
Spoiler: StrainsJust as there are multiple roles within a hive, there are multiple Strains of Legionnaire: Soldier, Defender, Healer, Pilot, and Infiltrator, as well as a Queen. However, all these strains have a base template in common; They all have a bio-mechanical carapace of varying strength, three toes arranged with two toes in front and one in the back, insectile wings capable of flight, and a face more-or-less similar to their human one.
Soldiers: Soldiers are the main attack force of the Legion. They are lithe and agile, and possess claws as their main weapon that are capable of infecting others with the Legion organism. Their carapace is capable of turning away solid projectile weapons up to about .75 caliber, but is vulnerable to most energy weapons beyond the lowest power.
Defender: This strain has a much heavier carapace, capable of defending against anti-tank weapons, as well as most energy weapons. Their main weapon is a polearm-like growth they can extend out of their hands as will, and serves as a conduit for their Nanites.
Healer: The healer strain has no weapons, instead possessing bio-mechanical tendrils that carry modified nanites that can repair another Legionnaire's form, or infect other humanoids at an accelerated rate. However, the price they pay for this is a weaker carapace, and their's is about as effective as a standard bulletproof vest
Pilot: The pilot strain is similar to the Healer strain, with a carapace of the same strength and similar tendrils as well. However, their modification to their nanites allows them to infect machines that would normally require a crew of up to 10-11 men, and operate them alone, and a crew of them can multiply their strength.
Infiltrators: Infiltrators are just as insidious as their name implies: They possess the same basic carapace as the Soldiers, but their weapons are retractable forearm blades, and they possess the ability to shift into any humaniod form they've seen before.
- Join Date
- Mar 2013
Re: Nexus Character DirectoryA Certain Scholar
Age: 320; Appears to be 27
Alignment: True Neutral
Power Level: B-/B+/A-, depending on circumstance.
Appearance: A Certain Scholar appears to be a young woman with drawn back black hair and bright-green eyes. She most often wears plain grey robes, though they are enchanted with various spells, allowing them to turn back blades, bullets, and rays, as well as increase her casting abilities. She also now has demonic horns, dark red skin, goat ears, as well as bat wings, a demonic tail, talons, retractile claws, prehensile hair, and sharpened teeth and a forked tongue thanks to her demonic transformation. She also now lacks eyes of any sort, though she can sense things magically.
Personality: A Certain Scholar is quiet and withdrawn, carefully thinking about her actions before going through with them, though that doesn't make her very ethical...More, driven. And, through her dealings with all manner of outsiders, she's also learned to be somewhat pedantic, phrasing everything she says very specifically and without loophole
Abilities: A powerful mage, A Certain Scholar doesn't use Vancian magic. Instead, she learns spells, and, in learning them, makes them a part of her soul, cast-able without preparation. However, casting for her is very exhausting, and she can't cast more that six or seven spells in rapid succession without wearing herself out. Thanks to her demonic transformation, she is now, while lacking sight, is able to see magically through walls, detect souls, enchantments, and spirits. As well, she can also manipulate and corrupt mortal souls thanks to her new demonic nature.
Equipment: An old staff that she uses to channel her magical powers, a la Dark Souls. She can't cast without it.
Backstory: Sadly for our record, A Certain Scholar has struck all traces of her identity outside of her highly-guarded mind from the universe to keep it from being used against her. All we know is that she very carefully wards herself every day, timed to give her only a moment's vulnerability each day, as well as being well-versed in most Mortal languages from across the multiverse, as well as several Outsider languages.
Notes: Cured of the werefox curse after a nice day at the Temple of Inari. Transformed by a demon's deals into a demon herself.
Last edited by Ionbound; 2014-06-26 at 06:06 PM.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectoryKhät von SchøldremöwRace: Russian Blue Catgirl
VillainI AM A HEROINE NOW
NEI AM GOOD NOW
Desc: Khat is a pale, pretty young lady whose hair, as well as her ears and tail, is the distinctive blue-grey of a Russian Blue. She wears tortoiseshell pince-nez with a silver chain, a sea-green waistcoat, and dove-grey slacks with almost obsessively polished white tanker boots. She has striking green eyes and pointy little teeth.
Abilities: Damn good driver, damn good shot, and not too bad when it comes to punching someone in the face.
Personality: She's pretty dedicated to the whole "trying to be good" thing, but hasn't quite left behind the trappings of villainry, the sheer hamminess.
Misc: Name comes from Taet's typing of "cat von shouldre mow" in chat.
- Join Date
- Aug 2013
- Illinois, USA
Re: Nexus Character Directory"D-TOX"
PLEASE READ!! This character is currently in dead-time pending his player's return to activity.
Full name: Daniel Kimball
Nicknames: "Hedgehog", "Medicine Man"
Race/Species: Altered human
Alignment: Neutral Good (True Good?)
- Physical: Very thin, fragile
- Height: 7' 8"
- Weight class: Extra-lightweight
- Eyes: Bright sky-blue
- Hair: Brown, shaven
- Other features: Hair on arms, legs, back resembles brown spines: stiff and sharp; long, boney limbs
- Legs: Knee-length cargo shorts; wide belt with numerous pouches
- Torso: Plain T-shirt; travel vest with several pockets
- Feet: Thick-soled boots
- Access.: Messenger bag (of Holding); contains field journals and other assorted equipment
Class: Support combatant; chemist/salve-maker
Power Rating: 13/B- (Base 6, modifiers listed below)
- Strength: Below average (-1)
- Constitution: Abysmal (-3)
- Stamina: Below average (-1)
- Agility: Unusually high (+2)
- Intelligence: Above average (+1)
- Type: Machete (+2)
- Name: Nightshade
- Description: Machete with belladonna floral design etched into blade base
- Special attributes: Very effective on plant life; carries venomous residue on cutting edge, occasionally inflicting poison
Profession: Herbalist, healer/doctor
- Mortar and pestle: Used to crush, grind, and powder ingredients
- Hypodermic syringe: Used to inject liquid medicines beneath skin for quick application
- Disposable needles: Can be attached to the syringe and discarded after use
- Biohazard disposal bags: Used to seal potentially hazardous materials, like used needles or contaminated matter
- Stone mixing bowl: Useful for heating ingredients over fire to cook off impurities and toxins (not to be used for eating)
- First Aid: Heals light wounds for an individual, assuming that he possesses knowledge of the subject's anatomy. (+1)
- Immunize: Reverse-engineers a poison to temporarily protect an ally from similar poisons (+1)
- Combat Chemist: Mixes potent chemical compounds from supplies for offensive, healing, and support effects (+2)
- Scavenger: Collects useful things from the environment
- Espina Toxico: Stings with a poison-coated spine, inflicting either poison or paralysis (only works on unarmored organic targets) (+1)
- Phalanx Quills: Takes defensive posture and brandishes spines to ward off attackers (+1)
- Green Thumb: Posesses knowledge needed to grow and nurture a wide variety of plant life
- Herblore Expert: Posesses vast knowledge of plants and their chemical properties
- Inoculated: Immune to bodily poisons (+1)
- Cooking: Somewhat skilled but very practiced; able to make several simple dishes
- Bass Vocalist: Posesses a decent singing voice, very low tone
Personality: D-Tox is a calm individual who prefers to solve his problems through debate and logical thought processes than with brute force and/or violence. He posesses a natural sense of curiosity that drives him to a near-obsessive fascination with his craft. This is not to suggest that he disregards or mistreats his patients, though; he simply needs to be reminded of his priorities on occasion.
Background: Daniel Kimball, more commonly known by the alias "D-Tox", came to the Nexus at the age of fourteen, brought by his grand-parents. He was suffering from an unknown poison ravaging his heart, and no cure could be found in his homeworld. Thanks to the endless possibilities present in the Nexus, it didn't take too long to procure and administer a suitable antidote.
It did, however, come at a cost: Daniel's body became too weak to travel across dimensions again, meaning that he was trapped in the Nexus. Merely thankful that he was alive at all, he came to terms with his condition rather quickly and adapted well to his new home. Inspired by the generosity of those who had helped him, he aspired to take up the art of medicine himself and use his skills to provide aid to others.
Though his kin have since passed away, Daniel has realized his vision and become a practitioner of natural medicines. He recently moved to Inside, where he opened his practice, and has been continuing his studies of the Nexus' indigenous plant life since. He frequently makes expeditions into the untamed areas of the Nexus to gather materials and investigate rumors of rare and exotic plants.
- Most people are divided on the matter of D-Tox's stature; the question of whether he suffers from Marfan Syndrome or whether he's just very tall and frail remains unconfirmed. In his youth, he enjoyed letting on that he was an alien in disguise, but he has thankfully left that phase of his life behind him.
- D-Tox has always had his spikes, which have earned him a few endearing nicknames here and there. Where he comes from, though, that kind of unique trait isn't that uncommon, so he has to adjust to the weird looks he occasionally gets from others. He's got good control of them, though, so there's no danger of getting stuck by them by accident.
- Join Date
- Apr 2014
- Falls Church, VA
Re: Nexus Character DirectoryRaziel, the Sanctified Lich
Name/Alias: Raz, Raziel
Race: Lich (Previously human)
Alignment: Chaotic Good
Power Rating: Solid B-
Bonafide lich with all the perks of undeath including the lack of flesh and tissue. His eyes are replaced with two piercing, and often unnerving white pits of magical energy. He wears a robe with a hood normally up to cover the majority of his face as to not inspire unwanted reactions. A swirling halo of divine energy can be found always right above his skull.
His demeanor is normally grim, though he can be seen as realistic most of the time. He often acts on impulse what with his new-found sense of morality still feeling a bit foreign to him. He's recently attained an unnatural hatred for the undead and all other necromancers as well as most evil in general, really. Often gets a little preachy. The majority of his magic has been developed to combat what he originally symbolized.
>Scythe: Raziel wields a scythe imbued with the power to destroy only the undead. Should it hit living tissue, it would simply pass through. On contact with undead, however, it channels divine energy into the creature thus obliterating most undead. Upon close inspection, the scythe itself is actually rather blunt, with no sharpened edge at all.
>Phylactery: Raziel's phylactery is in a location unknown to him, taken by a cleric many years ago. Through a (purposefully vague) divine ritual, the cleric cleansed Raziel's soul within the phylactery, permanently changing his alignment. Should he be destroyed, Raziel will regenerate in a location that's yet to be revealed.
>Hallowed Necromancy: Raziel is capable of creating, controlling and destroying undead through various spells and incantations. He's also pretty well versed in most other necromantic spells through means of his past as an evil necromantic lich. He can cause any undead he raises to explode at will, emanating with positive energy that would heal living creatures and damage undead. Most of his necromantic magic has been altered to intermingle with positive energy in ways similar to that already mentioned.
>Divine Magic: Raziel has also been equipped with a magical arsenal similar to a cleric of his alignment and level. He can buff, heal and even resurrect people as would a cleric.
>Lichdom: He is a lich, and therefor a bit hard to kill through mundane methods. His skeleton is resistant to most regular, non-magical weaponry. He's immune to the cold, and basically has all other applicable bonuses that a lich would get in the d20 universe.
Raziel was born poor and delved into the dark arts at an early age. He was prodigious, and later figured out how to bind his soul to a phylactery and achieved Lichdom once he died. After becoming a lich, he expanded his knowledge of necromancy and was a feared, and absolutely evil menace. After a cleric and his allies brought down the lich, and stole his phylactery, the cleric had begun preforming experiments on it. That same cleric, with the help of his order, then unraveled a way to cleanse the lich's soul and employ it to work for the cause of good. They shifted the creature's alignment, altered known spells and erased particular memories, essentially engineering a holy lich.
- Join Date
- Apr 2014
- Down under
Re: Nexus Character DirectoryCharles Nex
Alias:The Son of the Nexus
Age:25, but appearing around 30-35 (Not counting the bits where he was dead)
Power Level:Wildly varies from as low as 3 to as high as 5, or D+ to B, depending on the power of his bells.
Description:A tall, thin man wearing an enormous black coat, top hat, glasses, gloves, an inordinately shiny pair of shoes and an unusual leather bandoleer around his chest that contains seven bells that range in size from a tiny one the size of a small pill bottle to a larger one the size of a jar. He has pale skin which is only visible in patches due to his tendency to wear a lot of clothing. He also has a variety of scars and tattoos dotted around all of his body except the face. His right eye has a scar across it, but he still maintains perfect vision through it. He has blue, piercing eyes and chestnut brown hair, worn in a ponytail.
Personality:Despite wearing an enormous amount of black clothing, Charles is normally very friendly and bright. He loves to learn and try new things, find new places and live a life of adventure. He has an optimistic outlook on life and is very rarely angry. However, when he is angry, he will stop at nothing to destroy, defeat, or otherwise attack the source of his anger. He believes that if the ends are important enough then they almost invariably justify the means, unless there would be more loss of life than life saved. He is not exactly flighty or capricious, but he is very adaptable with a tendency to nervousness under pressure. As a wanderer by nature, he prefers not to stay in any one place for too long.
Equipment:Only his visible clothing, but his coat is very special. Any non-unique item he has put into his coat (So not items belonging to other players, world shattering artifacts etc.) can be taken out of the pockets again. This is due to a series of portals and hammerspaces that replicate and duplicate items as needed. This means he can bring just about anything he needs out of his coat.When someone else tries to use the pockets of the coat, their hands typically get eaten.
