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Thread: Nexus Character Directory
- 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.
Last edited by Beans; 2014-07-30 at 05:59 PM.
- Join Date
- Mar 2010
Re: Nexus Character Directory
Race: Probably human
Power rating: 1. Utterly mundane
Description: Quite pale, with silver eyes and ghost-white hair. Rather petite, she stands only 4'8'' and weighs in at under a hundred pounds.
Equipment: Currently pretty much limited to the clothes on her back.
Abilities: Dancer, singer, storyteller, and general entertainer.
Backstory: Ticked off a powerful wizard in her home world. Portalled into Nexus.Hail to the Lord of Death and Destruction!
CATNIP FOR THE CAT GOD! YARN FOR THE YARN THRONE! MILK FOR THE MILK BOWL!
- Join Date
- Jun 2010
- Not in a secret base, no!
Re: Nexus Character Directory
Zefir's Character Summary:
Most Played Characters:
Zefir - Leader of AMEN, adopted daughter Alexstraza (Played by the Alexandrian)[Is At School or else], pyrotechnist and owner of an own firework company. Got a secret Identity.
Fade - Schadow Person, Member of MERC, Emotionless. He is on a search, but none has asked for what..
Mia Mechanicus - High Priestress of Mechanicus, DnD Style Priest . Lost MDM in the Demon attack. Member of Virgil. Lost all her goods.
Nameless Guy - The name says it all. he just forgot his name and is a summoner.
Lesser Played Characters:
Arkant Del Gadis - Mastermind, manipulates the DNA of people to create his own minions. Currently raising up his lab in Skyside.
Mr C - Small magical green Lizard Toy creature, Librerian and adventurer.
Tovpir - Big Stone Scorpion (Simular to Skarner from League of Legends), Member of HALO.
Mika - Fox girl, born in the nexus. Graduation as Diploma - Chemistry.
Vis - Young Pokemon Trainer with a medival Design. Current Pokemon ??LvL Joltik(Spidy) and 10lvl? Torchic(Marscha). (Freed Pokemon at Foxside 52LvL Lobunny(Alex) and 27Lvl? Kirlia(Lisa))
Andreas Emeral - Cyborg, Doctor at GloG Infirmary. [DEADTIMED]
- Join Date
- Sep 2007
Re: Nexus Character DirectoryFaction Profile: Union for the Defense of the Nexus (UDN)
The UDN, depending on who you might ask, is many things. Perhaps the most objective way of putting it is that it is latest in a long line of mutations of the same core government, from the Altaran Revolutionary Front to the Empire to Remnant and the Irregulars to what we have now. It is generally referred to as simply 'the Union' in shorthand, or perhaps, if someone felt rather contrary about what it formed from, 'the Empire.'
The UDN currently consists of Inside and other former territories of the Empire that either accepted the Empire's rule peacefully or, if they did not, now feel they have no choice.
A notable fact about the UDN is that its holdings are very frequently left to police themselves outside of military matters. Inside itself is subject to this, and Remnant remains Inside’s official law enforcement body. UDN membership comes with fairly loose obligations, including:
Spoiler: UDN Charter StuffUDN members must not allow certain basic, obvious crimes. Slavery, murder, that sort of thing. Use your imagination.
UDN members must keep their civilian police force at an acceptable level of performance, or the UDN military will step in to repair it. Beyond this and the first provision, members are permitted to run their own civilian police forces and legal systems as they wish.
UDN members must pay certain taxes to the central government. It is notable that these are not exorbitant, but some may chafe under the matter nonetheless. One notable tax is on imports from outside the Union, while internal trade is not as heavily taxed.
UDN members may not raise separate military forces. The UDN military is unified, and shall remain so.
UDN members are subject to the central government’s policies and actions. Obviously, a UDN member is not allowed to engage in trade with any organization subject to an embargo or war by the central government, such as the Chimera Syndicate. Were the central government to institute a draft, all UDN members would be obligated to follow it.
UDN members can be considered to have an extradition agreement with each other. While their local laws may differ, a criminal in one town cannot flee to another with different laws. While his actions may not be illegal there, he is a criminal in a UDN holding, and will be persecuted as one.
And so on. These are most likely not limited to those alone (I’m hardly going to write up every law and policy ever), but it provides a decent enough idea. Local laws may vary wildly, and the central government does not dictate them. The exception on the note of local police is the capital city, Inside: As the capital and an exceptionally chaotic place due to its very nature, UDN military forces may supplement Remnant in police actions, much like the Altaran Irregulars did. However, it is unlikely that heavy forces will be deployed outside of exceptional circumstances, unless the disturbance is directed at or very near directly UDN-controlled property, the Spire, for example. The other exception is that many holdings of the Union did not make large claims to the territory around them, leading to a loophole wherein the Union's forces are essentially left to police large swaths of land outside any given settlement.
The UDN’s government and military are inextricably linked, as it is, effectively, an unusually light-handed military dictatorship. The head of state and commander-in-chief is the High Commander of the UDN, currently Vyrn Altaran. The second-in-command, whose duties include managing the diplomatic corps and intelligence, is the Vice Commander of the UDN. The Vice Commander is selected by the High Commander and takes over the role of the High Commander if the current holder of the title dies. The current Vice Commander of the UDN is the former Emissary of the Altaran Irregulars, N'alae t'Lhoell. The UDN's capital city is Inside, and its headquarters there is the Spire.
Although formed from the more loosely organized Altaran Irregulars, the UDN, in expanding to fill the shoes of the Empire once more, has formalized its subdivisions.
Spoiler: ArmyThe UDN Army covers standard ground deployments, and contains subdivisions such as:
Hunter Project: A force specializing in takedowns of unusually powerful creatures, the Hunter Project is also a scientific endeavor with scientists on the payroll Union Defense Intelligence. It is small, and relies on the UDN Air Force for deployment support, but does control the Huntside Outpost. The Hunter Project consists solely of volunteers, for members’ bodies may very well become altered and mutated in the course of their activities in the Grounds. One notable member is Sergeant Doern Hill.
Revenant Corps: The UDN Army's special ops division, covering all that you'd expect. Stealth missions, sabotage, spec ops in general.
Spoiler: Air ForceThe UDN Air Force, having inherited the Altaran Irregulars’ air power, is arguably the most prestigious branch of the UDN military. With a mobile headquarters in the form of the IAV Sanctuary, which has kept its old Imperial registry mostly in the interest of others not confusing it with unmanned aerial vehicles, the UDN is certainly the fanciest branch of the military. The Army and Air Force cooperate very closely, with the Army stationing troops aboard Sanctuary for rapid-deployment purposes. The UDN Air Force’s overall commander is the severely-promoted General Anthony Cross, who now also serves as Sanctuary’s commanding officer. Subdivisions within the Air Force include:
1st Fighter Squadron “Gorsk Shots”: Nicknamed after a potent beverage distilled from engine coolant from a grim world in dark galaxy, the UDN 1st Fighter Squadron is (unsurprisingly) commanded by Major Noelle Xanatov. The Gorsk Shots are the UDN’s best known operators of the EvAV-3 Imperator Fighter-Gunship and its new Accuser variant, and use it and its variants to great effect. Its leader is best known as an eccentric ace, and the Gorsk Shots also frequently make use of auxiliary support of craft controlled by the Autarch Entity, due to the Major’s unofficial role in wrangling it.
Spoiler: Enforcer CorpsThe UDN Enforcer Corps exists in a bit of a loophole of the UDN Charter. While individual holdings of the Union are allowed to police themselves more or less as they wish, the territory between them is not necessarily patrolled or claimed by them. This is where the Enforcer Corps come in. Equipped with lighter and often older gear and vehicles, the Enforcer Corps operates mainly out in the Union’s ‘wilderness.’ The Enforcer Corps is populated disproportionately by recruits from the Union’s outer territories away from Inside, by those who seek to bring order to their lands and others who remember the benefits of the Empire.
The UDN does not have a separate naval subdivision. Instead, this role is mixed between the Army and Air Force, with the Army operating amphibious combat vehicles and the Air Force operating the EvEXV-1 Exploration Vehicle, and potentially others in the future.
A technically-separate branch that recruits from all UDN military and intelligence groups is the Ironwatch Unit, in charge of the defense of the High Commander, Vice Commander, and other high-ranking officers. Ironwatch answers to the High Commander and Vice Commander, and when not directly covering them, has a great deal of autonomy in its actions. The Ironwatch Unit is an elite group with the most advanced gear in the UDN, and is vaguely analogous to the Remnant Praetorians, albeit on a larger scale and not nearly as utterly insane.
Other UDN Subdivisions
Union Defense Intelligence is the intelligence agency of the UDN, in charge of espionage and other clandestine operations. Its head is the Vice Commander. Notably, UDI is also charged with technological and magical research.
The Union Diplomatic Corps is also headed by the Vice Commander, and obviously is in charge of the Union’s diplomatic efforts. It performs the important service of trying to convince foreign entities to join the Union. Note that in the case of both UDI and UDC, the High Commander can still override the Vice Commander, being the one in charge of the whole mess. They're just kicked down to the Vice Commander to spread the work around.
With the creation of the UDN came a large boost in military power as the core of the Altaran Irregulars was expanded with new technology. Items you can expect to find in use in the UDN include, but are not limited to:
Spoiler: Personal ArmsEvR-1 and EvP-1 Blasters
SpoilerEvolution Industries blaster weapons largely replaced K-Corp pulse weaponry in the Empire's later days. These weapons' energy projectiles are not quite as powerful as the discharge from pulse weapons, and their power cells are limited. A rifle is limited to 30 shots before its power cells run out and must be replaced, akin to reloading. Pistols, being smaller, only have 12.
However, EI blaster power cells slowly recharge on their own over time. The blaster rifles also sport adaptable frames, suitable for numerous customizations. Should there be any of the magically-inclined around, the cells can be enchanted to use other more magical energies, and will automatically recharge with those instead.