The bandoleer of bells Charles carries are also unusual. The bells are all silver,with dark, deeply polished mahogany handles. They are covered in magical markings and runes. The have effects that they have are as follows. The bells are listed by size.
Ranna, the Sleeper-This bell has a sweet, low sound that leaves silence in its wake. It can put people to sleep, including the ringer, if used.
Mosrael, the Waker-This bell has a harsh, rowdy sound. It drains life energy from the ringer and transfers it to the listener. The listener does not need to be living.
Kibeth, the Walker-This bell has a variety of sounds, and is difficult to control. It can grant power and freedom to the dead, or force them further into the state that is death.
Dyrim, the Speaker-This bell is clear and melodious in tone, with a pretty tone. It can return memory and speech to the listener, or take it away.
[I]Belager, the Thinker/I]-This bell often tries to ring on its own, and is the bell with the greatest degree of sentience, though none of the bells are truly sentient. It can restore independent thought and memories to the living and the dead, or erase them if used carelessly.
Saraneth, the Binder-The deepest and lowest bell. It has a strong, powerful sound that binds listeners to the ringers will.
Astarael, the Sorrowful-A weapon of last resort, this bell destroys the life force of any who hear it. Including the ringer.
With the exception of Astarael, all of the bells have their power influenced by the temperature, (more power when cold, less when hot), the direction of the wind (more from the North, less from the South) and the presence of the dead (More corpses = More power).
Abilities:Charles has had at least some training with just about every weapon and in just about every combat style known to man, and a not inconsiderable number that aren't. He is versed in the use of necromancers bells (see above) and can achieve similar but much more limited effects by whistling or humming. He also has a damn fine singing voice if he doesn't say so himself and can play a number of musical instruments flawlessly.
Backstory: Born to unknown parents, he was found in a large black box in Mallside as a baby. He was raised by most of the shopowners of the time, and he worked for his keep as soon as he was able. As such, he considers himself to have been "raised by the Nexus", and that was how he decided upon his last name, Nex. He acquired a number of skills before setting off to explore the Nexus proper at around 18.
He spent the next 6 years exploring before he finally met someone who both wanted to kill him and was able to pull it off. The man then bound a fragment of Charles' soul to his body and used him as a slave. Then, roughly a century later, the man unintentionally rang Belager, the Thinker bell, and restored Charles to consciousness. Charles proceeded to kill the necromancer and take his bells, though not before draining him of his life force and taking his coat.
In the year since then, Charles has been making his way back to the Nexus in the hopes of finding someone he might meet.
Misc: Unless they have lived for more then a normal human lifetime, it is unlikely that anyone would remember Charles, and if they did they would remember him as considerably younger, unscarred and untattoed (well, mostly) due to his time as a corpse having made him appear, though not feel, older than he is.
- Join Date
- Apr 2014
- Falls Church, VA
Re: Nexus Character DirectoryMarcus Runeheart
Name/Alias: Mark, Sigil
Alignment: Lawful Neutral
Power Rating: C+/B-
Mostly blue and black attire with a flowing cloak covered in various symbols. Deep, blue eyes and similar short hair. He carries a wooden staff and his haversack containing a multitude of books. He always looks a bit jumpy and tense. His motions and overall behavior are normally very sudden and to the point.
Mark can be very uptight at times. Most of his colleagues knew him as that guy who'd never get caught breaking a rule and would dislike it when others did. Though his magic can cause him to react capriciously from time to time, he significantly hates acting that way and grudgingly accepts that he can only do his best to find order in the chaotic nature of magic. Most of what he does is predetermined before he does it, as he doesn't feel comfortable acting without it being planned in advance. His friends would call him fair and reliable while his enemies would call him careful and persistent.
>Staff: Mark's staff is used as a catalyst to improve the potency of his magic. Within it is stored his most commonly used magic, so that he doesn't need to refer to his books on more complicated spells. He's able to retrieve his staff through means of it flying back to his hand as long as something isn't preventing it to do so. If a being other than Marcus is holding the staff, they are continually drained of their magical energies and fatigued as long as they aren't wearing the multitude of runes found on Mark's clothes, preventing this effect.
>Books: Mark studies magic, and has been doing so since he could read. He carries with him a small, personal library that he uses for reference when casting certain spells that he doesn't often use.
>Robes/Cloak: His clothing is almost a walking book of runes and sigils dulling the effect of most magic and amplifying a few of his abilities. He can jump a good twenty feet in the air and fall any distance while landing unharmed. His resilience to mundane attacks such as a good old fashioned fist to the face is almost nullified. The pain is felt in full, where most of the actual damage like lacerations and bruising don't normally take effect. Because of this, he still tries to dodge most attacks.
>Signomancy: All the magic that Marcus uses is cast in the form of symbols. Runes, etchings and sigils are the medium through which he practices his art. He's well adept in most elemental magic and very few mind effecting abilities, but all he casts must be done in this method. It's difficult for Marcus to cast any markings on reflective surfaces such as polished metal or mirrors, as they'd reflect or refract the spells like they would a ray of light, changing the location where the mark would be made.
>Mental Training: Mark's memory is astounding. He and most all family members before him were magi of the same kind. Because of this, his mental aptitude was forged at a very early age. He's willful and very resistant to urges both natural and placed on him. Mental compulsions are resisted a bit more than normal thanks to a his robes as well.
Marcus was raised in a well known family of magi with a lineage to uphold. His childhood consisted of strict foundations supported by countless rules and taboos. He didn't much like the aristocratic lifestyle he could see himself getting absorbed into, and subsequently left to become an adventurer. It was last year that he was battling creatures with his allies when an aberration he wasn't familiar with ambushed his party. Unprepared, Mark couldn't react in time before he was hit by a strange, chaotic magic. When he awoke, he found himself in the nexus, along with his belongings.
- Join Date
- Aug 2012
- Anywhere but real life.
Re: Nexus Character Directory
Alias: Lheticus, the One Who Sees
Alignment: Chaotic Neutral
Class/Profession: Dimensional Traveler
Power Rating: C-Rank (Neon Knight scale) "Very good at not dying"
Description: Long hair dyed silver, medium tan and build, 5'9 height, green eyes. Clothes glamoured to appear natural in whatever dimension Lheticus finds himself in, and colored grey and brown to blend in with crowds. They do not provide physical protection, but do allow for the concealment of a wide variety of items. Always carries a flask and a bag with a travelers kit, and is often seen with a hi-tech device--his "Planar Compass".
Personality: Arrogant, but usually with the skills to back it up. Prefers to watch mayhem unfold rather than involve himself in most cases--or covertly start that mayhem then slip away unnoticed. Extremely cold and uncaring toward, well, everyone.
Equipment: Glamoured clothing, planar compass, travelers bag with weight lessening magic applied (not as good as a bag of holding, reduces the weight of anything inside it by about half for whoever carries it.) Between 6-10 throwing daggers. (concealed) and poison to coat them with (his usual dose incapacitates for several hours rather than being fatal...unless he thinks someone is worth killing) A spellbook.
Lheticus: "What's that you ask, my abilities? Among those few across the multiverse who know of my existence, I am known as "the one who sees", because of a bit of a parlor trick that makes it seem as though I can see the future, a la Jedi a few seconds before it happens. I was born with superhuman hearing--I can locate and identify the source of even quiet sounds almost as though I have echolocation. On top of this, I've trained my eyes to TRULY see everything around me, so when pressed to defend, I can read the smallest shifts in an assailant's body weight and the tiniest changes in the environment to anticipate any attacker's next move and how to overcome it without fail. I've also gained moderate proficiency with virtually any weapon you could name as a result of spying on and sometimes legitimately enrolling in training courses for them across the multiverse, including elemental based magic. It's this final method as well as throwing daggers coated with poison that I prefer to use--I assure you, I don't use a lethal dose unless you REALLY annoy me--and if I think those are no good, I'll make do with whatever I can find lying around. What's that? I have to have a weakness of some kind? Tch, I didn't want to reveal it but...my endurance is at a level many would call "pathetic". If I fail to defeat my foe or escape them quickly, it doesn't take long at all before my situation reading skills won't matter--I won't be able to react quickly enough to stop them in many cases even seeing their moves coming. Ugh, I hope not a lot of players read this..."
Lheticus: "First off, Lheticus is in fact an alias. Don't ask me what's my real name--I will not tell you. I'm an interdimensional traveler, constantly searching for interesting worlds to go to and interesting sights and events to witness. I originally hail from good old Earth (or a version of it anyway) and was always obsessed with amusing myself, almost always at the expense of others--sometimes mortally at their expense, or if someone annoys me enough, they also find living to be a rather difficult thing to continue doing.
It was never enough, until I learned of a device under top secret development that was capable of locating, stabilizing, and opening portals to other worlds. I managed to steal it in a plot fully worthy of that Ocean person, despite a few complications along the way, and haven't looked back since. Survival was difficult at first, but I eventually managed to pick up the skills needed to subsist in both wild reaches beyond imagination and civilized areas more alien than actual extra-terrestrials.
For a long time, I was content to survive, explore, and observe every world I found myself in, but lately I've had the most dastardly itch to involve myself in the affairs of someplace, heedless of the trouble I'm well aware I'd bring upon myself. For an even longer time, I've been searching, using the jump device with a few modifications added, for a path to one certain world that by what I've been able to learn is the most interesting of all...and I've sadly yet to even come close. In the meantime, I've landed in the Nexus, and I'm not particularly happy about it either--there are so many ways off this world to so many other worlds that my Planar Compass is totally overloaded! The first thing I simply MUST do is look into solving this problem, or I could actually get stuck here! I can't just open a portal to who knows where--it could lead to somewhere totally unsafe! What to do...first, I'd better gather information about this place."
Last edited by Lheticus; 2014-05-02 at 02:18 PM.It doesn't matter what you CAN do--it matters what you WILL do.
- Join Date
- May 2014
- San Francisco
Re: Nexus Character DirectoryMustardseedAlias: N/A
Race/Species: Undead Pixie!
Age: 27 years alive, 105 years dead.
Power Rating: B-
Description: Mustardseed is seven inches tall, with black, insectile wings. Her skin tone is ghostly white and sunken, what with being undead and all. She wears a black robe and a black beanie (no unpanned hipster-glasses though.) She doesn't see the point of wearing shoes when her feet don't touch the ground.
Personality: Mustardseed is usually friendly, although hates racists towards undead. She wants to be in love with someone- although it's not usually vice versa, cause zombies are cold.
Equipment: Not a lot. A staff and a wallet and a fake I.D. (because the pixie drinking age is 200)
Abilities: Both plants and zombies!
Backstory: Very simple. How did your character come to be? "To Come Later" is an acceptable substitute for a long and extensive backstory. Even Especially if you conveniently 'forget' to develop it.
Miscellaneous: Loves cooking, hates bugs, likes hot girls n' boys.I used to be Dark Elf Bard
- Join Date
- Nov 2012
Re: Nexus Character Directory
Alias: NoneGender: Male, Female, or anything else really.
Alignment: Leans toward whoever is paying him
Class/Profession: Bounty Hunter
Power Rating: C +
Description: Kasiref is a 5'9 Caucasian Male. He wears a belt full of gadgets and contraptions, anything for any situation. He uses two blaster pistols that shoot bright yellow laser bolts. His attire consists of worn black pants and a dark colored shirt under a scuffed leather trench coat. He has short black hair that you can harly ever see because he never takes off his hat. He is almost always chewing on something.
Personality: Kasiref is very short tempered, but easy to get along with as long as you aren't who he is hunting. He is a gentleman and loves pleasing others.
Equipment: Two blaster pistols, a wrist communicator, thousands of credits, a belt covered in very useful gadgets, and a reliable but slow speeder bike.
Abilities: Kasiref's main ability is that he is a very good shot. He is also known for being in the wrong place at the wrong time.
Backstory: "To Come Later".
Playing Pokemon Y:
Safari: Charmeleon, Magmar, and Braixen
DS Friend Code: 3668-7804-7430
Avatar and Signature by Ceika!
- Join Date
- May 2014
- Defined on all R
Re: Nexus Character Directory
Alistair Benjamin Boldwin
Alias: None, at the moment
Alignment: Legal Neutral. Probably.
Power Rating: B/B+
Spoiler: DescriptionAlistair is a slim, slightly taller-than-average (human average) man, with dark brown short hair and slightly pale skin. He usually has an elegant demeanor, and a piercing stare: his green eyes are the eyes of someone who has watched people die, and who has killed; the eyes of someone who has had to make difficult decisions, and not always decided for the best; the eyes of someone who has seen the darkness of the world, and sometimes has had to embrace it. He speaks with a deep, calm voice, and always wears a black trench coat, black leather gloves and a (once again, black) fedora. Also, he never separates from his umbrella, which he uses as a walking cane since he limps noticeably. Other than this, he has nothing particularly remarkable…at least nothing visible: under his clothes, he has a hideous scar extending from his left armpit to his right knee.
Spoiler: PersonalityAn idealist when he was younger, now Alistair is a hardened man. He believes that the end justifies the means, and although he prefers to avoid collateral damage and the use of lethal force, he won’t hesitate if he is ordered to, or if it is the better choice; “better” referring to the pros/cons ratio. Indeed, he tends to analyze and evaluate almost every situation under this aspect, earning him the fame of “cold and calculating”: that is not generally true, for he values companions and friends, but he is conscious that emotions cloud one’s judgment and when on a mission he tries to set them aside.
That said, he is a calm, well-mannered man, and prefers to be the one carrying out orders rather than the one giving them: one can figure he wasn’t very happy when he was forced to retire behind a desk…
Spoiler: EquipmentThe umbrella: though it is physically identical to a normal umbrella, this one is constructed with titanium alloy and Kevlar-like fibers, and has a spring-loaded silver-coated blade hidden in the tip.
Spoiler: AbilitiesTelekinesis: Alistair is a powerful telekinesist, and has honed his ability during his years of service as field agent. He can use it in a variety of offensive, defensive and utility ways.
Grave injury: His wound has never completely healed, limiting his right leg’s mobility and causing sharp pains from time to time…usually the wrong times.
Spoiler: BackstoryBorn in London, 1953, from the wealthy Boldwin family, Alistair was recruited by the Paranormal Security Bureau (the classic secret governmental organization) at the age of 15, when his powers started awakening. Once finished training (and school), he became a fully-fledged field agent of the PSB and started protecting Her Majesty’s Kingdom from all sorts of paranormal perils. After some years, his name was spoken with admiration by allies and with dread by enemies: he foiled many threats, and even if sometimes he committed morally questionable acts they were in the name of humanity’s safety: sacrifice one to save the other 999. He became so powerful that some people started to think he was undefeatable…until that day. Though the PSB ultimately emerged victorious, in that raging battle many lives were lost (or worse): Alistair survived, but he was grievously wounded, and was forced to retire from the field. Promoted to vice-director of the Bureau, he continued to try protecting humanity from behind his desk: after two years, he was recalled on the field one last time to help recover an ancient artifact…that shunted him to the Nexus. Once one of the most powerful beings on Earth, Alistair must now survive in this world where he is just one of the many, and a good part of that “many” is made of beings he used to see as enemies…will he adapt, or succumb?
Class/Profession: Krogan Battlemaster / Mercenary
Power Rating: B/B+
Description: Standing over 7 feet tall, Wraal’s appearance is best descripted by the following image:
Equipment: Heavy Colossus Armour, M-300 Claymore Heavy Shotgun, M-5 Phalanx Pistol, Omni Tool
Krogan biology: Quick healing, redundant organs, extremely thick skin. See below
Spoiler: Krogan BiologyCopypasted from Mass Effect Wiki
Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.
Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.
Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control.
Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended.
Despite their natural propensity for toughness, krogan do have physical weaknesses. According to Zaeed Massani, if one lodges a knife at a certain spot near the frontal plate on a krogan's head, the plate can be ripped off. It is apparently the one thing krogan do fear.
Combat training: Wraal has fought for centuries, so he does know a thing or two on combat…
Biotic: Wraal can use the eezo nodules in his organism to produce mass effect fields, with a variety of effects.
Miscellaneous: MERC License holder
SpoilerAliases: Summoner of the Void, Seeker of the Untold
Power Rating: B+/A-
Spoiler: AbilitiesBesides being a magician and able to do anything a magician can do, Imaginos can conjure and control the black fire, which burns the very essence of things. Not to be confused with the black flames that compose the visuals of most of his spells.
Last edited by Hyperbolic sine; 2014-07-27 at 04:24 AM.To the optimist, the glass is half-full.
To the pessimist, the glass is half-empty.
To the engineer, the glass is twice as big as it needs to be.
Might suffer occasional hiccups in posting rate. Apologies for the inconvenience.
- Join Date
- Jun 2012
- Next to the Mandolinist
Re: Nexus Character Directory
Species Entry: Evil Shapeshifter
An Evil Shapeshifter is one of the many kinds of shapeshifters who appeared during the Shadow Wars, between the Great Technological War and the Deunification of Earth, circa 3874 AD. They are one of the most humanlike shadow beings from this era, which almost spelled certain doom for the Shining Human Alliance, causing many nations to be ravaged by their enemies, the Shadow Beasts.
Evil Shapeshifter is, of course, just a rough translation of their actual names in their vile native language. It's actually pronounced something along the lines of "Tsthskhsss tz ssfpsth" (as, it has been discovered, most species of Shadow Beasts and their allies lack the ability to form vowel sounds, owing to the distinct lack of pulmonary function) or, as a more scholarly translation from the Latin says, "Shadowed Traitor." Some scholars hypothesize that Evil Shapeshifters have evolved to actually feel some semblance of human feeling and thought - however, this is unproven and highly controversial. The accepted theory is that they only feel the basest of thought and desire - hunger, pain, etc. - and everything beyond that is merely a mimicry (much like a parrot) in order to draw closer to their prey, us humans. To this day, it is unknown what happened to them following the Shadow Wars - it is assumed they fled from the Shadowy Armies and began masquerading themselves as humans, waiting for the right moments to attack good and righteousness and light everywhere the might be. Every few years, a crazed farmer or a nearly-dead traveler tells tories of how they met one out late at night and barely escaped with their life.
Their appearance is as fluid as water, but it is always humanlike. They can change their own body to look however they wish it to be. Exactly how they do this is unconfirmed, but some old research notes from hundreds of years ago may give us some clues: It was written that they can grow bony spikes at will, reshape or recolor their skin, produce deadly amounts of electricity, secrete poisons and flammable gases from their glands, and even quickly regrow removed vitals. From experimental data, it appears only exhaustion can prevent them from fully utilizing their powers to escape capture. Records also suggest high levels of pain or stress - or, alternatively, a removal of their unnaturally high levels of Natural Chaotic Energy (NCE) - cause them to mutate uncontrollably. The reason for this is unknown, but other lab studies may shed some light on this mystery.
Some blood and DNA analysis was difficult due to the samples quickly mutating beyond study. However, it was shown that their blood contains several unknown proteins which can rapidly alter any exposed strands of DNA and other proteins. However, this does not explain how they can control these random mutations - which is why I, Lucas Q. Vilca, legendary explorer and wordsmith, hypothesize how they work: I believe, based on evidence I have uncovered, that their large amounts of NCE (known by the vulgar folk as the common word "magic") which courses through their veins controls and dictates which cells and proteins to mutate, giving them immense control over their beastly bodies.
If you are ever to meet an Obumbrata Proditorem, or Evil Shapeshifter, remember this: They are incredibly deceptive. At a moment's glance, they will betray and devour you. If you suspect that you met one, do not trust it. Do not turn your back on it. Kill it as soon as you can.
Thank you once again for listening to Lucas Q. Vilca's radio edition of A-Z Deadly Monsters. Thank you, and remember to tune in next week for the legendary Ewarkii.
- Join Date
- Apr 2008
- Fever dreams
Re: Nexus Character Directory
Alizé / Ashna Nerei
Alignment: White/Lawful Neutral
Power Rating: B
Tall, though not overly tall, with a grim smile, long blonde hair. Solid gray clothes, including a bartender's apron. Two flashy rainbow scarves twirled around her neck, an air helmet with a crimson-dyed horsehair crest, a charm bracelet on her right hand and a wedding ring on the left. A pendant with a living flame in the center hangs on a long chain around her neck.
A large black horse, with burning blue eyes, armored, including a horse-hair crest on the helm. She often doesn't cast a shadow.
Backstory: Just trying to help people. Retired from being a soldier-type.
Oh, you wanted the whole story?
"Ashna was from another world, lived in a place called Drohma. She was a great concern to her parents, along with her older twin sister, when they were chosen by great spirits of elemental fire to be their link to the mortal world. This was the third breakthrough of the thirteen elements, and savants would have been a lot more worried about it if they weren't all busy with their Great War. On the 'Last Day', in a deployment of superweapons, almost all the residents of her continent were wiped out, leaving in Drohma, the hardest-hit region, not a single mundane survivor, just a few thousand powered or cursed individuals scattered across the countryside.
She lived in a large log in a mountain pass, using her pyromancy to hunt small animals. It was years later that people tried to even explore the wasteland, and Ashna killed every one of them that came into her woods. She was eventually captured by a team of Etran Templar who were sent to clear the woods and make them safe for explorers, and though they lost many people, she was finally caught in a fireproof net and taken away for study. Through a long process which I'll leave for another day's story, (I've gotta go teach a class on morphic fields right after this) she ended up earning her freedom, destroying a fleet of airships, and joining the Templars herself. I think it was mainly that in the face of the lycanthrope outbreak, they needed everybody willing to fight, especially if they happened to be able to burn things clean of the disease. She was a hero (or war criminal, depending on your view) of the conflict, and after ten years with the Templars, retired to seclusion in the woods. Not too out there for a fantasy story, right?
Then she came to the Nexus. Well, actually this was before my time; she came to ACRONYMIA. Followed a flock of cockatrices through a portal, and ended up at the Good League of Good, they were different back in those days. Most of their members were robots, and they were a lot more militant. Had a magic spork and jail cells. Anyway, she spent some time there, got bitten by a werewolf and saw it as a sign, fell in love with another member, broke into the MagCave and ended up rescuing people. She even tried to protect the old HQ, before being driven away by a grand sonic giant. But then eventually she died.
And on the third day she rose again, as a blood-drinking terror of the night, a vampyre! Luckily for the good people of ACRONMYIA, she was kept in seclusion, mostly, for her vampire queen was trying to drive her mad. She was rescued later by her love and a few others, who defeated a lich-lord in trade to the vampyre queen for Ashna's freedom. And after that, ah, well, I'm all out of time. Go ask."
SpoilerIt was very bright. And then it was very dark. An immense silence gave way to a deafening wind. My eyes were shut tight, but I felt myself flying away (weren't there walls?) and would have screamed if only I could have drawn any breath.
The air returned as I hit the ground, hard. Then I could yell and cry with the pain and confusion. I was just a little kid then. Eventually I realized there wasn't anyone coming, and I opened my eyes.
It was a nightmare. Everything was in ruins, trees ripped up, streets torn to component stones, the sky filling with smoke from something burning. There was blood on the ground a ways ahead, and a pair of empty shoes. The normal green of the sky was now a tattered red, and far away the wind still howled, made bearable only by the distance.
Now, about that something burning. Wait, was I okay? I remember being very concerned that we'd gone out like a blown candle. But no, the flames danced merrily around me, like always. Like always? People aren't supposed to be on fire. But I knew I was. I was even named like it. A...what was my name again? Like fire. A... Ash. Ashna. Like the story. Yeah. I felt really calm when I realized that I didn't remember, like, if it were bad, I would recall it. I hadn't heard the word 'amnesia' then. I was only confused. What had happened?
We got up and walked a little way, exploring the area. The smoke was from a field of grain and a house, both blazing merrily and burning away to nothing. For all the day long we walked, fear mounting as we saw the sky remain that broken color, as we saw no living thing, only desolation and ruin. There had been a road, maybe to a town? And we followed the scattered pathstones hoping to see something. Nothing. After a while the stones came less and less often, and we could not find the path. By then I was tired and hungry and thirsty and we had nothing and nowhere to stay and the sun must have been setting. A fog was rising, we were the only source of light left around and now we heard voices in the fog.
That first night was the greatest horror I've yet faced. When the first faces came out of fog we burned the whole area for thirty meters around in panic, but there was no end to the restless dead that now haunt the Droman nights. Three hundred million lives undone in an instant, with no one to put them to rest, no one even to remember them. We ran through that blank, mist-shrouded wasteland until I could run no further, and we crawled into a fallen log and hid until day came.
I was weak when I awoke late in the day, but my other half sustained me and kept me on the track to survival. I was too exhausted mentally to keep panicking or do anything but follow their direction. They found me food and water as we ranged, and told me when the cold air meant we should return to the log.
For months this went on, seeing no other person. Occasionally we came across some small animal that had survived the devastation, and ate them when we could. I was young and hungry, but we both grew skilled at hiding from the supernatural horrors of the night and hunting the living creatures of the day. After a while I did not need the tricks of my other half to stay alive, did not need to draw the heat of the fire into my protesting muscles. I was a lost kid, but not one that was going to die out here, helpless.
A long time passed. I had no way to measure it or any idea that it should be measured. One day my flame spoke up, sensing something like it nearby, so we went to find it. It was one of the megamoebas that had sprung up since the Last Day. Useless as food, but not big enough to eat me without our burning away. But this one, it burned like me, without being consumed. We walked up slowly, offering a bit of food to it and my other soul danced in joy when it took it, when it stayed and regarded us, when pulses of light were mirrored back to us. We had lost so much, but now we had found something good, for the first time since our memories went.
Elemental Bond: Ashna's shadow is a fragment of a whole other character. It can manifest as a solid thing and drain away the strength of others, as well as new random effects as the plot demands, now including cold heat-draining flame. A sufficiently illuminated space may kill her.
Holy Knight: Ashna has minor healing and protective magics, which can occasionally surge to perform stronger effects.
- Dawn Aura - An aura of calm and fulfillment, lessening hunger and fatigue.
- Twilight Bolt / Twilight Blast - A projectile or explosion granting Stillness, unto death, for both the living and the undead.
- Haste - Gotta go fast!