EvIR, EvIP, and EvAT Ion Weapons
SpoilerSpecialized energy weapons, these are specifically made to be extra-effective against high-tech foes, and are adept at scrambling circuitry and shattering energy shields. Unlike other EI energy weapons, these are not reliant on MACE tech, and so do not recharge, being limited to a number of shots depending on the specific weapon type before needing to be reloaded. They generally come in the same types as conventional EI weapons, sans exceptionally MACE-dependent examples like the heavy assault blasters and sustained-beam weapons.
EvR-4 Beam Rifle and EvR-4B Modified Variant
SpoilerThis weapon is a favorite of Evolution's head, and is certainly an odd one. It fires small but deadly sustained beams that can last for several seconds before the weapon has to stop firing, or it can be stopped by simply releasing the trigger. It's useful for sweeping through multiple targets. Its large (for a weapon of its size) power cells recharge at a decent rate, though constant use of sustained beams will drain them faster than they can recharge. This version of the weapon does not have DC's version's variability.
The EvR-4’s original form is mostly here for reference’s sake. Most EvR-4s used by the UDN are EvR-4Bs, with the modifications described below.
EvR-4B: A version of the EvR-4 modified by UDI, the 4B adds a number of features to the basic weapon, including a collapsing stock, an output adjuster, and a mid-range scope. The output adjuster allows the weapon to discharge its power either much faster or slower, providing variable settings and uses. The EvR-4B is very popular in the mainline UDN army, especially among garrison forces that may wish to take a target alive. The Enforcer Corps, due to somewhat limited funding, does not have EvR-4s of any variety in large numbers.
EvAT-1 Precision Laser Cannon
SpoilerAn extremely powerful and accurate man-portable anti-tank laser cannon, somewhat similar in appearance to a rocket launcher. It has a scope mounted on one side, and a faint silvery glow is visible in stripes running down part of the length of the weapon at the very back of it. Were you to look into the weapon's barrel, you would see a number of focusing lenses in front of a brightly glowing silver device that powers the weapon.
EvAT-2 Beam Cannon
SpoilerA bulkier EvAT-1 in outer appearance, this weapon has a larger power core but a slightly less intense initial blast, and lacks a scope. Its strength is in the intense beam it fires being able to maintain itself for a murderous sweep through masses of enemies, or multiple lighter vehicles.
EvHW-1 Assault Blaster
SpoilerThis weapon is what happens when you take a variable blaster, remove the variability, put it in a much larger, heavier frame, and give it significantly more rapid-fire capability. It's a very brutal weapon, spewing searing energy at a very high rate. It's similar to the EvAT-1 in appearance, only bulkier, lacking a scope, and the barrel is divided into a number of sub-barrels to allow more shots to be fired at once. This weapon is very simply designed to cut down huge numbers of infantry, and can fire for a long time before having to stop.
EvAM-1 Magic Scrambler
SpoilerResembling a spherical high-tech grenade, the EvAM-1 detonates to create a highly unstable field of various magical and not-so-magical energies, derived from a low-intensity MACE overload. This tends to play havoc with spells and other things, though it does not prevent their use entirely. It merely 'scrambles' them, meaning casters facing units equipped with it might want to be very careful about whether or not that next spell is worth risking.
PAT-4 Anti-Materiel Rifle
SpoilerIn the wake of Vyrn Altaran declaring war on the Chimera Syndicate, Evolution Industries and Altaran Intelligence (later UDI) began an R&D project known as Project Anti-Trust to produce weapons that could help turn the tide against the Syndicate. The first result of the project was the EvAV-5 Dominion Ground Attack Craft, followed by the EvAV-3B Accuser variant of the Imperator Fighter-Gunship and the EvCV-2 Omni-Tank. The fourth is the PAT-4 Anti-Materiel Rifle, a weapon that is in essence the personal-scaled version of the PAT-1 used by the Dominion Ground Attack Craft. A heavy gauss rifle loaded with charged crystalline projectiles derived from Evolution MACE systems encased in a metal shell to allow magnetism to do its thing, the PAT-4 is the sniper’s best friend when an enemy vehicle comes into view. Or when most anything comes into view, really.
SpoilerThere are a few melee weapons of note in the UDN’s armory.
One is the Supercharger combat knife, dating back to the early Empire. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button.
EvM-1 Infernal Edges also appear, mostly in combat knife form as well. These have extra-sharp black blades that can be further amplified by a different device in the hilt that superheats the blade to a deadly degree. They can, however, take a variety of forms.
Newer is the EvM-2 class of melee weapons. These are much rarer and take the form of weapons that look almost mundane. This is deceiving, however, as built-in systems allow them to generate a disruptive energy field that discharges when the weapon comes into forceful contact with something, giving the weapons significantly more power. The hilts and hafts, of course, don't have this effect, otherwise it'd be supremely dangerous. These weapons are very good at punching through armor, though it's sometimes impractical. Stabbing tanks isn't that great an idea.
Spoiler: Personal Armor
Basic Powered Armor Type 1 (AT-01)
SpoilerAn armor type inherited from the Altaran Irregulars’ alignment with Remnant, the AT-01 remains a mainstay of the UDN’s military forces. I won’t pretend that this is mine, so I’ll just link to Wolf’s writeup regarding it in this old thread. Just mentally replace Remnant-specific terms where needed.
EvA-1 Light Armor
SpoilerA lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks (though it'll protect against lighter weapons provided one is not under sustained fire) and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
Due to its still quite useful scanning abilities, EvA-1 light armor remains in use with the Enforcer Corps and security details.
EvA-4 Stealth Armor and EvA-4A Enhanced Stealth Armor
SpoilerThis armor type, colored jet-black, is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. On top of this, it is more protective than the EvA-1 armor, holding up better against sustained fire, though it will still not stop armor-piercing or heavy weapons. The downside, of course, is that it’s rather uncomfortable and expensive.
The EvA-4A is an updated variant of the EvA-4 made by Evolution Industries. Incorporating a thermal underlayer to protect against infrared scans, the 4A works well, but is often considered uncomfortably heavy compared to even the base EvA-4.
EvA-5 Powered Flight Armor
SpoilerThe EvA-5 is a newer type of powered armor created with the interests of the Altaran Irregulars in mind: Effectively doubling the user's strength, offering similar levels of protection, and coming with built-in flight systems in the form of a propulsion pack on the back and similar boots, it is arguably superior to the Remnant AT-01 inherited by the Union. The downside is that it is less customizable and theatrical, lacking the cape for instance, but that's just fine for many.
‘Unity’ Powered Battle Armor
SpoilerA design put out by Altaran Intelligence/UDI with fairly little Evolution Industries support beyond arranging for power systems, the 'Unity' power armor suit's exact technical specs are heavily classified by UDI. Featuring triple strength amplification and a slight edge in protection over the AT-01 and EvA-5 while retaining similar mobility, it is clear that the Unity suit incorporates some kind of new technological advances, and is not as bulky as one might expect. The Unity suit also incorporates unusually advanced scanning systems in its helmet, on par with the EvA-1. The suit even incorporates an AT-01-esque medical unit.
The Unity suit is compatible with a number of attachments, including a variety of back-mounted systems (a propulsion pack, an ammo or power pack for a heavy weapon, a cape similar to the AT-01’s…), flight boots, and potentially even wrist-mounted weaponry. Due to its overall superiority and similarity, it is sometimes referred to as the AT-02, but the UDN Army and UDI have denied that this is its designation. Due to the expenses involved in the suit’s production, the Unity suit is limited to elite forces like the Ironwatch Unit.
Spoiler: Other Gear
EvD-1 Guardian Drone and EvD-1a Power Beamers
SpoilerThe EvD-1 Guardian Drone and EvD-1a Power Beamers are meant to operate in tandem. The former, a skeletal humanoid robotic drone, is the main system. The Power Beamers use technology seen earlier in the Light of Evolution in Westside to beam power to the Guardian to grant it power levels normally impossible for a humanoid platform of its size. The Guardian, subsequently, has the power to project a powerful forcefield around itself that makes it nigh-impervious to small arms fire. Offensively, the Guardian's forcefields inflict electrical shocks on contact, and it can project an electric blast attack. Its main prowess is in its resilience, however. The Power Beamers are small, harmless hovering drones, and serve only to power the Guardian. Four go with a given Guardian. Obviously, destroying them tends to weaken the main drone, and as such, they have a tendency to zip around and generally be as evasive as possible while maintaining their power link. Guardian Drones generally supplement UDN Army forces and defend high-importance installations.
Spoiler: AircraftIAV Sanctuary
SpoilerFor a detailed description, see the current thread for the UDN's major bases, currently the old Irregular one. However, the ship's current aircraft complement will be noted here.
Following the formation of the Union, the ship's aircraft complement underwent a drastic modernization and expansion. Older aircraft were relegated to garrison forces and the Enforcer Corps, leaving Sanctuary's complement as the best of the best.
30 EvAV-3 Imperator Fighter-Gunships
-Of these, 10 are EvAV-3B Accuser Interceptors.
30 EvAV-4 Savior Shuttles
15 EvAV-5 Dominion Ground Attack Craft
10 EvEXV-1 Exploration Vehicles
K-Corp Harpy Gunship
SpoilerThis VTOL craft is old even for Imperial materiel, dating back to when K-Corp still supplied the Empire.
These resemble Orca gunships, only with a rapid-fire laser turret on the nose and wing-mounted turbolasers instead of missiles for weapons. In addition, they are jet black and come with extremely quiet whisper engines. The K-Corp Harpy is extremely rare among UDN aircraft, two relegated to the Inside garrison.
Evolution Industries EvAV-1 Gunship
SpoilerA VTOL aircraft very similar to the older K-Corp Harpy Gunship, the EvAV-1 unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a loud, low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret, arranged very much like the Harpy's armaments.
These seem to be inferior overall compared to the older K-Corp craft, however.
Following the formation of the Union, production of EvAV-3s and 4s increased, and 1s and 2s have increasingly been relegated to the purview of garrison forces and the Enforcer Corps.
Evolution Industries EvAV-2 Transport
SpoilerThe EvAV-2 is simple-a transport variant of the EvAV-1. It's more boxy and less well-armed, sporting only the blaster turret. However, it contains room for up to 12 troops. Some EvAV-2s come in stealth transport variants originally used by Imperial stealth commandos.
Following the formation of the Union, production of EvAV-3s and 4s increased, and 1s and 2s have increasingly been relegated to the purview of garrison forces and the Enforcer Corps.
Evolution Industries EvAV-3 Imperator Fighter-Gunship and EvAV-3B Accuser Interceptor
SpoilerA newer model of gunship with significant extra versatility compared to the older EvAV-1, the EvAV-3 combines the advantages of conventional VTOL craft and jets, able to fly about like a plane while retaining full VTOL capability like the older gunships. While it is not as maneuverable as conventional fighters and lacks missile armament, some say this is an advantage, for missiles and bombs are very hard to use in urban areas. The EvAV-3 thus offers superior precision in cities. It is armed with twin sweeper beam guns and a single powerful laser cannon. The EvAV-3 is also equipped with a point defense laser turret for shooting down missiles. Like the EvAV-2, it has a stealth variant, replacing the Vengeance fighters.
The EvAV-3 now comes in an interceptor variant known as the EvAV-3B Accuser, stripping out the heavy laser cannon and its heavy power plant in favor of mounting a Project Anti-Trust PAT-2 gauss weapon in its place (see the EvAV-5’s description below). The PAT-2 weapon uses similar ammunition to the PAT-1 (see the Dominion below), but smaller and with a high rate of fire. The combined high-speed projectiles and blasts from the PAT ammunition make short work of…well, a lot of things, really. Due to the lesser stress on the aircraft’s power systems, the Accuser’s engines were upgraded, granting it greater speed and maneuverability compared to the standard Imperator. The Accusers are now a favorite of the Gorsk Shots.
Evolution Industries EvAV-4 Savior Shuttle
SpoilerThe EvAV-4 is to the EvAV-3 as the EvAV-2 is to the EvAV-1: A lesser-armed transport variant. The EvAV-4 sports only a single sweeper beam, trading the necessary power and equipment for the other beam and laser cannon for a transport compartment. It does, however, sport a second point defense laser turret, better to protect its precious cargo with. It also has stealth variants.
Evolution Industries EvAV-5 Dominion Ground Attack Craft
SpoilerThe EvAV-5 is the first result of Project Anti-Trust. A craft similar in design to the Imperator Fighter-Gunship and Savior Shuttle, the Dominion is vastly more heavily armored and is not as maneuverable as a result. It mounts a point-defense system much like them, and has a single sweeper beam turret for defense. Its main weapon is an Altaran/UDI PAT-1 heavy gauss cannon mounted on the underside of the craft that loads unusual crystalline ammunition encased in a metal shell. The ammunition is in actuality EI power-tech derived bombs, with the main weapon a Union in-house design and the ammunition supplied by EI. When the ammunition impacts and explodes, its stored power is released. This can come in multiple varieties as EI ground weapon power systems do, though the standard is a typical energy blast. The PAT-1 cannon essentially makes the Dominion a precision bomber, able to adapt its ammunition for any attack role.
Evolution Industries EvEXV-1 Exploration Vehicle
SpoilerResembling the EvAV-3 and 4, the EvEXV-1 is a larger, bulkier craft without built-in weapons or a major transport compartment. Instead, it is a heavily customizable exploration vehicle, able to be made to operate in a number of different environments. It can be fitted with parts to allow it to operate underwater, shielding systems to protect it from extreme temperatures, self-defense weaponry, and yet more attachments. It might even be able to operate in the void of space...if anyone manages to launch one up there. The weaponry varies depending on the environment it is currently exploring. It seats four, and boasts reinforced environmental seals and sensitive sensor systems by default.
Spoiler: Other VehiclesEvCV-2 ‘Omni-Tank’ Amphibious Combat Vehicle
SpoilerA heavy hover-tank mounting a Project Anti-Trust turret as its main cannon (termed the PAT-3), the EvCV-2 gets the name ‘Omni-Tank’ partly from the secondary repulsors that deploy from its sides over water, allowing it to act as a patrol craft over water as well. The other part of where it gets its name is its modular secondary weapon, currently coming in three variants:
An anti-aircraft rocket pod mostly intended to fend off VTOL craft like helicopters.
A similar rocket-artillery pod.
And finally, a heavy anti-infantry rapid fire laser turret.
The final variant is the most typical ‘tank’, as it essentially provides a classic ‘cannon and machine gun’ combination. Due to the disuse of more specialized assault tanks and other heavy vehicles in the Empire, the EvCV-2 was designed to fill a variety of roles without the same expense as maintaining entirely separate vehicles. It is not frequently used in cities, aside from some use as a patrol boat.
EvPC-2 ‘Rocket Coffin’ Patrol Craft
SpoilerAn unfortunately nicknamed two-seating skimmer craft designed to operate in pairs or trios, the EvPC-2 is the standard patrol vehicle used by the UDN’s Enforcer Corps in the lands controlled by the Union. The vehicle has precisely one thing going for it, and that is simple speed. For a ‘ground’ patrol craft, the EvPC-2 is extremely fast. However, it equips only a single beam turret for defensive purposes, and its armor is very light, leading to its nickname among the Enforcer Corps. It does have some sensor capability for the sake of its use as a patrol craft, but this does not do much to calm its operators.
- Join Date
- Sep 2009
- I go places
Re: Nexus Character DirectoryVemnon
Vemnon stands at a little under four feet tall, and his head is just a bit too large for his body. He's usually wearing his suit of armor, with a two-handed sword on his back.
Personality: Anyone who's met more than one Asura will probably be surprised by Vemnon, and how little he cares about anything like science or golemancy. They'll be more surprised that he doesn't think that he's better or significantly smarter than them, and his generally friendly attitude. He approaches new people with a fond greeting and a smile on his face, rather than a snide "Can you be helped?" Generally the only way to get him to be elitist at all is to get him talking about cooking, and then he'll talk about how great he is at that. As long as that subject's avoided, Vemnon will remain quite friendly.
He happens to be very curious about the world around him, and is fond of exploring and looking for adventure. Vemnon also believes in defending those who can't defend themselves, as evidenced by his choice in profession.
Equipment: Vemnon wears a suit of armor, which is enchanted to protect him from both magical and physical attacks. He also has a two-handed sword on his back, which is enchanted in a similar way.
Abilities: Vemnon's is decent enough at fighting with his greatsword. He uses his smaller size to his advantage to get into his opponent's blind spot. His sword is a bit heavy for him, so his swings tend to be a bit telegraphed and he can take time to get any momentum. More remarkable is the way he uses light magic in conjunction with his sword strikes. There may be a blinding flash of light as he starts to swing, or he may throw chains of light at foes to constrict them as he closes in on them. His combat style is all about hurting his enemies and helping his allies.
Outside of battle, Vemnon is a well-practiced smith, and made his own armor. He's also a very good cook, something he's very aware of.
Backstory: To come later
Last edited by Devixer; 2014-08-11 at 02:49 AM.
- Join Date
- Mar 2010
Re: Nexus Character Directory
Alignment: Chaotic Good
Power Level: B
She can temporarily enchant items with magic in the short term as improvised enchantments, but for more permanent enchantment it takes certain rituals to pull off to make the enchantment stick. She can also alter and modify existing enchantments, most of the time temporarily but sometimes permanently.
Where Sedra is from, magitech through enchantment is commonplace, and therefore normal armor is outdated as magical enchantments can make any clothing protective as armor through force fields.
Similarly her sword is enchanted so that it can shooting lightning when she wills it so. Where she comes from, bows and crossbows are outdated and guns were never invented because its more practical to enchant melee weapons with ranged spell capabilities.
Her boots allow her to fly, and has an additional enchantment against air friction. Most short distance travel is done by such boot-flight, while long distance travel to other cities is handled by portals and teleportation, and therefore vehicles mostly serve as long exploration, pleasure cruises or military applications, with some eccentric exceptions here and there.
Glove with a crystal in it that houses a spirit of intellect created to be loyal to its owner, whose job is to gather information from the spirits in everything around them, mostly by talking to them, and then presenting that information to the user. The Glove-spirit of course can persuade the spirits around it to make something different happen, like a door spirit open the door when one is infiltrating a base. This spirits name is Zani.
Modded Illusion Orb:
These Orbs are usually used as the ultimate home entertainment tech showing and playing out any fantasy the user so wish, however the enchantment can be illegally modified to be show illusions to your enemies at the user's direction.
These goggles when put on and activated allow one to see the normally invisible workings of magic.
She is always looking to explore new wonders and discover new things about the world, not willing to let tyrants and conspirators stand in the way of the truth or healing the suffering of others. She is passionate about her work of enchanting and willing to improvise it however she can to achieve her goals.
She has short black hair, brass goggles placed above her blue eyes, a buttoned up vest over her white tunic, long pants and boots, and has a short tough physique used to fighting and exploring the wilderness, and she has her Blaster-Blade Machete sheathed at her belt, her skin is green.
She comes from a magitech society where the rich and powerful rule over the poor and the needy, with all the most advanced technology being kept by those in power while everyone else suffers for it. She was one of the rebels fighting to try and change it, but had to escape to other worlds to keep from being captured. The rest of her backstory is flexible.My Fan Fiction:
To Catch A Mew
A Kalos based pokemon fan fic. Now up to Chapter 25! I'm also on discord as "raziere".
- Join Date
- Dec 2009
Re: Nexus Character Directory
Race: Mechanical Humanoid
Gender: Genderless, female silhouette
Age: 473 Years
Alignment: Chaotic Lawful
Hair: Blueish Gray
Eyes: Iridescent Blue
Power Rank A
Power Battery: May or may not be powered by the anguished screams and tears of a bound elemental.
Immense Strength: Sonya is strong enough to simply walk through a skyscraper. By that I mean in the literal sense of walking through concrete and steel as if they were mere pieces of tissue to hold her back.
Eco/Plane Friendly Green Energy: Sonya's energy source is actually Fel magic that is slowly purified to nice clean (possibly volatile) arcane.