Scarf of Lordly Time: This brightly colored scarf allows Ashna to travel through time, subject to the one restriction that she cannot be in the same time twice.
Scarf of Scintillating Brilliance: This sleeker silken scarf can catch projectiles and energy attacks and deflect them as harmless but flashy lights.
After two kidnappings and a couple of murder attempts, has a friendly grudge against Lord Magtok.
Anyone who gives her food is a friend in her book.
Agoraphobic, slightly. There are Callers out there, in the sky. Much better to be inside, or curled up in the hollow of a tree.
Can be found at her home Inside.
- Join Date
- Mar 2013
Re: Nexus Character DirectoryRobin Noble
Alignment: True Neutral
Profession: Vampire Hunter Hunter
Power Level: B-
Appearance: Now that she is a vampire, Robin is paler still than she was as a human. Her eyes have also changed from their natural hazel to a pitch black, and she has sharp fangs where her canines were. Otherwise, she looks much the same: Black hair, slim, and somewhat mousy, even.
Personality: As a vampire, Robin's personality has completely changed. Where there was once submissiveness, there is now dominance, where there was once Masochism, there is now Sadism. The lost, submissive girl that once was is gone, burned away in the night, and replaced by a strong, angry woman.
Abilities: Robin is a very competent swordwoman, and her skill has only increased with her undeath. As well, she's a novice necromancer, capable of conducting rituals to raise the dead, as well as summoning a few undead to her side should she need them. In addition, undeath has giving Robin increased speed, strength, and sense of smell, as well as the ability to turn into mist, climb walls, and bend mortals minds to her will. She also is very hard to kill, in the traditional vampiric fashion, taking a stake to the heart, dose of holy water, or direct sunlight to kill.
Backstory: Robin was once a vampire hunter. She traveled through her homeworld, searching out the creatures of the night, and ending their miserable existence. However, one day, she ended up biting off more than she could chew, and the vampiress she was hunting captured her. She was kept captive for months tortured and kept in constant fear until her mind finally broke, and she almost completely forgot her previous life, and became a happy and willing servant of her former prey. However, eventually, said mistress was slain, and Robin eventually found her way to the Nexus, and Carmen's employ, who eventually turned her. Now a vampire, she's set on taking over her old order, and turning them into her thralls.
Last edited by Ionbound; 2014-06-09 at 06:52 PM.
- Join Date
- Mar 2013
Re: Nexus Character DirectoryHelen Avery
Alignment: True Neutral
Profession: Priestess of
Power Level: C+
Appearance: A slender young woman with somewhat pale skin, black (formerly red) hair, Helen most often wears the robes of her position at the temple.
Personality: Helen is quiet, polite, and always slightly nervous-seeming, though she is truly brave at heart, and desires to prove her worth to the temple.
- Join Date
- Mar 2013
Re: Nexus Character Directory
Last edited by Ionbound; 2014-05-28 at 08:09 PM.
- Join Date
- Oct 2011
- The last place you look
Re: Nexus Character DirectoryThe Bard
Alias: The Bard IS his alias.
Known alter-egos: Candace (7-year-old human girl), Duncan (androgenous high elf)
Gender: Male, we think.
Race: Human, we think.
Age: No one knows.
Power Rating: Uncertain. Seems to be around a B.
Abilities: Spectacularly good at disguises. Can change costumes in a matter of minutes. This includes height/sex/race/age changes.
Backstory: He's been in the business for so long, and played so many parts, that even he's forgotten his own name. Now everyone just knows him as The Bard, unless he's in costume.
Last edited by Razanir; 2014-06-02 at 02:08 PM.Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.
I am a 10/14/11/15/12/14 LG Clr 2
- Join Date
- Aug 2007
- A mitten.
Re: Nexus Character Directory
Name: Ravanys Hellstrike
Hair: Black, short, messy
Eyes: Right one is missing, left one is gold
Spoiler: LooksRavanys stands at average height and has am athletic build to her. She has tattoos running up her arms and legs and down her back. The coloring and pattern of them make them seems like flames almost, especially when she moves. She has a few visible piercings on her ears, bellybutton, and across the bridge of her nose. She also has some that aren't easily visible. Her eyepatch is goldish in color, and strapped to her head pretty tight so it won't slip off. Her clothing preference is not much. Mainly dark, leather, and sturdy boots. Also tends to wear a couple belts and some large gloves.
Spoiler: EquipmentDoesn't carry much with her at the moment besides a good dagger.
Spoiler: PersonalityRavanys is not very friendly. Her past has left her distrusting of people, and she tends to not let anybody in. She does have a bit of a temper at times, but she's usually calm and collected. If she sees certain wrong acts taking place, she will try to stop them. Otherwise, it just isn't her business.
Spoiler: BackstoryRavanys' mother died when she was very young. They had been living on the streets since her father died a year before. Her mother tried her best, but one night, she was attacked and killed. Ravanys became self-sufficient quite quickly. She learned a lot about taking care of herself those first few years, and has been living that way ever since. It's the only way she knows how to live, really.
Early on in her bounty hunting days, she came across a young girl who lost her family to a target Ravanys was after. Ravanys took her in, and raised her. That girl is now the brains behind all of Ravanys' gadgets and stuff.
Spoiler: SkillsRavanys is self-taught in hand-to-hand combat, and has gotten quite good at it. She's also good with knives and daggers.
Ravanys took to tracking and hunting down people as a means for earning money. She's a fairly skilled markswoman.
Through her work, Ravanys has gotten some useful contacts. And through them, she has gotten some useful tech. Including a device on her belt that gives her access to a pocket dimension storage space.
She has also learned to use some fire magic, which is tied to her tattoos.
- - - Updated - - -
Name: Darsy Carter
Hair: Red, kind of short, spiked a lot
Spoiler: LooksDarsy is very athletic looking. She has an air of confidence about her in pretty much everything she does. Loose, athletic pants are pretty much the only actual clothing she wears. And that's only to get people to stop complaining about not wearing clothes. She pretty much always has bindings on her arms, legs, feet, and torso. She tends to not wear any shoes unless absolutely necessary. Her hair looks like the only care it receives is the occasional wash. Anything else is just pointless in Darsy's opinion.
Spoiler: EquipmentNothing besides the binders and the pants. She doesn't use any weapons.
Spoiler: AbilitiesDarsy is skilled in many forms of martial arts, and has actually mastered a couple.
Darsy can channel different elemental energies into her body when she fights. This allows her to add these elements to her punches, kicks, and other moves.
Current lists of energies she can use:
She is pretty much always trying to better her capabilities. Whether that means seeking new forms of martial arts, training her current ones, or seeking new energies to use.
Spoiler: PersonalityDarsy loves fighting. She's almost always looking for somebody to spar with.
Darsy also loves helping people, and tries to give her help wherever she can.
She is loud and boisterous. Very confident of herself.
She is a fan of alcohol. Has been known to give nicknames to some drinks. Even if they already have their own name.
While she does love helping people, she definitely couldn't be considered Lawful. She finds a lot of rules annoying and restrictive, and may ignore them.
Spoiler: BackstoryNone yet. Work in progress.
Last edited by KerfuffleMach2; 2018-11-14 at 07:49 PM.
Quotes and goodies:
SpoilerYou know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb
I swear by my pretty floral bonnet, I will end you. - Malcolm Reynolds
Because I'm allergic to things I don't wanna do. *coughcough* - Caboose
I has a story! Updates when I can.
3DS Friend Code: 2595-1862-5907
Master NarratorGuest in the Playground
Re: Nexus Character DirectoryXanthos, the Dark Sigiller
Hybrid (human with demonic blood)
Neutral Evil, but has moments of goodness, especially around children.
Sigiller (rune master)
B-ish, but can, with a bit of effort, open portals to bring through some A-rank nasties (or, if he's really in a tight spot, there's this one favour he's owed...)
Somewhat cold and wary, but loosens up once he gets to know you. Has a very dark sense of humour and no discernible morals, but does have a code of honour that could, in the right light, perhaps pass for them.
Vials of various alchemic ingredients. Full alchemy lab stored in a pocket dimension (literally - the entrance is in one of his pockets). Runic glasses with a large number of enchantments (truesight, zoom, far-spectrum vision [IR, UV, X-Ray etc.], protection from gaze attacks and so on.)
Xanthos is a master of Sigils. He can create complex Sigil-Strings in a matter of seconds, and powerful Sigil Webs in minutes. He knows of many obscure Sigils, and even some thought long-lost, and can bring them to mind near-instantly.
Xanthos' father was a powerful Demon. The demonic blood is what grants Xanthos his uncommon levels of power, both mystical and physical. In addition to his Sigils, Xanthos is stronger, faster, tougher and smarter than an ordinary human.
Thought a lost art among his people, Xanthos learnt Alchemy from his father. He can create powerful potions and poisons, and is also very competent at Transmutation.
An old technique, Mind-Walking is a method of entering your own mind and ordering it. It involves the construction of a mindscape, which not only allows you to sort your memories and thoughts in any way you please, but also to install defenses. Xanthos, a master of this art, has some truly brutal fortifications around his mind, and any telepath attempting to enter without his permission would be lucky to escape without serious mental damage.
To be posted later.
Last edited by Master Narrator; 2014-06-07 at 01:57 PM.
- Join Date
- Sep 2012
- Canada apparently
Re: Nexus Character Directory
Color: color code #666666, i went for grey and that's the code it gave me, not even trying to be Edgy here...
Alias: The Witness, The Traveler, The Contractor, Mr. Henderson
Gender: Genderless (male psychology).
Age: Circa 1000 years
Alignment: Lawful Neutral
Class/Profession: Planeswalker/Arcane Lawyer/Demonic Advocate/Divine Prosecutor/Eldritch Attorney/Earthly Jurist/Ultimate Magus/Artificer
Power Rating: A
Personality: Although genderless by definition, It describes itself as a male due to his physical appearance being closest to a typical male of humanoid species. Its mind is focused on business and the law first and foremost, due to this, It is an extremely adept negotiator, trader, lawyer and a powerful mage and adept atrificer. It is an esoteric creature who's tastes and likings are as varied as they are exotic and arcane
Equipment: he carries his tools of his trade within a pocket dimension whom it can access at will. Wears a Quantum-locked suit which returns to its original form at the will of its wearer, meaning that any stains, tears and other modification brought to it can be undone within a mere instant. It wears a tie imbued with eldritch rune. upon activation of tthese runes, It becomes aware of any and all laws, whether they be demonic, divine, eldritch or man made, past, current and future of the world he is on and becomes automatically aware of any modifications, ammendments and added or removed laws
Abilities:It is skilled in the use and pplication of the laws and creation of contracts, pacts and any form of legal agreement between parties, whether they be divine, demonic, eldritch or mortal in origin. It is also an adept spellcaster and artificer, capable of creating machinery and arcane device alike. He is also a planeswalker, capable of traversing time and space to travel to other worlds on his own accord.
Backstory: It has been born between the realm of mortals and the gods. his kin being eldritch creatures bent upon the consuption and destruction of creation, he was set appart by his ubiquitous and odd gift: the Planewalker's Spark. Affter many centuries of searching for a meaning for its existence, it was given a very rare chance that only a handful of beings could ever be given: being the link between all four realms of reality. A few more centuries past, he emerged from the folds between and betwixt time and space, ready to carry on his duty
Miscellaneous: It has an office in a pocket dimension, accessible from anywhere and anytime under any circumstances. this place is beyond the reach of time, space and the laws of reality. within this place, he is capable of everything. it is its home and realm whom it has dominion overAvatar by Ceika, she's awesome, she deserves your cookies.
- Join Date
- Jun 2013
Re: Nexus Character DirectoryCharlotte La'Forette
"Listen, it's my job to save people, so like it or not I'm coming with you. Besides, unless very specific cercumstances happen, a little backup couldn't hurt too badly, could it?"
Race: Human (French-Indian descent)
Profession: Magical Girl
Alignment: Chaotic Good
Power Level: B
Combat Skill: 8/10
Charlotte, a teenager with a slightly scrawny, wiry body of average height and slenderness, is fairly attractive when considering the fact she is just 15. Her skin , a light shade of olive that's more of a Coffee-Mixed-With-Lots-Of-Milk than olive, shows her heritage of mixed race. Charlotte's eyes are a tranquil, forest green that reminds one of an undisturbed grove of trees. Her oak-tree-bark-brown hair is tied in a short revolutionary-style ponytail that falls to the end of her ribcage (but, you know, not noticeable cuz she isn't a skeleton). Charlotte is usually clad in a long red cloak that wouldn't look out of place on a certain Roosterteeth character, dark blue t shirt the color of a stormy sea, leggings the color of blindness, and plain old black sneakers upon her feet. In the Fall, Winter and early Spring her shirt and cloak are replaced by a seafoam green hoodie and scarf, with black combat boots adorning her feet. Winter sees the return of her cloak.
Puella Magi Form
Normally, Charlotte's uniform in combat takes the form of a long red cloak like in the winter and summer, worn over a black shirt. This shirt is hard to notice, however, due to the black trench coat (without the neck guard thing) with red inner lining and scarlet trim she wears over it. Over where humans have their hearts, like a military uniform, is an amazingly well done silhouette of a red crescent moon with a silver sniper rifle crossed over it. Worn with this is a pair of long black leggings with red trim, black combat boots with red lace worn over them, and a military cap with the symbol upon the jacket upon it as well. During the summer, the black is white and the silver is black to deal with sweltering heat.