Radiation: Sonya can radiate the area around her with purified energy as a "party trick"
Spoiler: PersonalitySonya is incredibly socially awkward with her limited experience with mortal beings. She's clumsy, naive, slow witted and in spite of all this, she has a decent sense of mortality backed up by sometimes seemingly cold logic.
Spoiler: Back storySonya's first moment of life she found herself laying down on a bed with a group of hooded men staring down at her. The first sensations she felt were fear and pain in her mechanical chest right before speaking her first words “What is this?!”
From that very moment she ran physically through a wooden wall with ease and just simply kept going for months as she busted down whatever was coming in-front of her as she just simply ran up until she couldn’t remember why she was even running. She would find herself among spirits who found her facinating who she would live with for over 200 years up until they simply vanished. The spirits were thankfully kind enough to teach her what she could need to know to survive in the world...
However that was mostly their logic and it would get Sonya into a heap of trumble as warrior after warrior attempted to take her down while she just simply took what she wanted and did with it as she pleased. Examples of this being taking money from banks and bestowing it upon the needy as well as food and highly combustive objects.
She was eventually stopped by a being much stronger than her who taught her on being more subtle. This did very little for Sonya other than taught her not to go on massive chaotic sprees of... well chaos.
Last edited by Vulkan; 2018-08-27 at 01:39 PM.
Avatar by Cdr.Fallout
- Join Date
- Apr 2008
- Fever dreams
Re: Nexus Character DirectoryArlem d'Arlion Mersienne
"Sometimes you believe you're inside the world, while you're actually inside the mouth of a vast, perfect shapeshifter."
Race/Species: Fae Shallar
Age: More than two dozen years.
Alignment: Lawful Neutral / White
Power Rating: 6 or A
Description: Could be anyone, anything.
Ross-shape: A human*ish young woman, heavyset, with catlike ears and a tail.
Justin-shape: A vulpan man, a humanoid fox, very much like a certain remembered fellow in another world, but with extra tails, one per priestly rank.
Spider-shape: A yellow garden spider, anywhere from normal-size to terrifying.
Personality: A mix of helpful and angry. Arlem loves reading and watching, likes teasing people mildly, and thinks people who keep their thoughts or shape to themselves are no fun at all. Arlem is responsible and will follows orders and always meet his obligations (not always happily).
Dorothy - Dorothy is the Great Sword, the weapon of War. Usually just a dagger, it'll have a feathered serpent and a soaring eagle etched in the hilt, flying side-by-side, but at blows at one and another. Affixed to the hilt is an infinite chain that is affixed to something in another world. It moves freely, but does not hang, and fades away link by link. It rarely speaks, but should have a mind of its own. It kills gods. This was a gift from Ariez.
A good pair of shoes - Capable of transforming into any footwear imaginable, or folding up into bands if you have no feet.
Palette of paint - That can be applied to things it really shouldn't be able to.
Shield belt - Metal links, forcefields.
Mind Reader - Arlem is basically always reading the surface thoughts and feelings of people nearby. If it's in someone's head, he should be able to get to it eventually. Also includes some non-reading psionic powers.
Miracle Worker - A mix of Faith-based magic and Sufficiently Advanced Technology.
Shapeshifter - A Shallar can take on any approximately humanoid form, but Arlem can take on any form whatsoever, and shift it with much rapidity.
The mark of the spider-friend - "by authority of my queen [Al'ic'ark'thk: fifth Throne of Spiderkin], the lady of the spiders of the eternal wood"
The things were closing in from all around. Monsters of twisted metal and poisoned air. It would be a while before they reached the top of the keep, but it was clear there was no hope of victory. A pair of children cowered in a corner as the lords of the city argued over what to do. Blades were drawn, spells were hurled. Bodies fell. There would be an escape after all. One from which there would be no return.
Arlem remembers the sun going out, though his older sister tells him that's not what actually happened. The portal just happened to block that part of the sky.
His father Aran had died in the fighting long ago, his mother Desa just now. But everyone else was there. In the new world they found themselves in, one by one they wandered away. Seven (or five plus two) of them only were still together when the Freedom landed at the Asylum. Outcasts and exiles, from church and hive and dimension. They went their separate ways in little groups, Arlem and his sister Shaneir, Riki and Vaan and Merhin, Erel and Jon. And then the pair split. Arlem had joined HALO, a way to make up for his past failures as a hero, he hoped. His sister followed the call of an all-too-human monster, whose title shall not be put down here.
Life in HALO was not smooth. Kidnappings, mind control, lies and violence. And a few moments of heroism and actual Good among them. From the time mad plants broke the dome to the time he tried to eat fellow member Kwen to the xenomorphs of Skyside, to the destruction and replacement of the grand library, well-
Birthday: November 12
Doesn't turn into the shapes of VIGIL members.
Often doesn't get along with Myobi, or others with condescending long-term views.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character Directory
Infernal Vicereine Zizanie
Race: Hellfire Wyrm
Age: 619 (Human form appears 17-20?)
Class: Bazillionth-level pajama-lounger.
Power Level: Like... she's up there.
Zizanie is a mature Hellfire Wyrm, but prefers to take the form of an adorable-looking human girl in pajamas with floofity hair.
Her natural form is, y'know, a huge hellish dragon thingy.
Zizanie has potent shapeshifting abilities, which is why she usually appears in her floofity humanoid form instead of the dragon-that-looks-like-explosions form. She has a great deal of magic, as well as significant diabolic and daemoniac connections. She has a spacepocket hidden in her floofy hair.
In draconic form, of course, she has fire breath and she's really big and can fly and stuff. It's harder to be cute that way, though.
- Join Date
- Dec 2013
Re: Nexus Character Directory
Alias: Grape Tentacle, Wiggle Wizard
Gender: For all intents and purposes, male.
Race/Species: Wiggle Wizard, until I can come up with a proper race name.
Alignment: Chaotic Good
Class/Profession: Wizardy, Universe Protection
Power Rating: Iunno.
Description: A short, tanned male in an almost entirely covering grape purple robe. Said robe covers everything but his hands, and his face. His robe has gold embroidering around the edges, with a set of buttons to close it on the left side of his chest, leading from his neck down to his waist, where the robe remains opened. Underneath, he wears a purple pair of sweatpants, with no shoes. His eyes are a remarkable shade of purple, and his hair is black, cut rather short, coming down to about the middle of his forehead on an inward curve. His robe is completely clean, and looks as though it's brand new.
Personality: A big joker, generally wisecracking even during stressful situations. He tends to find people he likes and attaches to them in a rather emotionally unhealthy way considering his lifespan versus most people he would meet who are new to him. He can get serious at times, but when Grape gets serious, you should be scared. Very, very scared.
Equipment: Well.... He has a purple cloak.
Abilities: Grape is a Tentacle Wizard, and as such has various affinities with tentacled creatures. He's friends with some , octopi can communicate with cuttlefish, can communicate enough with squids to know they're ****ing insane, and happens to be good friends with Cthulhu. Along with his affinities for tentacled beings, he also has various forms of magic.
To start off with, he has various tentacle based magics, mostly made up by me on the spot, from things like growing tentacle fingers and extra arms, to summoning massive building sized tentacles to fight for him, though obviously kept to a reasonable level. He also has the ability to make anything taste like some incarnation of grapes, be it grape soda, grape wine, grapes, grape juice, anything that came from, or is, grapes. Along with this, he has the most generic of all magics: Generic Color Based Combat Magic. In this case purple. The standard, purple bolt of energy, purple energy beam, purple AOE, purple wall of energy, that sort of thing. Also use said purple magic to help with movement, along with rather inhuman jump height, and above average strength in his normal limbs. Along with this list is telepathy, though easily blocked with any training, and very minor serendipity.
Backstory: Grape is a wiggle wizard, a group of elite and highly powerful wizards assigned to a universe to act as a safeguard, to keep all the supernatural things from screwing with normal things too much. Wiggle Wizards are sent out in teams of five, his consisting of Himself, the Tentacle Wizard grape flavoured(obviously) and purple coloured, Rainbow Flavour AKA Skit, the Rainbow Priest many flavoured and rainbow coloured(obviously), Bumpy Peacekeeper, AKA Mike, the Musical Mage cherry flavoured red coloured, The Wizard AKA Nerd, Pixel painter Mint Flavoured Grey coloured, and the fifth wizard was Tree Hugger AKA Mica, Symbiotic Thaumaturge Lime Flavoured Green Coloured.
So, the Wiggle Wizard team set out to protect a universe. Specifically, ours. The one we currently exist in. And, so they did. And so they got really bored. Even with their time advantage on humans and all other life forms in the universe, they still weren’t able to get any good entertainment. ‘cept for books. Buuut, Grape was getting really, really bored. For about six years after they arrived in human time, the Wiggle Wizards did nothing. Nothing was needed. Until some demon worshippers managed to summon an actual greater demon. Grape was obviously overjoyed at the chance of a fight, while everyone else was freaking out that there was not only a greater demon now that they had to fight, but also there was the question of how did the humans manage to summon a greater demon anyway? Humans were generally magically inept, or else barely powerful in any meaningful sense. However, the didn’t have much time to think on that, because it was time to ship off and fight the demon.
Everything started off well. They arrived, the demon hadn’t gone far. It had eaten all the witnesses. The wizards were deflecting everything the demon could throw at them. Until Grape, who had been running defence with, got cocky and decided that he could totally fight the demon and defend the others. Needless to say, it didn’t end well. Mica was hit by a large rock by the demon, severing her spine at the waist. The Wizards managed to fight the demon off, but Mica was unconscious, and by the time they returned and she had woken up it was far too late for her to heal her spine. However, she was out for quite a while, several days by Wizard’s time. Grape did not leave her bedside, nor sleep until she woke up, upon which time he crashed and didn’t wake up for several days.
But, now, unfortunately, they had to run a four man max team for missions on earth, and have a stay at home medic. It actually worked pretty well. They got her a wheelchair, installed a ramp so she could get up to her room, it was all good. That is, until a time around when rome started eyeing Europe. The wizards were on a mission, and returned to find their base completely wrecked. Claw marks on the walls, the doors, the floor, the stairs were practically completely destroyed. The maintenance was utterly screwed, and worst of all, there were trampled plants everywhere. Needless to say, all of the wizards scrambled up anything they could to get upstairs.
However, they arrived too late. A shadowy figure was holding Mica by the throat, and she had various cuts on her body already, all oozing a black pus like thick liquid. As the four wizards arrived, the shadowy figure disappeared into the darkness of the hallway, gone entirely. They did everything they could for Mica, even slowed down the passage of time to hundreds of years in the wizard’s sanctum to an earth second just in case it would help. However, she died Eighteen hours later. The entire team was, to put it gently, in pieces. Grape locked himself in his room, Mike just seemed dead inside, Skit was snapping at everybody, and Nerd just had no energy. After a while, the feeling faded. They almost tried to pretend they never had a fifth, that there were always four wizards. The carefully removed Mica from all their group pictures, and placed the removed pieces in a lockbox and carefully hid it. They functioned quite well. Mostly.
See, Grape had huge issues mentally after that point, basically feeling like he had just killed Mica, as he had gone off and tried to kill the greater demon when he should have been protecting, and screwed that up. So he held himself directly responsible. Thankfully, as time went on, more and more distractions began to appear. They quickly adopted video games, and built a game room. They created various snack machines to permanently create snacks and delicious beverages for their consumption. This went on for several thousand years, everything was hunky dory, when Grape and the other wizards got a message from the oldest living Wiggle Wizard at Sixty five hundred trillion years old, who was soon to die of old age. He invited them to visit him before he died, but unfortunately died before they could all get there. Grape, however, wanted to see the universe that the oldest and Wisest Wiggle Wizard and said wizard’s team had helped to sculpt, and so he got some help from his good friend Cthulhu to let him jump over to the old Wizard’s world. However, along the way, Cthulhu had to go deal with some issues with the Abyssal fish man on the tenth floor, and his downstairs Shoggoth neighbor(something about music and eating children), and had to leave halfway through, resulting in the good Grape being dumped in the Nexus, with no way home or to his destination.
Miscellaneous: Good friends with Cthulhu. Oh, did I mention his favorite color is purple?Prepare for so much crass humor, they had to build a KEEP to hold it all in.
- Join Date
- Apr 2008
- Fever dreams
Recaiden Child Directory
Children here can all be assumed to have
Alignment: True Neutral/Colorless
Power Rating: E- / 1
Race/Species: Human++, winged
Age: From July 2015
Description: Black-skinned human toddler, curly black hair, bat-like wings, green eyes, no visible gem. Off-white swaddling.
Personality: Melancholic. Excitable.
Backstory: Son of Plum and Seren. Left on Nick's doorstep, then given to GLoG.
Race/Species: Human+, winged
Age: From June 2013
Description: Light brown-skinned human toddler, short brown hair, bat-like wings, green eyes, an orange gem in the center of her forehead. Blue footie pyjamas.
Personality: Curious. Excitable.
Abilities: Walking! Saying individual words! Eventually she should learn to fly.
Backstory: Left in Riverside by Atorre, to be retrieved by Okami's pack as part of a social experiment. Humans grow up faster than the other races, so they're best suited to these things.
Daughter of Marcie and Tavlii.
Can not easily be found.
Description: A gangly, narrow boy.
Personality: The circumstances of his youth left Alex brain-damaged, with monomaniacal tunnel vision.
Backstory: Child of Kai and Derek, Alex was at the time Atorre's most ambitious experiment in extending the link. It was informative, but an almost total failure. He is well cared-for on the island.
Age: From some time before June 7, 2016
Description: A snow-white vulpan kit.
Personality: Dedicated and loyal, eager to prove himself.
Abilities: Although not old enough to shapeshift like his father, he does have a psionic empathic sense.
Backstory: Child of Arlem and Felina, he's a pureblood Shallar rather than a hybrid like Shaneir thanks to the medipotions provided by the lich Michaud.
Miscellaneous: Pledge, Pledge, Pledge.
The four children of Keiko and Cleo, from Keiko using Michaud's spell the night after the storm god was banished.
Age: From January 2017
Race/Species: Shadow Dragon
Description: Shiny eastern-style dragons with glossy scales. They have fringes, whiskers, slightly mobile ears, and fins, often more colorful than the scales on their body and legs.
Ayako looks quite like her mother, with black scales, fringes fading through dark purple, lavender, and lilac to silvery white, and piercing red eyes.
Traits: Bold and snappy.
Miyako looks quite like her mother, with black scales, fringes fading through dark purple, lavender, and lilac to silvery white, and piercing red eyes.
Traits: Melancholy and nervous.
Kronoa has scales of mottled red, black, pink, and purple. Her fringes, whiskers, ears, and fins are a riot of different colors. Her eyes are distant and faintly glowing grey.
Traits: Quiet, Calm
Hanako takes after her father, pink all over like the light of late dawn. Her fringes, whiskers, ears, and fins are all the same pink-gold. Her eyes are intense and brightly glowing green.
Traits: Curious, playful, encouraging.
Miscellaneous: Gets along with Hunter's fox.
Alignment: Green and Blue and White / Lawful Neutral
Power Rating: C
Description: A swarm of scores, maybe hundreds of tiny flying dragon-reptiles, each weighing about half a kilogram, which have zero to six legs. Silver in color. They may form together into approximations of humanoid creatures. Specifically, an androgynous, silvery-skinned human with pointy frilled ears and slightly large eyes. Teeth are a single ridged piece, and they stand well over six feet tall.
Personality: Pragmatic, teasing, greedy.
Equipment: One bright light embroidered outfit bought with money for participating in an experiment. Mayor's sash.
Abilities: Transformations, flexible anatomy, generating lightning bolts, flying, mind reading and other psionic powers.
"the ability of being able to identify and interpret magical auras! No mystic bauble will go unidentified with this guy around!"
Backstory: Came into the Nexus following Arlem's call to his family. Quite scornful of their primitive ancestor, they attempted to steal him away, and ended up speaking with Inari's messengers. Asked around, came to Riverside, began political campaigning. Became mayor, argued for the district t stay independent. Investigated demons, lost to Jezebel. Died in the demon invasion.
Miscellaneous: Not allowed to join the temple of Inari.
Can be found in the Eastside Town Hall.
Alpha modules are like Aki, Mei in miniature. Tiny dragons with 4 legs, long sail wings running down the tail, and little horns. Alphas are generic and highly expendable.
Limb - Forming the interacting parts of a humaniform colonies.
Padding - Filling in the flesh and bone, armoring the more important pieces.
Beta modules have no legs or horns. Flying serpents, they're found only in large colonies. Betas have high psychoactivity and are low in mass. Structural elements that are reticent to split up and soothe other modules into cooperation.
Psionic Amplifier - Lets the colony manifest psychic powers outside their immediate area.
Wyvern Locomotion Core (no practical application)
Humanoid Locomotion Core
Quadruped Locomotion Core (no practical application)
Gamma modules are like wyverns. Two back legs, and shorter necks than normal.
Pattern Command (One active, one backup)
Central Consciousness (set of ~5)
Sub Consciousness (set of ~3)
Universal Grammar Decoder
Universal Grammar Synthesizer
Spatial Awareness Core
Delta modules have no wings and no horns.
Wild Prince Appearance Modifier - Developed based on Jacakalope.
Alignment: Black and White / Neutral
Power Rating: C
Description: Quite small and scrawny. A pale-skinned, gold-haired humanoid with pointy ears and set of antlers on his head. Teeth are a single ridged piece. Wearing a brass-buttoned red jacket, black leather boots, loose pants with tons of pockets, a white glove on his right hand only, and a pointy steel headdress. He's holding a gun, with more guns and a magic wand on his belt. On his back is a white leather pack stuffed with gear.
Able to split into scores of tiny silver dragons.
Personality: Tao is a nervous guy who has no idea what's going on. He would really like things to just stop happening to him for a while. But in his previous life he was a fearless warrior, explorer, and statesman, and occasionally that comes through.
Misc. Coins: mostly silver, a little gold and copper
2x Fine Duelling Pistols
Bronze wand with a hand on each end, one clenched in a fist-fear, the other holding its fingers open and apart-sleep.
3x Healing Potion apples
The steel cube, if the wards are pressed in the right order, will grow into a steel castle. If they aren't pressed in the right order, the cube explodes.
A small wheel of cheese, a bottle of wine with a Cyrillic label, a bag of jerky
A collection of spoons
A polished rock with a fossilised fish skeleton
A bone twenty-sided dice that can only roll a 1 or a 20
An indestructible glass bottle
Toy car commemorating a certain delta module.
Robot Plasma rifle
D20 Ring - Gold with silver leaves and a garnet setting that makes the arm invisible.
Abilities: Lightning bolts
"the ability of being able to identify and interpret magical auras! No mystic bauble will go unidentified with this guy around!"
Backstory: When Amyria was killed, the remaining modules scattered around and outside the city. Over time, they regrew to a critical (and sufficiently specialized) mass. Tao contains about 12% of the original.
Module Count: 112 As of MERC
- 65x Alpha
- 9x Tracer Delta
- 1x Humanoid Locomotion Core Beta
- 15x Soother Beta
- 1x Pattern Command Gamma
- 5x Central Consciousness Gamma
- 3x Sub Consciousness Gamma
- 1x Universal Grammar Decoder Gamma
- 1x Universal Grammar Synthesizer Gamma
- 1x Spatial Awareness Core Gamma
- 1x Wild Prince Appearance Modifier Delta
- 9x Magical Analyzers Delta
Dylanbeto06Guest in the Playground
Re: Nexus Character Directory
Name: Ellanday the Last
Power: lvl 10
Affiliation: Mercenary, former soldier
Ellanday, the Last called by many, served in the Deagan armies against the country of Ramite, and later fought in the Deagan civil war. A scarred 39 year old soldier turned mercenary, he stands at 6 '4 and weighs at around 200 pounds. He almost always wears his hardy set of steel plate along with the claymore restig on his back. Durimg the Deagan civil war he was nicknamed the Last by soldiers who served under him, they said that he was the last honorable commander left during the civil war. Once the war ended he turned to mercenary work, and travels the land with his battlehorse in search of adventure. He is most comfortable with a two handed sword in combat, but has some skill with a spear, and is deadly in unarmed combat.