No matter what she wears, an ever present necklace with a pendant in the shape of a crescent moon is worn around Charlotte's neck. She never seems to take it off.
Charlotte is a hotheaded, reckless lass, with a sharp tongue and a foul mouth. She's one of those annoying people who act a bit like a bitch to conceal their emotions, but for Charlotte this is more of an occasional thing. One can sometimes be lucky enough to catch her in her emotion sharing moments. She's a bit of an optimist, and quite pugnacious.
Charlotte doesn't have a true set of equipment besides her necklace, but she often wields a few different weapons in combat.
• A silver-colored Anti Materiel Rifle with explosive rounds that seemingly never runs out of ammo.
•A long Titanium-Silver glaive
•Multiple firearms with seemingly bottomless clips
•Various types of blades in the vein of swords, knives, and daggers.
Charlotte can create anything she can imagine as long as she doesn't use up all her magic. She has astounding endurance and speed in combat, and has other "perks" of being a Puella Magi.
Last edited by Arkhosia; 2014-09-06 at 11:58 PM.Avatar by Gulaghar, thanks so much!
"Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
~Welcome to Night Vale
Spoiler: Quotes from Friends <3Originally Posted by MagtokOriginally Posted by Billtodamax
- Join Date
- Sep 2007
Re: Nexus Character Directory
Faction Profile: Chimera Syndicate
The Chimera Syndicate is a mega-corporate political entity that now controls most of a planet and exerts heavy influence over the rest by virtue of being the sole remaining superpower. Information on the Chimera Syndicate largely comes from the reports of Prince Vyrn Altaran, the affiliated Altaran Irregulars, and Evolution Industries' chief executive, though more information is coming to light in the wake of their invasion of the Nexus.
The Syndicate was originally one of two superpowers on its homeworld, opposed by the Altaran Dominion. Neither was particularly pleasant, with the common citizen having little say in either, due to the Syndicate's megacorporate nature and the Dominion's royalty and nobles hoarding power to themselves. Most troubling to many is both factions' practice of brainwashing anyone with unusual powers, deemed 'Anomalies' for their capabilities, though fortunately the Dominion's last remaining royal seems to have abandoned many of its excesses. Ultimately, the Chimera Syndicate would prove victorious in the war, emerging as the ruler of most of the world and its sole remaining superpower.
While Altaran and Evolution Industries sources have condemned their invasion as an attempt at creating an interrealital empire, the Syndicate's broadcasts paint a different picture, one of seeking new knowledge and punishing fugitives against justice.
As might be expected, the Syndicate is not a single faction as the Empire was, but an alliance of multiple. The three sub-groups present in the Nexus are known as Anomalous Solutions, Infinite Descent, and Enclave Materials, each with their own affiliated military forces. Due to the nature of the world they hail from, all Chimera Syndicate characters are human.
Subfaction: Anomalous Solutions: The Snake
Anomalous Solutions is the overall leader of the Syndicate's operation in the Nexus, due to their expertise in dealing with Anomalies and other supernatural phenomena. AS's history is among the darkest in the Syndicate, as it invented the infamous brainwashing procedure used to control Anomalies and other targets, and this procedure spread throughout the Syndicate and even to the Dominion. The latter's acquisition of it involved spies and a rather destructive campaign against AS's operations, which crippled the corp for much of their war.
Anomalous Solutions is known to have the largest concentration of brainwashed Anomalies in the entire Syndicate, and this informs their operations in the Nexus.
Spoiler: Anomalous Solutions CharactersExecutive Lenard Tronstad is the leader of the Anomalous Solutions force in the Nexus, and therefore the overall commander of the invasion. While details of his personality are unknown, it is known that Tronstad has been responsible for several bounty postings against the Syndicate's enemies, which will be elaborated on later.
Subfaction: Infinite Descent: The Lion
Its name playing off the Dominion's frequent theme of, and some would say worship of, ascension, Infinite Descent is a highly militant corp that forms the Syndicate's signature forces. Its military products are dominant throughout the Syndicate's corporations, and it played a major role in the Dominion's military defeats. However, old Dominion intelligence in the hands of Vyrn Altaran has revealed that Infinite Descent and Anomalous Solutions have frequently disagreed on courses of action in the past, with ID focusing on military efforts above all else and AS prioritizing Anomaly and artifact research to the expense of the Syndicate's war effort against the Dominion.
Infinite Descent's forces are the most conventionally powerful in the Syndicate. Altaran intelligence again proves useful here, stating that ID is known to use power-armored 'walking tank' style troops, along with genetically and cybernetically augmented soldiers. These advances have not yet spread to the rest of the Syndicate, making these distinct among Infinite Descent forces.
Spoiler: Infinite Descent CharactersInfinite Descent's leader in the Nexus is the relatively young Executive Kenneth Lockley. Little is currently known about him due to the Syndicate's secrecy and the difficulty of capturing its troops, and Commander Altaran's information does not extend to the personal lives of Syndicate executives, especially newer ones.
Subfaction: Enclave Materials: The Goat
Enclave Materials is something of an odd one among the three corps in the Nexus, in that its specialty is not primarily military in nature. Instead, EM manages infrastructure, construction, and similar operations, including civilian power grids and military bunkers alike. EM controls large mining operations in Syndicate territory as well, making it a prime trader of raw materials-hence the name. While EM does not have the feuding history of Anomalous Solutions and Infinite Descent, it is currently believed that it is likely to side with ID in disputes, due to its reliance on ID for defense, and not wishing to jeopardize the contracts it has to produce ID's designs.
EM lacks specialty forces like AS's Anomaly Poltergeists or ID's Titan Troopers, but it is in turn the most likely to resort to hiring local mercenaries and their ilk, according to Irregular projections.
Spoiler: Enclave Materials CharactersEnclave Materials' leader in the Nexus is Executive Wilhelmina Morgan. While Morgan was present during the Syndicate's war with the Dominion, the Dominion's old intel says little about her, given that her area was and still is largely logistics and infrastructure rather than military like Infinite Descent or oddities like Anomalous Solutions. What little is known says that Syndicate executives have tended to be uneasy around her, due to some coldness that even rulers in places as dark Syndicate and Dominion are unnerved by.
General Equipment and Materiel
The Syndicate forces in the Nexus use similar equipment and vehicles, for the most part, though Anomalous Solutions and Infinite Descent are known to have their own more specialized gear. Though some equipment is made by a certain corp, others will still purchase and use it for their own forces, should it have been released for greater use. Unless specified, it's safe to assume most of it is ID's in origin.
Spoiler: Syndicate Equipment and MaterielSpoiler: Personal ArmorTrooper Armor: The Syndicate military utilizes armor similar to the Evolution Industries EvA-1 for most troops, with similar protection offered and a variety of vision modes available. It's lacking in the magic-detecting, though, due to the nature of its world they are from. It has a reputation for being 'budget' armor.
Elite Armor: A heavier armor type than the Syndicate Trooper Armor, this offers similar advantages while upping protection. Those who know a Mr. Trent Armitage may recognize this as the same armor class he uses, oddly enough. To use a comparison to 40k, if the standard armor is Guard Flak, this is Storm Trooper Carapace.
Hazard Armor: A heavier variant of standard Syndicate Trooper Armor, this armor is sealed similarly to Titan Armor, providing protection against toxic gas. In all other respects, it's identical to the standard armor. This is actually the most common variant of Syndicate trooper armor in the Nexus, as the Syndicate has spread massive amounts of partial misinformation about potential levels of toxicity in the Nexus.
Elite Hazard Armor: As Hazard Armor, but corresponding to Elite Armor instead.
Anomalous Solutions Poltergeist Stealth Armor: This armor type is specialized for stealth operations and is a favorite of Syndicate special forces. Aside from the standard cloaking system, the Poltergeist is capable of containing the user's heat and rendering them invisible to infrared sensors, though leaving this on for too long is difficult-it gets hot in there, after all. Otherwise, the Poltergeist functions similarly to Elite Armor. It was originally designed for AS's Anomaly Poltergeists, from which it gets its name.
Spoiler: Infinite Descent OnlyInfinite Descent Titan Power Armor: The Syndicate does not use many heavy ground vehicles, and this is why. Titan Armor is the toughest personal armor Syndicate money can buy, and in comparison to Nexus technology, it is most similar to the Remnant Sentinel Battlesuit and heavier models. This armor turns its wearer into a hulking walking tank, amplifying strength immensely, and it is capable of stopping anything short of anti-tank weaponry. Even then, you'd need a full-on hit to put a Titan down. Many Titan models lack the thrusters and stabilization clamps of the Sentinel Battlesuit, however. Titan Armor is also fully sealed, and its built-in respirator system allows its wearer immunity to toxic gas attacks. It can also be fitted with heavy weapon mounts on the shoulders, though this is optional. The Titan Armor comes in multiple 'standard' varieties, including:
-Suppressor Armor: Titan Suppressor Armor is an exceptionally well-armed model, with dual HL-24 mounts on the shoulders, specializing in anti-infantry roles. This can be used for a frighteningly effective defense against light attackers, or a devastating assault on similarly light defenders. The Suppressor Armor comes with stabilization clamps in its feet that allow it to latch to the ground, useful for defensive positions.
-Lance Armor: Titan Lance Armor is designed specially for anti-tank and anti-VTOL roles. Essentially the counterpart to the Suppressor Armor, it mounts HL-23 laser cannons. Much like the Suppressor Armor, Lance Armor comes with stabilization clamps in its feet.
-Assault Armor: Titan Assault Armor is specialized for close combat. It mounts heavily modified laser cannons on the shoulder mounts, specially designed to scatter the beam into multiple directions. This essentially creates a huge, powerful laser shotgun effect. Its users also generally go into combat with at least one CCW-10 wielded conventionally, making them utter nightmares up close.
-Scout Armor: Titan Scout Armor lacks the mounted weapons of other variants, its operators relying on conventionally wielded weapons. Its armor is also somewhat stripped, making it quicker but weaker than most Titan varieties. Finally, it comes with special jump jets, allowing it unprecedented mobility. Scout Armor is meant for reconnaissance in hazardous regions, where its jump jets allow it to navigate and escape easily, and its still-tough armor makes it difficult to put down.
The reliance on Titan units for heavy ground support results in repeated demands that ID release them for greater Syndicate use, but ID refuses, as the Titan suits remain a trump card no one but them can bring to bear, their designs a closely guarded secret.
Spoiler: Personal WeaponsLR-46 Laser Rifle: The standard weapon used by the average Syndicate Trooper, the LR-46 is a reliable model with semi-automatic firing ability. While it is not especially powerful, it is functional against most targets without significant armor. It also sports a lower-powered 'stun' mode that will still inflict painful burns, but these will not be severe enough to kill. Instead, it is more meant to disable targets with the pain.
Anomalous Solutions NR-3 Neutralization Weapon: The NR-3 is a weapon with a sinister history due to its use in the capture of Anomalies, though it has spread throughout the Syndicate as the nonlethal takedown weapon of choice. Its main firing mode is that of a stun-laser much like the LR-46's stun mode, though it can be upped to lethal levels more powerful than standard rifles, at the cost of its firing rate. It comes standard with an underslung directed-electricity weapon for extra takedown ability, along with a laser sight. It is the main weapon of Syndicate special-ops troops, though Infinite Descent is swiftly seeking to reclaim its supremacy with its Vari-Las rifle line. However, until it exits ID's restricted products list (ie: passes combat testing in ID's service), the NR-3 will retain its position.
LR-52B Vari-Las Rifle Mk II: The Mk. I Vari-Las Rifle has already appeared in the Nexus once, as the rifle used by Trent Armitage. The Mk II, like its predecessor, has several settings that can be used, able to be dialed from a single powerful shot similar in power to a sniper weapon to a sustained beam (similar to a full-auto mode) and everything in between. Curiously, it lacks Armitage's rifle's Inferno setting, making it less powerful than the Mk. I in a way. While used only by Infinite Descent in large numbers, it is beginning to see use in Anomalous Solutions commando forces alongside the NR-3, mostly for AS's less...live capture-fixated operations such as the Riverside attack.
LR-50 Sniper Rifle: A laser sniper rifle, following the same general design as the LR-46.
LP-50 Laser Pistol: The LP-50 has also appeared before, and in its own form to boot. The LP-50 fires beams of decent power, lethal on a good hit but not capable of punching through heavy armor. It shares the LR-46's stun mode.
HL-23 Laser Cannon: The HL-23 is a fairly standard anti-tank laser cannon, with little of note about it other than that. The main feature of note besides the obvious is that it is compatible with the optional weapon mounts of Titan Armor.
HL-24 Beam Barrage Gun: The HL-24 is a distinctive weapon with three barrels set in a triangle pattern, each capable of firing a sustained beam similar to that used in the LR-52B. The HL-24 is also compatible with Titan Armor's weapon mounts.
CCW-10 Vibro-Weapons: The Syndicate has its own high-tech melee weapons, these utilizing high-frequency vibrations to reach high heat levels and boost power, similar to Evolution EvM-1s in effect.