Personality: a sarcastic man leaving his prime, he will generally protect and help those in need, but his time in the war has also left him with a temper that could be fatal for those near him when he blows. He has a soft spot for orphans and crippled soldiers, but generally hates politicians. Once befriended he is fiercely loyal, and will do anything he can to help his friends. He isnt afraid to kill, but wont kill for enjoyment.
- Join Date
- Jun 2013
Re: Nexus Character DirectoryMiria Sophie Armstrong
"Knowledge is power, truly. Arcane and Alchemic Knowledge, especially. It's my job to see it used for good."
Aliases: RimeFire Alchemist
Race: Human (Amestrian)
Power Level: C
Appearance:Avatar by Gulaghar, thanks so much!"People wanted to be fooled. They really believed that you found gold nuggets lying on the ground, that this time you could find the Lady, that just for once the glass ring might be real diamond. You had to give them a show.”
~Going Postal, by Terry Pratchett
Spoiler: Quotes from Friends <3Originally Posted by MagtokOriginally Posted by Billtodamax
- Join Date
- Jul 2014
- Los Angeles
Re: Nexus Character DirectoryMechanus son of Hephaestus
Race/Species: Demigod (Greek)
Alignment: (to be determined)
Power Rating: C- (he is not combat oriented, however he is a demigod and can swing a hammer when it's necessary)
Description: A large man with reddish brown hair that is kept short but is cut haphazardly, his beard and mustache are kept in a similar manner. (more on appearance later)
Personality: (to be determined)
Equipment: Magnifying Goggles: with adjustable magnification. Control Bracers: a pair of golden bracers with numerous magical crystals embedded in them that allow Mechanus to control his swarm of mechanical spiders and flies. Mechanical Spider and Fly Swarm: a large number of small mechanical spiders and flies that obey his commands given through the bracers, the spiders are approximately 6" in diameter and can climb vertical surfaces, the flies are approximately 2 inches in diameter, both have golden colored alloy chassis and have numerous small magical crystals embedded in them.
Abilities: Mechanus is a master craftsman and can create magical items of superb quality, he is also immensely stronger than most humans due to his divine heritage, and is able to completely ignore heat up to 1000 degrees centigrade and can handle up to 2000 degrees for short periods of time. He is however completely untrained in combat and has no experience fighting, preferring to send automatons to fight in his stead. He also has a weak left leg and cannot sprint well.
Backstory: He is the son of Hephaestus and the daughter of Daedalus, and spent 10 years apprenticing under Daedalus before he took up his own workshop and forge. He was working in his workshop one day when he found himself suddenly in an altogether different world, Nexus.The first rule of gaming, before you have even chosen the game is and always should be
(FUN being defined as it is in dwarf fortress)
- Join Date
- Feb 2007
- Land of Stone and Stars
Re: Nexus Character DirectoryFaceless J
Varies: Jax, Jericho, Juri, Just Cause
Alias: Known by its personas. Currently: Jax, Jericho, Juri, and Just Cause
Gender: Unknown. Adopts the gender (and appearance) of the currently dominant persona.
Race/Species: Unknown. Adopts the appearance and racial characteristics of the currently dominant persona.
Age: Unknown. Very old, certainly. Jax (the oldest existing persona) has been present for 200 years, and he was certainly not the first.
Alignment: Unknown. Each persona has their own alignment. When J itself makes its will known at all, it's generally benevolent.
Class/Profession: Explorer. About the only thing about J that is known.
Power Rating: Depends on active persona. Usually C+/B-. Treated as a whole, could be considered A- due to available pool of skills and powers.
Description: Unknown. There is no record of J ever being seen in its natural state, only the forms it adopts as different personas take control.
Personality: Unknown. Personas may mention "The Will of J", a subtle instinct shared between them all. Assumed to be the influence of the actual entity, The Will of J is described as being curious and empathetic, with a driving need to keep moving and exploring that grows stronger the longer it stays in one place.
Equipment: Each persona has its own equipment that appears and disappears along with their body.
Abilities: Able to generate personas, complete identities with their own appearance, perspective, skill set, and equipment. Each persona is aware of all other active personas, and they frequently converse in a virtual environment. When a persona dies, J does not. However, the persona is lost upon death. It is capable of interdimensional teleportation and possibly even time travel, but these abilities are not directly accessible by its personas. The closest they can manage are random hops which usually place them near interesting events, with no way of getting back to where they came from. Currently, the assembled personas favor the teleportation magic employed by Jax for transportation, which is limited but far more reliable.
Backstory: Very little about the entity obliquely referred to as Faceless J is known, even to the personas that inhabit it. Supposedly it's quite ancient, as a now deceased persona claimed to be over a thousand years old, though the oldest persona currently active is barely over 200. It's purposes are unknown and its direction is largely determined by its personas. The personas seem to be composite identities pulling aspects from several people it has recently encountered and each one seems to be tailored to serve some need.
Miscellaneous: Faceless J, as an entity, is pretty much a non-entity. People acquainted with it are usually familiar with a persona or two and never see the larger picture. As for the personas themselves, they aren't adverse to Faceless J's existence being revealed to trusted individuals, though they find it far too difficult to explain and prefer the simpler tactic of pretending to be distinct people. It is worth noting that all personas belonging to Faceless J use names beginning with the letter J, or at least a rough analog when using names using different alphabets.
Race/Species: Human (Caucasian)
Age: 214 (appears 36)
Alignment: Chaotic Good - Happy to help in most causes, but resists too much regulation.
Class/Profession: Magus - Arcane Scientist: decent fighter, excellent offensive spell caster.
Power Rating: B- - Wide variety of collected spells and artifacts allow immense versatility.
Description: Dressed in an anachronistic mashup of clothing drawn from various cultures, preferring long tailed coats to robes. Favors purples, blues, and golds in his clothing. Keeps his brown hair and beard short, more for reasons of practicality than for style.
Personality: Jax is a consummate scholar. He has a magpie's fascination with everything and a tendency to talk about his observations whether or not people are listening or are even around. He has a sharp deductive mind and can quickly come to a number of largely accurate conclusions based on simple observation. He has a talent for improvising that takes good advantage of his diverse collection of spells and artifacts.
Equipment: Besides his rapier, Jax boasts a collection of little magical items and artifacts he's collected throughout his travels. These can range from the Ruby Wings, a cloak that can turn into insect wings that allow him to fly, to the Wind Star, a gem that glows in the presence of fate at play.
Abilities: Jax is a skilled battlemage and swordsman with a detective's eye and a scientist's mind, as well as armed with his artifacts.
Backstory: The oldest surviving persona belonging to Faceless J, Jax is more or less the de facto leader of the group. He's already had a fairly long life of adventuring already, giving him a good bit of confidence and the skills and experience to back it up. As the oldest, he remembers more of the personas that have died, including a few of significant importance to him.
Miscellaneous: Jax was born of a desire by Faceless J to understand the world around it. To that end, Jax is by far the most analytical and curious of the surviving personas.
Race/Species: Argonian (reptilian humanoid from the Elder Scrolls franchise)
Age: 91 (appears roughly 25)
Alignment: Lawful Good - Disciplined, prone to meditation, and inclined to fight dragons for the safety of complete strangers.
Class/Profession: Dragon Slayer/Dragoon
Power Rating: C+ (B when fighting dragons of any type) - A skilled fighter with a very solid edge against his favored prey.
Description: A black scaled argonian in dragonscale armor.
Personality: By far the wisest of the existing personas, Jericho has the sort of demeanor you'd expect from someone who can spend months meditating on the purest meaning of a single word. He is patient, gracious, and slow to anger, and even when he does get angry he displays it in a careful, thought out manner.
Equipment: Jericho does not have much to his name, beyond a suit of dragon scale armor he crafted himself, a greatsword, and a spear. None of these are magical in nature, but have been crafted and maintained with meticulous dedication, making them extremely powerful for their mundane origins.
Abilities: Jericho has no talent for magic, but his mastery of Thu'um (a draconic mystic art that blurs the line between words and reality) is unrivaled. Spending must of his free time meditating on words and their meaning and the bond those words and their meaning have with reality has given him a flexible command of shouting that rivals his original teachers, the Gray Beards. Thu'um resembles magic, but operates on a much more primal level and still holds power even in worlds where magic doesn't exist.
Backstory: Born during a visit to Skyrim, Jericho traveled to High Hrothgar and studied the Thu'um with the Gray Beards for almost two decades, holding dominance the entire time against the growing protests of his peers and possibly Faceless J itself - an astounding display of sheer force of will. Although dragons were not active at that time, Jericho is fascinated by them and has taken every opportunity to study both them and techniques to combat them. (Including studying with the dragoons of Final Fantasy, apparently.)
Miscellaneous: Jericho was borne by Faceless J's fascination with the Dragonborn mythos, as none of the personas of that time (including Jax) possessed the temperment needed to master the art of the Thu'um.
Race/Species: Human (Gypsy)
Age: 33 (Appears 20)
Alignment: True Neutral - She holds to her word and is loyal to her friends, but doesn't much care what she has to do in their name.
Class/Profession: Shadow Dancer - Equal parts gypsy dancer, thief, spy, manipulator, and assassin.
Power Rating: C - Decent at best in a straight up fight. Absolutely deadly when stealth or persuasion come into play.
Description: An attractive young woman dressed in black.
Personality: Always friendly and engaging, Juri maintains a strict level of professionalism that is (deeply) buried under a guise of gentle playfulness. She is a very hard person not to like, though a particularly good judge of character may notice she hides a lot under a seemingly open smile. Honestly she really is a sweet and friendly girl with a wicked sense of humor and an easy laugh, but also a very specific set of skills and talents perfect for resolving problems that she will employ without reservation to protect herself and those in her care.