Spoiler: Infinite Descent OnlyLP-52X Experimental High Power Laser Pistol: The LP-52X is a new model of laser pistol used by the Syndicate military. Available to elites and some officers, the pistol is higher-powered than the standard LP-50, easily capable of piercing through light armor despite its retained small size. It cannot be set to stun, however, and some reports suggest it has a slight tendency to overheat. Thus, the LP-52X has not entered mass use, and is only used by those who choose to employ it.
Spoiler: Ground VehiclesHV-12 Rapid Transit IFV: A transport vehicle that utilizes hover-vehicle technology to float above the ground as it moves, the HV-12 is used to move troops from place to place as swiftly as possible, sacrificing some armor for the sake of speed. It is equipped with a mounted HL-24 turret. The HV-12 also comes with a variant meant for the transport of materiel rather than soldiers, the HV-12B.
HV-20 Mobile Missile Platform: An anti-air vehicle combined with an artillery platform, the HV-20 is essentially a mobile missile emplacement. When it finds a good position to fire from, it deploys, latching onto the ground and acting as a surface-to-air missile launcher or long-range missile artillery platform, depending on the type of missiles loaded.
Spoiler: Aerial Vehicle(s)SST-21 Stealth Shuttle: The SST-21 has appeared in the Nexus before, as the personal transport of one Trent Armitage. In appearance, it has twin engines in the rear and wings on the side, with a noticeable cockpit in the front. It looks somewhat like this from above, though less crudely made in Inkscape, obviously. The cockpit area is raised up a bit from the rest of the craft, and it's sleeker in general and closer to the previous description compared to my crude Inkscape dabblings. As for the lower area, there's what looks like retractable armor covering something on the underside of the craft, probably a VTOL engine or something of that sort...actually, there are two such sections, one around the middle-the VTOL engine, probably-and a much smaller one closer to the cockpit. That one looks more like it's for dropping a person. The SST-21 also sports cloaking and stealth functions similar to those of Poltergeist Armor, and its engines are near-silent, emitting only a hum noticeable close up. For armaments, twin turrets similar to HL-24s (but more powerful due to vehicle-scale) are concealed near the front. The cockpit section is larger than needed for the pilot, in order to facilitate the transport of commandos.
Due to the lack of airbases they can use in the Nexus and the impossibility of bringing in aircraft carriers, the Syndicate cannot bring in many types of aircraft. Compounding this issue is Prince Vyrn's possession of the aerial aircraft carrier designated Sanctuary and the lack of any other major military air power. The result is that the Syndicate cannot risk bringing in more conventional VTOL craft as well, due to the likelihood of Altaran Irregular counterattack. Thus, the Syndicate's air power in the Nexus is limited to SST-21s alone.
The Task At Hand
The Task At Hand is a Syndicate propaganda broadcast made by Executive Tronstad of Anomalous Solutions. In it, Tronstad has outlined three main goals for the Syndicate in the Nexus: Elimination of those who would use it as a base to attack the Syndicate, the neutralization of fugitives from justice, and the study of anomalous phenomena.
The 'fugitives' listed consist largely of those they consider Dominion remnants. The broadcast seems to show that the Syndicate does not consider the remnants of the Empire as separate from the Altaran Dominion which Vyrn hails from, and therefore they are treated as holdouts from the last war. Great rewards have been promised for the capture of Commanders Altaran and Vasquez. In addition, the broadcasts have labeled Evolution Industries as 'an instrument of annihilation' that must be brought under control, due to it being controlled by 'Anomaly Designate A-3.' Altaran sources have claimed that this designation is a Syndicate Anomaly classification, and that class A Anomalies are extremely rare (thus the extremely small number). 'A-3' is labeled an insane butcher of cities, to be killed on sight if he is seen.
Evolution Industries has not commented on the claims.
((Consider this post a WIP to be updated at my discretion.))
- Join Date
- Aug 2013
Re: Nexus Character Directory
Name: Evan Harwell
Race/Species: Human (Although he looks slightly elven)
Personality: Friendly, but not very social. Wants to do the right thing. Can't stand crowds. Has multiple personalities.
Description: Black hair. Skin is on the darker side of white. Vibrant blue eyes. Rather thin and tall. Wears a brown cloak.
Equipment: A longsword.
Abilities: Good at sword fighting
Backstory: It's a secret to everybody.
Evan has more than one alternate personality, but I'm detailing only one for now.
Name: Erdrin Aerdoth
Personality: Rarely speaks. Can be very focused on the task at hand.
Abilities: Has some small druid abilities. Can't use a sword.
The others are: Tanar Aerdoth, Travis, and an unnamed one.
Last edited by Tris; 2014-06-22 at 06:04 PM.
- Join Date
- Dec 2013
- ohio USA
Re: Nexus Character Directory
He fall from the sky and now has a bump on his head.
Name: bill the mighty..or was it Dave the great..wait I think it's avery the awsome.
Gender: male,i think but with that hair and body who knows?
Race/species: human..probably..if you can call it human.
Age:young,people often think he's a kid.
Personality: where I'm i?
Alignment: hey where's the nearest bar?
Power rating: wait I'm going to fight someone?
Description:long brown hair,green eye and a brown green eye,small body,nice cloths on and has a strange arcane looking thing grafted on his right arm and partly on his hand.
Equipment:a foil,some hard leather padded clothes and a strange arcane looking thing grafted on his arm.
Backstory:sorry can't remember.
Name:dyke for short.
Age:older middle aged.
Class/profession: practitioner of the dark arts and collecter.
Description:black haired,skinny tall body,dark black ringed eyes.
He keeps a grey cloak on most of the time and under it is a dark robe. The cloak and robe hides his skinny ness.he talks in a slow deep voice choosing his words carefully and remembering the right words to say.
Equipment: a ritual dagger and a journal.
Backstory: ...the past is the past and the now is the now.
Personality:don't show it
Description:he wears a trench coat,forgettable face.
He appears when there are people wanting something and can be anything but there will be a cost that he calls the sacrifice. The sacrifice can be anything,it depends on what they want.
Equipment:strong armor under his trench coat,revolver with special bullets,silver dagger that can lift any curse,a briefcase with all sorts of stuff in it with the contracts.
Backstory:if you learn that you can end him.
Last edited by Findpathfencer; 2014-06-28 at 12:37 AM.If it sounds like I'm trolling I'm really not.
I'm not the smartest thing ever[even know I can seem like it] so I'm going to be wrong some times so just call me out on it.[i swear I'm not trolling]
- Join Date
- Jul 2014
Re: Nexus Character Directory
Alias:Giant spicy cookie
Gender:Chocolate Jalepeno Chip
Age:Slightly Stale [no clue in human]
Alignment: Deliciously Evil [Nexus:Plain Stupid]
Power Rating:9001 [Whatevers most inconvenient]
Description:A Flying Cookie the size of a large dwarf, wears giant spiked shoulder pads (no shoulders, they kinda float there), and a large flaming cape. top of cookie is permanently on fire. stinks of chocolate and garlic.
Personality: Hammy, hothead, too stupid to know hes stupid,
Equipment:Cape of Burn-so-Good[+1 style, +5 flammability,REALLY HOT to touch] and Rod of Nim [+00 to power, -9001 to Common Sense, becomes prone to mishaps and stupidity]
Abilities:Spicy Limbs, Sorrow-causing onion, Diabetic Coma, Snack-sized Trouble, anything else i come up with.
Backstory:Has an embarrassing tattoo of humpty dumpty under his cape.
Misc.: Has an evil empire at his disposal, as soon as he figures out a way to reach them.
Text Color: Yellow
- Join Date
- Jun 2008
- Boston, MA
Re: Nexus Character Directory
With WATCHTOWER being merged into Vigil and becoming one of three sister bases to the organization, I thought I'd keep the full layout and description of the tower fortress here, for plot/flavor reference if needed, as much of it is likely unnecessary for general RP purposes. Some of the information has been edited from the copy in the WATCHTOWER OP to add simplicity and remove redundant buildings (the labs, member quarters, and dual infirmaries have been merged), and may continue to be altered.
A link to this post can be found in my signature under the "FFRP" tab.
VIGIL Mountain Base
Far to the north, nestled in a valley bordered by tall grey mountains and pine forests, is the magnificent Lake Selene: a deep, crescent shaped lake of pure blue water surrounding a massive cliff of limestone, which juts out into the lake like the prow of a massive ship. Falling from this massive cliff are two great waterfalls, the massive Silver Falls, to the west, and the smaller Overlook Falls, to the east. Just west of Overlook Falls is a curious man-made protusion, and upon it, a massive spire surrounded by a fortress, built from stones cut from the same limestone of the cliff itself. Once polished white and gleaming, this ancient fortress is now stained with black and grey streaks, though no less magnificent than before, teetering perilously hundreds of meters in the air above cool waters of the lake below it. The top of the spire glows with a magical light, and a close look would find a bright nexus of magical energy hovering above the the white spire, forming a rolling spiral vaguely reminiscent of a great eye.
Carved the side of the limestone cliff is a wide path leading from the shores of Lake Selene, its cross-hatched surface providing firm purchase even when slick with wetness as it cuts behind the waters of Overlook Falls.
The first thing anyone approaching it will see is the massive white limestone spire, reaching up into the heavens. The second thing they'll see is the wall. It's a rather impressive wall, made out of magically reinforced limestone like the rest of the fortress, over 12 meters tall and 4 meters thick. Two towers mark the corners of the wall as it extends from the cliff face over Lake Selene, and the gate house is large, square and solid, looming over the path leading up to the fortress.
Inside the walls is a large open courtyard, filled with grass and wild flowers. A gravel path leads from the main gates, splitting off to lead to each of the buildings within the fortress.
To the south-east, one of the wall towers has been extended to be slightly taller than the other three others. This is the Training Tower, and in front of it are the Training Grounds.
Turning north from the gates, right up against the cliff face on the center line of the courtyard is the monolothic Keep, built squat and strong, right into the stone of the mountain, with the exception of a tall spire, which towers high above the rest of the fortress, braced against the cliffside with heavy stone buttresses. At the top of the spire is the Eye, a spiraling nexus of magical energy which serves as the focus point of a powerful scrying spell capable of casting its gaze over the entire Nexus and beyond. To the west side of the Keep, also built into the cliff, is a secondary tower known as the Lab Tower. At its foot is a small forge built by Harnel for his smithing. To the east side, above the keep and next to the spire is an Airship Gantry, built into an open cavern in the cliff face. Below the the opening of the gantry is a vehicle lift for transport from the airship gantry to a door on the third floor of the keep, or to the courtyard. Near the bottom of the lift is a small stable for whatever animal mounts may be brought into the fortress, though their owners are required to take care of the animals themselves.
To the south-west side of the courtyard is a small apple orchard, dotted with small magic obelisks which enhance its growth and fertility, ensuring that it is always in fruit: spring, summer and fall (but not in winter). In the south-west corner another tower has been modified, with a small nexus of magical energy hovering above it. This is the Hospital Tower.
Near the keep, set directly into the cliff-face, is a large Bronze Door locked and inscribed with runes of sealing and warding, which leads to the Catacombs.
Spoiler: Training Tower + Training GroundsConverted from one of the defensive towers nearest the main gates, the Training Tower serves as the main training resource for WATCHTOWER members. The bottom floor of the tower contains a small armory full of basic weapons and armor for training. The upper floors hold a fully equipped gym. At one wall on the bottom floor is a secret Safe Room panel.
The Training Grounds take up much of the gate-side part of the Courtyard. Facilities in the Training Grounds include a small track, a shooting range, a modular obstacle course, and several rings for sparring.
Spoiler: Ground Floor
- Main Room - Once the main hall, this cavernous room has been transformed into a sort of wide, square lounge area. There are several low tables and comfy chairs. And a TV! To one side is a 'fireplace' which is really just a stone recess occupied by the illusion of a fire, and several heating glyphs. No chimney, you see. Several torch brackets hang on the walls but are empty. Light here is provided (as in all rooms of the building) by glyphs of light in the ceiling. At the back are three doors, leading to the barracks and the stairway. At one wall is a secret Safe Room panel.
- Stairway - A small square room dominated by a spiral staircase which leads up the keep, to identical such small square rooms on every floor. Has two doors, which lead to the Main Room and the Dining Hall.
- Dining Hall - A small dining hall, with two long tables. To the rear of the dining hall is a door that leads to a large kitchen and storage room. The kitchen has been refurbished to contain modern kitchen equipment.
- Keep Quarters (East and West wings) - A pair of long corridors that lead into several rectangular rooms. Each room was originally designed to house four bunks, but has since been refurbished to provide quarters for a single (or perhaps two) people. Upon being assigned, a room will initially contain a single bed, a dresser with a mirror, a desk with a chair, and another larger armchair. All the rooms have 'windows' which are not actually real windows, due to being inside a cliff, but magically show what it looks outside anyway. These rooms can be modified by members every which-way, so individual member rooms may be very different from the standard.
- Bathroom - A large communal bathroom accessible at the end of each barracks corridor. There are cubicles with toilets and cubicles with showers and tiny attached dressing areas. Hot water, too!
Spoiler: Second Floor
- Stairway - A small square room dominated by a spiral staircase which leads up the keep, to identical such small square rooms on every floor. Has four doors, which lead to the Library, Planning Room, Infirmary and Labs.