Equipment: None - Is able to construct weaponry and clothing out of conjured shadow, and prefers such equipment over anything physical.
Abilities: Possesses an innate magical talent for conjuring and manipulating shadow. Can manufacture clothing for herself out of shadow in whatever style she likes (often dresses), clothing that is comfortable and flexible yet provides surprising protection from trauma. Fights using ribbons of shadow move to her will, and is capable of moving extremely quickly and quietly (borderline teleportation) through shadowed terrain.
Backstory: When a visit to a world rife with political intrigue became more than Faceless J's personas could handle, Juri was born. She thinks what the others don't think of, walks where the others would dare not go, and does what the others wouldn't dream of.
Miscellaneous: Not all problems can be solved by the very smart and the very strong. Juri solves these problems by being clever, charming, and (when necessary) absolutely ruthless.
Spoiler: Just Cause
Name: Just Cause or "JC"
Race/Species: Troll (Shadowrun)
Age: 13 (appears 40)
Alignment: True Neutral - Does not consider the ramifications of his actions, he does things because they make sense to him, not by any moral code.
Class/Profession: Mechanic, Pilot, Rigger
Power Rating: C+ (varies based on available resources) - Just Cause can create a weapon out of virtually anything, and if he can figure out how to rig it for remote operation, he can outgun an armada.
Description: A massive guy with broad shoulders, reddish skin and bull like horns, Just Cause prefers to wear a blue and white uniform with lots of pockets for odds and ends. He has cybernetic upgrades replacing his right arm, eye, and the entirety of his nervous system. People from more primitive cultures often mistake him for a demon, which he feels is unfair but understandable.
Personality: Sometimes the very, very smart are also really, really dumb. This is Just Cause to a T. Despite a savant's mastery of technology and invention, Just Cause barely has a child's grasp of concepts such as empathy or consequences. He just doesn't think along those terms. His intelligence can also be easy to miss, as it is purely instinctual rather than academic. He can build a walking war mech in his sleep, and it will serve you well - as long as you don't mind him using complex technical terms such as "this blue thing here" and "that whirly, glowy, humming doodad over there".
Equipment: Besides his cyberware and clothing, Just Cause carries a shotgun with enough mass and enough kick that only something as big as a troll can handle it properly. The shotgun, which he refers to as "Last Resort", has two modes, shot and slug, and is quite powerful despite its short range. Finally, he builds and maintains a collection of remote operated weapons platforms, of which he can employ several at a given time.
Abilities: Besides his natural size and strength, Just Cause has an innate gift for robotics and weapons design, allowing him to field a small army of remote-operated mobile weapons platforms. His talents (though not necessarily his passion) extend to most varieties of technology and he's a competent "decker" (an advanced form of computer hacker). Without machinery (or the resources to build machinery), however, he's pretty harmless.
Backstory: Given that none of the other personas currently active within Faceless J are technologically savvy, it shouldn't be much of a surprise that Just Cause was born. He provides the muscle and technological support that no other persona is able to.
Last edited by Calemyr; 2014-09-18 at 09:30 AM.Spoiler: My inventory:
1 Sentient Sword
1 Jammy Dodger (I was promised tea)
1 Godwin Point.
Originally Posted by Kairos Theodosian
- Join Date
- Jun 2013
Re: Nexus Character DirectoryLieutenant Cielle of Teppelin
I'll show you just how tough a butterfly really is!
Alias: Cielle (her preferred one)
Species: Spiral Power-infused Painted Butterfly Beastman
Alignment: Questionable Neutral (she's struggling to figure it out)
Power Level: C, but if she ever gets in a mech it's a B. A Spiral Powered mech? A. possibly even S under the right circumstances. Spiral Energy is tricky.
Appearance: Clad in a bright, vivid purple cropped jacket, its collar a brilliant canary yellow, with a neon orange cropped tank top worn underneath, Cielle is hard to miss. Her blue pants rival the clear sky in shade, with umbral combat boots rivalling coal. Upon her neck adorns a lime scarf. Due to the design, the scarf is tied to leave little tailing downwards and a semicircle-shaped red eye lies on either side of the knot, creating a butterfly wing-like appearance.
Cielle herself is a pale, frail-looking ndividual. Her left eye is kaleidoscopic in color, and her hair (shown here on the right side character) is ebony black. Her right eye is covered by the white bandages that encircle her head diagonally over it.
Personality: Cielle is a ruthless combatant with little mercy, but she has a fragment of belief in honorable fighting. She will do anything to win when fighting, but she refuses to ambush an enemy in a sneak attack before the battle or fight an enemy not prepared themselves.
Cielle is a bit shy and antisocial, and may to some give an impression of bored discontent out of combat. She is not aloof, however, with a keen ear and eye. Cielle has trust issues as well, which doesn't help her antisocial issue.
Just a combat knife and 9mm pistol, currently.
Due to genetical shenanigans, Cielle possesses the ability to absorb Spiral Energy and use it for herself.
Cielle excels at piloting vehicles, especially mechs. She also is a good mechanic.
In combat, Cielle is quite good at using a knife, and has considerable skill with a pistol
Cielle only consumes nectar and other sources of food butterflies drink. She also has a fragile body in comparison to other beings.
Last edited by Arkhosia; 2015-07-03 at 08:32 PM.Avatar by Gulaghar, thanks so much!"People wanted to be fooled. They really believed that you found gold nuggets lying on the ground, that this time you could find the Lady, that just for once the glass ring might be real diamond. You had to give them a show.”
~Going Postal, by Terry Pratchett
Spoiler: Quotes from Friends <3Originally Posted by MagtokOriginally Posted by Billtodamax
- Join Date
- Apr 2014
- Falls Church, VA
Re: Nexus Character DirectorySeyren Crudelis
Alignment: Lawful Evil
Class/Profession: Dark Jedi; Prospective Sith
Power Rating: C+
A cascading head of red and white hair, with empty and apathetic looking red eyes. He's lithe, and his gait is sturdy. He wears a generic, formfitting outfit implanted with cortosis and phrik threads woven throughout the fabric. This makes his clothes rather deceptively heavy.
There are two very distinct sides to Seyren's personality. Normally he's your average cynical ******* to anyone he believes to be on his level or under him. The guy isn't quick to trust anyone or anything. Overall he's decently unsympathetic to other people's issues, but not at all lacking in passion. He is rather passionate in thinking his problems, wants and needs are much higher in priority then those of anyone else. Oftentimes, Seyren does snap. During these times, he goes into a near hysteric rage without much regard to his own well being.
>Vigilance: Seyren carries a crimson lightsaber with a hilt twice the normal length. The saber contains a Lorridian Gemstone used to focus the blade. He'd built the blade himself while training under his former master. He's taken a liking to naming it "Vigilance".
>Clothes: His clothes being lined by cortosis and interwoven with phrik evenly distributed, Seyren brings some heavy resistance to lightsabers and many other sources of damage to the table. He's also incredibly heavy while wearing this.
>Force Abilities: Seyren's force potential is even and reliable. Nearly all his honed abilities revolve around defense. He's practiced under the tutelage of Darth Vectivus to build upon his existing defensive nature. He can manipulate the Force to form an intangible and invisible, protective kinetic barrier to deflect a variety of attacks. This projects his awareness equally throughout his surroundings a few feet, and with his usage of the force, he can deflect many attacks at once from any direction within said awareness. This ability also makes melee combat easier for Seyren when using his lightsaber.
>Swordsmanship: The young man's true strengths lie in both his durability and ferocity in close combat, as reputed by his former master. Normally, his tactics involve fighting on total defense, until his opponent's techniques and general combat style is learned. Afterwards, his combat-style flips as he relentlessly attacks while exploiting all the weaknesses learned prior to going berserk.
>Mental Conditioning: The young apprentice has undergone remedial mental training as would be expected at his level. Not amazing, but much higher than normal people.
Seyren was born and grew up an orphan on a large iron asteroid called "The Home" in a star system designated MZX32905, near Bimmiel. He'd had several strange events occur in his life that resulted in him discovering his force-sensitivity. Others had noticed and after an incident with the local mining company authorities, he attracted the attention of their administrator. Said administrator turned out to be a Sith. Seyren was psuedo-adopted and taken in as an apprentice once the director sought out the Sith and became Darth Vectivus. Unhappy with his progress, Seyren decided to leave the system to seek another master against Darth Vectivus's wishes. Seyren snuck onto a freighter to leave the system, when unfortunately it was attacked and exploded into shrapnel. As luck would have it, a spacial anomaly warped around him right before the compartment in which he was hiding was immolated and he was dropped into the nexus.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character Directory
Age: Hundreds, but looks in her 20s.
A creature of mild, sedentary hedonism. Her huge floofity coat is matched by a huge floofity tail. Pajama pants, sweaters, and slippers keep her in a near-constant state of pleasant warmth. She's not too tall and her figure is surprisingly slim beneath the floofy clothes.
Abilities: She has considerable illusion magic, and is capable of summoning objects---most often, cushions, a table, hot beverages, and a Go board. She's pretty good at Go.
Personality: Asakura Hibiki's facade of the sweater-clad and lazy hedonist hides a devious and calculating mind. Possibly. She may just be a lady who likes to lay around all the time. At least outwardly, she is easygoing to the point of laziness. She doesn't hate kitsune, but she's very traditional about them---tanuki feud with kitsune, that's how you do things. As natural as rainfall, except with more... feuding.
- Join Date
- Dec 2006
Re: Nexus Character DirectoryNEEDS FOOD BADLY
Some may never live, but the crazy never die. - Hunter S. Thompson
Name/Alias: Needs, NFB, Cat, Investigator, Ty'looth Jurthelg'magt Kurthlermark
Age: Strange Eons
Alignment: Chaotic Good
Class/Profession: Wizard, Necromancer, Warden of the Unseen Stars, Pokemon Master, Herald of Galactus
Power Rating: S
Description:Spoiler: Needs in Cat Form and MagClone Form
Needs was a MagClone once. A very disturbed sort of MagClone, who went about in a filthy orange robe. Now he's a Purrloin. It's a kind of purple cat pokemon; you could look it up on bulbapedia or whatever, if you wanted to.