- Mage's Library - A large room, with a large window that overlooks the courtyard. In the center of the room is a statue of an robed figure with a long beard holding a staff and an open grimoire, probably the likeness of some long forgotten elder enchanter. Radiating out from the statue are masses upon masses of shelves, upon which sit books on all topics, but mostly magic. Contains a panel which opens up a portal to the Safe Room.
- Map Room - This small room has a cupboard full of maps covering most of the Nexus, as well as most of its major locations, though some of them, such as Remnant HQ, are incomplete for obvious reasons, and the maps of AMEN and HALO start to make your eyes hurt if you look at them too long, and change every time you blink or look away. The center of the room has a large table white table for maps to go on. If a slightly more high tech option is what you need, there is a computer in the room as well, with access to the VIGIL database as well as digital copies of all the maps. Images form the computer screen can be projected onto a wall or the table, and there's a drawer full of miniatures to play with as well, if you're into that.
Spoiler: Third Floor
- Stairway - A small square room dominated by a spiral staircase which leads up the keep, to identical such small square rooms on every floor. Has four doors, which lead to the Security Room, Rec Room and the two Vaults.
- Security Room - Access restricted to Members only, as determined by a magical handscanner. If the fortress were a ship, this would be the bridge. Overlooking the courtyard, this room is filled with magical interface panels which control the base defenses, internal and external, as well as the prison cells. Computer wires and ports interlink with the panels, converting mana signals into binary, allowing control from one of the computer terminals in the room for the less magically inclined. The computers are also wired to the VIGIL mainframe, allowing for access to the main database. The mainframe for this particular base itself is also contained in this room. At one wall is a secret panel that when pressed by an active member opens up a Doorway to the Safe Room. Non-members pressing the panel will have no result.
- Rec Room - Once an arena for fighting and practicing spells, this roundish room has been turned into a rec room, for relaxing and having fun. I wonder what that says about VIGIL. Like the Main Room, it has a bunch of couches and soft chairs and low tables and a TV, though the TV is larger than the one in the Main Room, and may or may not have several gaming consoles attached to it. There is also a pool table, because no Rec Room is complete without a pool table, dartboards, and cupboards with boardgames like Twister: HALO Edition (like regular Twister except all players are required to be female and also nude), The Game of Undeadtime and Magopoly. Generally, if it's fun, it can be found here. Though... not that kind of fun. Save that for the rooms.
- Vaults - The fortress vaults contain some of the dangerous and powerful artifacts, good or evil, that VIGIL have managed to procure. The vaults are constantly under high security, and have a handscanners much like the security room. Right now they contains:
- A large block of an incredibly strong concrete-like substance, etched with runes of binding and sealing, warded against teleportation or dimensional irregularities, and a number of other things. Sealed inside are a pair of ceramic jars, similarly warded, which house the captured souls of Shepherd and Cynthia.
- Safe Room - A large room located deep underground within the mountain, filled with mattresses and several months of consumables. Virtually impregnable, and accessible from the outside only via the secret portals scattered around the fortress. These secret portals may be triggered by the various panels located throughout the base, which can only be opened by members. The portal may also be used to return to any of these locations (even by non-members, if they entered through different means or as a guest). In the back is a small door that leads to the Escape Tunnel. The existence of this room is only told to members of Watch, and great pains have been taken to magically ward this room from detection, if anyone ever bothered to search so deeply within the mountain.
- Escape Tunnel - A long tunnel that leads south. Its exit is a hidden trapdoor, on the south shore of Lake Selene.
Spoiler: The Spire
- The Stairway - A continuation of the staircase that ran up the center of the main keep, this massive stairway makes up the bulk of the spire, snaking around the outer edges of the hollow structure in endless spirals of step upon step upon step. Landings up the stairway open out into the spire's obvservation decks, and all the way at the very top the staircase emerges out into the main observatory. For those that don't feel like climbing endless steps, twin pillars of light shine up the center of the spire. Stepping into one of the pillars will cause you to levitate up, the other will cause you to gently sink down. These pillars can be ridden all the way up or down, or can be stepped out of onto any of the observation landings.
- Observation Decks - Up the length of the spire lie several observation decks, larger near the bottom, but progressively smaller up the spire. These stone constructions open up into the air above the keep and the courtyard, allowing an unparalleled view over Lake Selene and the rest of the fortress's surroundings. Just don't fall off the edge.
- The Observatory - Walking up the last few steps of the vast staircase of the tower's impressive spire would bring you into this room, the observatory. The room is not large, and enclosed entirely in stone, in defiance of what the name of the room would have you believe. In the center of the room, however, is a small raised dais, in front of which hovers a vast silver mirror, edged with glowing magical runes, which serves as the viewing port for the massively powerful scrying spell at the top of the Spire. On three sides of the dais are magical interface panels linked to computers. The computers here are partially networked to the Security Room computers, and allow searching to a copy of the VIGIL Database. The computers and interface panels are primarily used, however, to control the view from the observatory.
- The Eye - Hanging in midair above the top of the spire is this colossal writhing nexus of magical energy; a roiling maelstrom of primal forces strong enough to crack the mountain in two, bound and contained to power one of the strongest scrying spells in the Nexus. The scrying spell can pierce through most material obstacles and weak magical wards, as well as many technological methods of concealment. However, stronger magical defenses or purpose-built methods of concealment can defeat the spell even despite the powerful forces at work, as the spell primarily focuses on coverage and scope, able to reach across the entire planet, as well as into space, rather than defeating abjurations. The ladder and trapdoor in the Observatory will bring you to the top of the spire, directly under the focus of the spell itself. Due to the powerful magical forces at play, those emerging through the trapdoor will find themselves feeling an uncomfortable pressure on their being, as the spinning magical energies hammer at their essence. Coming closer to the focus of the spell intensifies the effect, to the point where trying to come in contact with the 'surface' of the magical nexus would most likely result in death, if you were dumb enough to try.
Spoiler: Lab Tower
Set into the cliff on the west side of the base, the Lab Tower contains the reinforced labs once used by the mages that built this tower for magical experimentation. Since then, the labs have been refurbished to allow for more modern-thinking scientists or engineers to have their space for experimentation. Each floor of the tower contains a central room with a large elevator, and doors to the labs ringing the center. Each lab has two doors for decontamination purposes, if necessary. Belowground, a few extra floors are home to Holding Pens which once held a menagerie of magical experiments and abominations. These rooms are still equipped for that purpose, though magical experimentation on sapient beings, or perverting the laws of nature to create unholy beasts of unparalleled destructive power is gently discouraged.
Spoiler: Hospital TowerThe tower furthest from the main base has been converted into a hospital building, with a nice view of the orchard. The tower, though not as large or extensive as a proper civilian hospital, pretty much lives up to its name. The first floor has several rooms fully stocked with surgery equipment, an x-ray room, and several other rooms filled with most of the kinds of things necessary for treating a membership with a distressing habit of getting shot, or stabbed with swords, or smacked with maces, or burned by magical fireballs, or bitten by horrendous demonic monsters, etc.
The upper floors, accessible by stairs or a lift large enough to carry a bed (as all of them are on wheels), contain several wards for recovering patients. Aside from the PC doctors, the Hospital is staffed by a number of drones, specialized to serve as surgeons, nurses and orderlies, so that patients here are always in good care. A secret panel on each floor opens a portal to the Safe Room when pressed by a member. Non-members pressing the panels will have no effect, but they can still enter portals opened by a member.
The small magical nexus at the top of the Hospital Tower serves as a second shield spell, giving the Hospital Tower an extra layer of defense in case the outer shield spell fails durign an attack.
Spoiler: Airship GantrySet into a purpose-build cavern in the side of the cliff to the east of the Keep is a large gantry, which is accessible from the third floor of the Keep or ground level by a small lift or a small spiral staircase. In addition, there is a larger vehicle lift from the ground level up to the airship gantry, allowing ground vehicles to be stored up there as well.
- A large, heavily armored zeppelin of K-Corp design, captured after a failed attack on the fortress. It's been decorated psychedelic patterns painted all over the envelope, as well as a pair of angry eyes and mouth. The zeppelin has a rather large cargo hold, as well as a separate bomb-bay, which can drop rather large bombs (though they are currently in rather short supply). It's armed with a rather heavy variety of weapons, including: two disruptor quad-cannons mounted in the aft of the envelope (one ventral, the other dorsal); two heavier disruptor quad-cannons mounted on either side of the gondola and two long-range flamethrowers mounted on the fore. The thing is powered by one of DC's zero-point modules, and can pretty much stay aloft and fire forever, carrying no fuel except for that which goes in the flamethrowers. It has energy shielding, though prolonged use cuts into the ship's energy supply significantly. Currently it is the base's only functioning aircraft, and is purposed for large scale assaults.
- A smaller airship stolen from Lethargia, built for transport. It has controls, two seats for the pilot and co-pilot, and cages in the back for prisoners. It's currently in a state of refurbishment, (and has been for more than a year, due to KR's lack of proper materials and powerful mages to complete the dimensional magics she intends to power the thing). The combustion engines have been replaced by much simpler ones, seemingly powered by magitech, and everything that can possibly be simplified has been. The hull has been reinforced slightly, and is now both fireproof (up to several thousand degrees centigrade) and vacuum proof. The inside has been hollowed out somewhat, regular controls having been replaced, again, by much simpler ones, and benches have been added along the sides, for extra passengers. The center is dominated by some sort of receptacle, for what looks like a large cylindrical device that stretches from floor to ceiling, though the device itself is currently missing.
- Several generic hovercars and hoverbikes intended for use by members. They're unarmed and (mostly) unarmored, plainly intended for transport instead of combat.
Spoiler: DefensesThe internal defenses of each building include magical forcefields in every doorway that can be activated singularly, or all together in an emergency.
External defenses include extra strong magical shields on the main gate and a magical shield spell that starts at the walls and encloses the entire base. The Keep and the Hospital Tower have secondary shield spells, providing an extra layer of defense for those inside should the gate and wall be breached. There are also a variety of cunning magical traps buried in the courtyard and the path to the fortress, that may be deployed for explosive effect.
Forcefields may remain active for roughly 4 hours before having to recharge (for 24 hours), or until they are beaten down or dispelled. Traps take a roughly 12 hours to recharge. Simply dispelling the forcefield or traps (or indeed, any of the various glyphs in the building) only deactivates them. More powerful spells (like a Mage's Disjunction, for instance) must be used to get rid of them permanently.
All the defenses are triggered from the Security Room.
Spoiler: CatacombsGenerally sealed, by the large bronze door in the courtyard, the catacombs are a series of corridors and tunnels that lead deep into the mountainside. The full extent of these catacombs is unknown, and very little has been mapped of them. Whats inside? Treasure perhaps, but also danger. Cave dwelling monsters native to the mountains may dwell within, as well as magical beasts and abominations: descendents of failed experiments thrown into the darkness by the mages who previously inhabited the fortress.
((The Catacombs are a free area for anyone to invent their own dungeon crawls for VIGIL members, should they so wish it. Anything and everything can possibly be found inside the mountain, at the plot GM's discretion.))
Spoiler: Base NPCs
Tower Servants (Player: Anyone)
SpoilerRecently discovered by KR, these magical servants were created by the original inhabitants of Watchtower, but only recently re-awakened. They appear as ordinary humans of various appearances, some male and some female, and all of them different looking, though they share the same vaguely attractive, but neutral features. All of them wear form-fitting knee length grey coats, buttoned all the way up the front and embroidered with a single eye on the left breast, in addition to dark trousers and shoes. Though solid seeming, and able to interact with physical objects, closer inspection will reveal that their physical 'substance' is made up of thousands of tiny magic sigils, constantly shifting and moving past each other to create an illusion of solid presence.
The Tower Servants, though unable to speak, write or communicate beyond simple body language, have a limited intelligence and ability to learn, and a natural compulsion to clean, garden, arrange, and just generally make themselves useful at all times. They can also understand speech or written instructions and can thus be commanded to perform specific tasks or assist specific individuals, with tasks as complex as leading them to specific areas of the tower, doing laundry, putting items away in specific places, or even cooking basic meals.
They are unable to participate in combat of any kind, and will generally ignore intruders of any kind, though they cannot take orders from those they do not recognize as inhabitants of the tower. If a servant is 'damaged', either by physical force such as a sword thrust or by a spell, the servant will disappate, and reappear in 24 hours, seemingly unharmed.
Though mute and meant to be perfectly servile and unassuming, some of them may seem to manifest subtle personality traits. Whether this is a genuine phenomenon or just wishful thinking and a desire to project human traits onto inhuman (but human-like) constructs is uncertain.
A Perfectly Ordinary Cat (Player: Kris on a Stick)
SpoilerThis is a perfectly ordinary cat. A white cat. With a black collar made of some mysterious, stone-like material that's immune to scratching or chipping of any sort. A close look at the collar will reveal faintly etched runes in the stone, which seem to glow slightly in the presence of magic, and brightly in the presence of powerful magic. Despite being perfectly ordinary, the cat has a few powers. First of all, it can understand language, and speak any language that exists, in the realms of mortals or gods, with a voice that would sound perfectly androgynous to all those who hear it. Second of all, it seemed to have the ability to bypass any and all barriers, physical or magical, slipping through stone doors or forcefields of any sort as if they were air. This ability would only seem to work within the confines of the fortress, however, though this is hard to prove since the cat does not seem to be able to leave the fortress by any means.
The cat is highly bitter and sardonic, and will likely taunt any hapless WATCH members or visitors it comes across, though it will help them grudgingly if asked, and in fact seems to appear specifically when help is most needed.
The cat seems to be able to control the Seen Servants mentally, and exhibits some degree of control over the tower's magical functions, turning lights on and off or activating other forms of magic at a whim.
- Join Date
- Apr 2008
- Fever dreams
Re: Nexus Character Directory
With HALO being merged into Vigil and becoming two of three sister bases to the organization, I thought I'd actually go ahead and write down the layout and description of the ocean fortress here, for plot/flavor reference if needed just like Kid Kris above me. The information has been taken from various HALO posts and records.
VIGIL Ocean Base
Not so far to the west, covering large portions of the Nexus's surface, is the ocean. Out of sight of land, sunken beneath the waves, rises an artificial structure, a vast dome holding back the water and filled with air to allow lung-breathing heroes to build a tiny settlement within. Despite the transparent domed roof, most of the place is covered with buildings. The first one anyone is likely to encounter is the Entrance Hall, which extends outward from the dome a short distance to accommodate the shuttle bay and airlocks.
From there, a member can pass through one of the transparent, tunnel-like hallways to the rest of the base.
In the north wing, one winds the expansive libraries and the Tree of Knowledge at their center, as well as HALO's various laboratories, some of which are actually used for science and engineering. Somewhat harder to reach in this wing is the base's disused Control Center.
In the central area of the dome, one finds the Strategy Room, which could probably be used for real meetings instead of cramming everyone into the Leader's office or using the intercom. Next to it is the Theater, in case a visual demonstration or showing of anything is needed, or more likely, members want to relax there. Somewhere around the corner here you can find the Offices of anyone important enough to have two rooms assigned to them, and in the direction of the entrance hall stands the Armory and equipment rooms.
In the east wing stands the Arboretum and gardens, which contain plants of all sort, growing improbably under the sea-filtered sunlight and artificial lights. Back indoors, one finds the Dining Hall, one red table standing out from the brown ones that fill the space. Adjoining it is the Kitchen ever-full of toaster pastries. You could also find That Other Room.
In the south section one finds the Training Room and the Pool, for all those who can't actually breathe underwater. Beyond them, spilling out of the dome into their own little bubbles, stand all the Dormitories, which are of every shape and size, often bigger on the inside, and house any member who doesn't wish to live elsewhere. The Morgue is also here, edged into an out-of the way corner, as it's not often that this base has to store the bodies of the dead. The same applies to the Prison, which is actually a handful of converted dormitories, as holding truly dedicated evil doers is usually doomed to failure.
Also outside the main body of the base, the Power Station has its own little dome, linked by a tunnel-hallway. Rumors that it runs off of captive electric type monsters are just that, rumors.
Spoiler: The Dome and other Defenses
The ocean base is covered in a dome to allow those inside a view of the ocean, while at the same time not drowning them. In case it ever fails, the rest of the base is built to be able to be airtight, although the grass and gardens would likely be done for. But the dome is fairly strong, and reinforced with magical shields. They can be temporarily or permanently broken by magical means, but it's never come to that. When the base was HALO, it once had many magical barriers, but they have been lowered, one by one, to let in new members. Undead, they might be okay. Evil, sure, evil people can be okay. Teleportation, sure, it can be dangerous, but it's so convenient.
Spoiler: LibraryOne of the few buildings that is not dome-shaped, the Library, is a rarely rivaled Sanctuary of Nexus Knowledge.
The Members utilize this space to perform all the less practical research that cannot be done in the lab...usually.
The Library contains vast amounts of printed knowledge, much of it useful, informative tomes, even more of it low-quality comic books. Includes a wide variety of magazines.
Every section of the Library is arranged according to the Magtok Decimal System. There is a nifty catalog everyone can use, and a library desk that nearly always stands empty.
In the center of the library is, unexpectedly, a tree, whose little cherry-like fruits can be eaten in order to temporarily learn much (maybe all) of the information in the library. Good for finding something quickly, not so good for learning, as the knowledge will fade out of your mind in a few hours.
Spoiler: LaboratoriesAlso contains the infirmary, which has a pair of teleporters for emergency access.
Spoiler: Entry HallThe Entry Hall is the place for access into the ocean base. It is also a dome, large and spacious, with rows of shuttles, teleporter pads, and other means of entrance and exit. The walls are hung with images of past members and scenes of their accomplishments.
Spoiler: Strategy Room
This room contains many digital maps on the walls, which show various locations around the Nexus. This also contains a very long table surrounded with relatively comfy chairs, and the whole thing would not look out of place in a small corporation's offices. The seats at each end are big Red Armchairs, used for the leaders.
There is also a 3D map projector in the middle of the table, for showing off.
In theory, this is where missions briefings and debriefings, as well as warnings and reports, are given. But it also doubles as a nice place to play games.
Spoiler: Power Station.
Spoiler: Control CenterEvidence suggests that the control center no longer does anything, but was used in maintaining the base while it was constructed.
Spoiler: TheaterUsed for communicating with the outside world in a formal setting, supposedly.
Spoiler: ArmoryContains all sorts of tools and weapons, some of which are even useful.
Spoiler: Dining Hall.
Spoiler: Training Room.
Somewhere in the base is a safe, such as you might find in a hotel room. Except, it often extrudes legs and moves itself around, or disguises itself as some piece of furniture. No one left appears to have the means to open it, or even knows what type of lock it has, but the thing is attracted to singing.
The base is maintained, when the members don't bother with it, by a fleet of small robots which some might find familiar.. Because of them, some suspect that the base itself is somehow alive. Usually (maybe always) played by The Bushranger.
If anyone has more or better descriptions, let me know so I can edit them in here.
- Join Date
- Sep 2009
- I go places
Re: Nexus Character DirectoryAiden Kester (Mirrored)
“The party’s about to get crazy!”
Race/Species: Human/Demon hybrid.
Profession: Devil Hunter.
Description: Physically, Aiden looks much like his normal counterpart. He’s tall and relatively skinny, and has short black hair and brown eyes. There are some subtle differences, though. He’s just a bit more handsome in general - he has a slightly more squared jaw, and there’s more muscle to his frame. He also looks a little older, since he is a little older. He also tends to keep a stubble on his face, unlike the normal Aiden who prefers to be clean-shaven.
Aiden is almost never seen without his black leather longcoat. The coat is custom-tailored for his measurements, and reaches down to his knees. He wears the coat open, partially to give himself better freedom of movement, but mostly because he thinks it looks cool. He wears a simple-looking red shirt under his coat, a pair of blue jeans, and brown hiking boots. His sword is always on his back, strapped alongside his two pistols.
Personality: While the normal Aiden despises the Nexus and refuses to change for its sake, this Aiden has embraced almost all the madness that his Nexus has to offer. It might be because he isn't entirely human unlike his counterpart, but Aiden is willing to roll with just about anything it'll throw at him, complete with a cocky grin and a corny joke. He almost never takes anything seriously, even when other people's lives are on the line. He's always itching for a fight, which is the main way that he passes time. He'll intentionally limit himself during a fight if he thinks his opponent is weak, just to have a more interesting fight.
Despite his carefree personality, he does have a strict sense of morals, and believes that good will always triumph over evil (and look stylish while doing so.) He always jumps to the defense of anyone in need, and he refuses to kill humans for any reason. He's also quick to make friends with almost anybody, unless they swear too much.
SpoilerBalthazar: Aiden’s primary weapon of choice. He inherited this sword from the demon Balthazar, when he passed his power to Aiden. The sword is one of the manifestations of the demon’s soul, the other being Aiden himself.
This sword is huge by any standard. With a six foot blade, and weighing in at over seventy pounds, most would probably consider the weapon to be very impractical, if not completely ludicrous. But because of Aiden’s vastly increased strength compared to a human, he’s able to swing Balthazar around like it’s a short sword. Its magical power allows him to carve up objects and beings that would normally be impervious to such weapons. Its heft, combined with the strength and speed of its wielder, make it a devastating weapon.
Light and Shadow: A pair of .45 caliber pistols, heavily modified by Aiden. One has been painted a deep black, while the other is a brilliant white.
Rather than firing conventional ammunition, Aiden creates bullets for these guns using his own demonic energy. This has two effects. The first is that the guns have similar capabilities to Balthazar, in terms of what they can damage. The second is that Aiden never has to worry about reloading; there will always be a round to fire when he pulls the trigger.
Timber: A double-barreled shotgun, modified by Aiden.
His shotgun has its barrels and stock sawed off to allow for quicker drawing and firing. He also creates shotgun shells out of his energy, much like with Light and Shadow. This means the number of times he can fire isn't limited to how many barrels are loaded.
Susurrus: A pair of gauntlets and boots, composed of rusted scrap metal. This formed from the essence of Susurrus, the Mechanical Soul Eater.
Aiden uses this weapon to augment is unarmed combat abilities. They're already heavy and would probably give tetanus to anyone that looked at it. However, Aiden can charge it with either ambient magical energy, or the soul-energy of any monsters he's defeated, to encase it in purple flame.
Abilities: Although Aiden is human in appearance and personality, he has the raw physical strength and speed of a very powerful demon. He's fast enough that his movements in combat are sometimes mistaken for teleportation, at least by people who don't have heightened or magical senses. He's able to get to almost any point in a battlefield, with his speed and his ability to jump higher than just about any human. His speed also affects his attacks - his sword arm can sometimes look like a blur when he's stabbing at an enemy several times in just a few seconds.
His demonic powers don't just extend to strength and speed, though: Aiden is ridiculously durable. He could be impaled by a sword, or shot in the head, and he'd just walk it off with a smile. He's completely impervious to fire, whether mundane or magical. Other natural elements don't seem to affect him much either; extreme cold won't faze him much. Unlike fire, though, magical ice, lightning, or any other element would hurt him.
If he has defeated a particularly strong opponent, Aiden is able to sieze their soul and gain a new weapon from it. This weapon is the manifestation of their soul, but any intelligence or personality that came with that opponent is lost.
Devil Trigger: If Aiden's in serious trouble, he can shift into the demonic form of Balthazar. This change is both instant and dramatic. A few elements of his human appearance remain, but these are altered to reflect his new appearance. His skin becomes scaled and black, his eyes glow bright red. He grows a pair of horns from his forehead, and a pair of leathery wings sprout from his back. In this form, Aiden is even stronger than before, and he gains the ability to fly.
Last edited by Devixer; 2014-10-01 at 10:35 PM.
- Join Date
- Jan 2007
- GMT -5
Re: Nexus Character Directory
Gender: Male (Almost Always)
Race: Tiefling (demon-descended, extremely powerful demon blood)
Age: 60 [19-20]
Alignment: N, or Blue-Red-Black using MtG color wheel
Class: Warlock (uses the power of the demon blood to fuel his magic)
Power Rating: 4.5 (particularly good at certain kinds of magic)
Description: Nalin is 6'2", around 150lbs, with white hair and light red eyes. His armor, a dented mithril breastplate with piecemealed greaves and gauntlets is normally glammered to look like simply pants and a shirt. A cloak hangs from his shoulders. Also concealed by magic are the two small horns up and forward from his ears, and the long tail snaking from behind him. A dagger hangs at his belt.
Personality: Nalin is grim, but a snarker. Even in the face of death, he has a habit of bad mouthing said face. He is confident in his powers, but knows that the greatest power he has is convincing people that he has a lot more power than he does.
Equipment: His breastplate is slightly magical, as is the dagger. The cloak is a relic he found when fighting a golemist, which enables his powers to circumvent most creature's resistance to magic (The Cloak of Immunity to Magic Immunity, actually an item he got in a DnD campaign)
Abilities: He can fire blasts of the traditional elements, raw dark magic, and acid. He has invisibility, flight, minor shapechanging, and a very slippery tongue. For more power, he can call up demons and bargain for favors or power, but he is very reluctant to do that.
Backstory: Nalin is very distantly descended from the demon lord Grazz't, and his father became Grazz't scion, which rekindled the demonic bloodline.
Last edited by Keledrath; 2014-07-12 at 12:45 PM.I follow a general rule: better to ask and be told no than not to ask at all.
Kelon by nijashe
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character Directory
Class: Guardswoman of the Asp Moths of Helheim (oft-nicknamed the Sweaterpaws of Helheim)
Rhoda has a lean figure and is fairly cute, but that's often obscured by her plain, dingy clothes and sootiness. She looks rather silly to the average observer at first---she wears an oversized, frumpy sweater, big ol' boots, and looks like a scruffy street urchin. Then they notice the weaponry.
She wields an impressive flamethrower and a compact shotgun, as well as a standard combat knife.
Her clothes are all strongly fireproof, but this is almost a moot point because she has a mild, latent level of pyrokinesis---basically only enough that she is able to prevent most flames from harming her. Doesn't stop her from getting sooty. Her sweater contains a roll-up breathmask cowl. When it gets cold enough, she wears a big ol' greatcoat over her fireproof sweater.
Damn good soldier, a practiced flamer operator.