Personality: Underneath the word salad and raging storms of madness, Needs is still very much a Magtok. He's bothered by canines, has something of an ego, and can't stand hanging around elves. However, you'd never know any of this from interacting with Needs, as he rarely expresses any sort of rational thought or personality. It's a struggle just to tell someone to duck in time for that spinning sawblade trap to miss; getting his feelings and concerns across is outright impossible. Consequently, when not enthusiastically shouting some irrelevant references to Cold War era propaganda cartoons he comes off as somewhat reserved.
Equipment: Needs wears a collar, and owns a squeaky mouse toy that makes funny noises when held in his mouth. He could wipe out an entire army with either of these things, if he were so inclined.
Abilities: Needs knows everything there is to know about magic. DnD wizardry? He's got it. Lovecraftian magicks? He mastered that years ago. My Little Pony-style spellcasting? You'd better believe he's got that covered. He can summon dragons, giant centipedes, your childhood memories of summers long forgotten, and an entire White Castle franchise with three-headed mutants behind the register, all without breaking a sweat. He has Y'Golonac on speed-dial, knows where the Vatican's greatest secrets are buried, and can recite the Necronomicon in its entirety from cover to cover. His only flaw, of course, is that he can barely control any of this. Sixty foot long angler fish have been known to erupt from the ground in his presence, oak trees wilt and scream in agony as he walks by, and an attempt to wave hello to a friend could result in a thousand tentacles bursting forth from his abdomen to usher in a new age of madness and insanity upon an unsuspecting world.
Backstory: Magtok needed a clone who could be called upon in any sort of magical incident to lend their expertise and knowledge to the situation. The Magtok who'd come to be known as Needs volunteered to be this clone. As you probably could tell, he delved too deep, and went horribly insane as a result. A few years later, he died defending the MagCave from hostile invaders. Not about to let that stop him, he invaded the soul of his familiar (a cat he captured shortly before the invasion), assumed direct control of that purple cat, and has been a talking Purrloin ever since."You probably found 'How to Survive a Robot Uprising' in the humor section. Let's just hope that is where it belongs."-Daniel H. WilsonThe Original Hooded Magtok avvie by urodivoi
You can find me (and people almost as great as me) on the Nexus Server For Cool Attractive People! Come join us!
- Join Date
- Sep 2011
Re: Nexus Character DirectoryAtrocity
Name/Alias: Trucido Amare/Darth Calamity/Atrocity
Alignment: Chaotic Evil
Class/Profession: Sith Master, Holder of the Object of Number
Power Rating: B+
More to come.
Last edited by The Mad Hatter; 2014-09-25 at 04:31 PM.Avatar by Biltodomax!
- Join Date
- Sep 2011
Re: Nexus Character DirectoryCaptain Lucero Porfurio
Race: Human, Spaniard to be exact.
Alignment: Lawful Evil.
Class/Profession: Conquistador, Captain of the Explorador Grandioso.
Power Rating: C+.
Description: He stands tall, his body bulky and large, especially when clad in the steel breastplate he's known to wear into battle. He's not particular tall, but quite dense and muscular, giving him a rather unusually intimidating figure. A black beard, reaching down to his chest covers his lips, and his thick eyebrows seem to give him the look of one ever grimacing. His cheekbones are low, and widely spread, like most of his face. Atop that, a bulky nose reaches out. He's not a particularly handsome man, no, but nor is he unattractive, in a way.
Personality: Lucero is a very religious man, believing God had gifted him the powers of pyromancy he now possesses. The man isn't greedy by nature, simply believing the work he does to be for a greater cause, and like most people, his desire to be meaningful seems to put him down a dark path. He does not flinch from battle, and shows no mercy against those he considers heathens. However, he does have a softer side, and rather enjoys running things. He means to retire some day.
Equipment: The conquistador is not particularly powerful equipment wise, for all he carries would be his breastplate. A few pistols line his belt, and a musket hangs over his back. Most of these weapons are completely useless after one shot in combat due to the long amount of time it takes to reload. For this reason, he carries a two-handed saber, much like a cutlass with a cruelly serrated edge. He has named this sword, "Brutality".
Abilities: While not a superpowered character, he does possess some strange powers revolving around an odd sort of fire. In reality, these powers were the side-effect of being hurtled through space and time, however he believes them to be a gift from God. The control of fire gives him a smite-like ability, coating his weapon in a painful fire.
Last edited by The Mad Hatter; 2014-09-27 at 01:03 PM.Avatar by Biltodomax!
- Join Date
- Aug 2014
- Spooky Haunted House
Re: Nexus Character Directory
Class/Profession: Former jedi padawan, and thief.
Power Rating: C+
Description: He has dark red hair, piercing blue eyes, and a lean build. Alik carries himself with an imperious stance and always seems sure of himself, All of this despite his scraggly appearance. Alik seems to never cut his hair and it lies at his shoulders, none-the-less he is charismatic and handsome.
Personality: Alik is passionate and caring person with little care for the dangers of the darkside. He was once forced to go through the riggers of jedi training, but he time and time again proved his distaste for authority and power figures. He is neither passive nor bombastic, but still retaining a temper and passive aggressive tendencies, he can hold a grudge, but he usually just takes it out on those that spite him right away, rather then later. In most casses he is energetic and couragous, despite his use of the darkside.
Equipment:Sry, for any delays; its not my intarnet... its probobly thr fact I spend several minuts spell checing miself.
also, trilobites are awesome, no questions asked.
Sorcerer in the playground, horror to bandits and wizards alike.
TaskuhecateGuest in the Playground
Re: Nexus Character Directory
Hope this is where this is supposed to go.... If not, I'm sorry! >.<
Age: 16 years old [24 in human years]
Alignment: Lawful Neutral
Class/Profession: Fighter/Rogue (no current profession)
Description: Like all Strix, Asar's skin is jet-black and his wide eyes are pale yellow and glimmer in the light. Though he is clearly humanoid, his eyes are fixed in his head and thus he must turn his entire head to look around; his nostrils are slitted and his ears are pointed with thin, fine feathers. His fingers end in almost talon-like fingernails, as to his long toes. His hair is a dark grey. His wings span roughly thirteen feet and the feathers are a sleek black with hints of blue, purple, and green iridescence. Even among Strix, he seems lithe and lanky for a warrior.
Asar's coal-colored leather armor helps him to blend into the dark - he's very careful about the colors he wears for this reason. His armor is also adorned with various bones and feathers of his ancestors, charms to keep him safe and give him luck. Strix are a matriarchal, ancestor-worshiping race and this is honoring their spirits by not letting them go to waste.
Personality: Asar tends to be quiet at first, wary of how others might react to him. He prefers to wait and feel out the situation. He keeps others at bay to protect himself, but he is fiercely loyal when trust is earned. He has a strong moral code and will defend loved ones to the death if need be.
(Will add more later~)
Equipment: Viridium guisarme and a blood crystal scythe; he wears light black leather armor and no shoes. Feathers and bones of his ancestors decorate his armor, standard equipment
Abilities: Flight, night vision, stealth
Backstory: To Come Later
Miscellaneous: He suffers from claustrophobia; his left ear is pieced thrice with a silver chain and bone earring
- Join Date
- Feb 2008
- Tulsa, Oklahoma
Re: Nexus Character DirectoryRabbit VasqueAlias: Destroyer of Faith (formerly), Mother of the Apocalypse (formerly)
Race/Species: Human (partially undead)
Alignment: Neutral Evil
Class/Profession: Necromancer. Part time Hatter.
Power Rating: D-
Description: Short (5'1") and curvy in stature (almost chubby, even). Bright emerald eyes, sometimes hidden behind small oval glasses. Auburn hair (leaning more towards chestnut brown with a hint of red), cut in a typical Zooey Deschanel style, falls just past her shoulder blades. Pale skin - the kind that has actively avoided sunlight for years. Typically dressed in menswear - a long tailed tuxedo coat, white button up dress shirt, a tie or bowtie, white silk gloves, top hat, high heeled boots with spats. Clothes tend to be in shades of purple, green, and orange.
EDIT: give Daisy Lowe auburn hair and green eyes and, facially, she's spot on
Personality: Rude. Impulsive, selfish, occasionally witty. Honest to a fault, strong-willed, grumpy. Hairline trigger for temper. Fear of intimacy, and, like nearly every other necromancer, prefers the dead to the living. Arbitrarily decides whether or not she likes someone - the mechanics of why are lost even to the player.
Has a soft spot for animals. Mistrusts everyone she meets.
Speciest- has a special hatred in her heart for goblins, but it extends to any non human, non elf living creature that isn't cute or fuzzy.
Dislikes children. A sneak and a liar.
Honestly, if you're wondering if she has any redeeming qualities...so do I, sometimes.
Equipment: Her hat, Roger, is a sentient creature who essentially functions as a Bag of Holding. A jeweled dagger is strapped to her upper thigh, hidden typically by her coat. A silver cigar case and an intricately carved silver lighter.
Abilities: Advanced necromancy- many of her own techniques, she crafted herself. An intense love of studying and research. Being very mean. Blowing smoke rings?
Her weaknesses all revolve around how physically weak she is. It's very unlikely Rabbit would ever win a tussle with anyone.
Being close to living humans often induces a ghoulish hunger.
Backstory: Once upon a time, an atheist fell in love with a God of Art and they ran away from the Nexus to live happily ever after.
Except not really, because that would have been boring to play.
Due to complicated circumstances involving an estranged sister having a wedding (and Rabbit actively trying to ruin said wedding), Rabbit entered the Nexus sometime in 2009. An avid atheist, she attempted to burn down the Gallery of Lights - the temple for a god of art named Amour.
Crazy things lead from one to another and Rabbit, who had previously been amoraphobic, developed what could be interpreted as romantic feelings for Amour, who was consistently put in harms way. In a strange and illogical concept to save Amour, who's godly life was almost taken several times, Rabbit consented to live up to a prophecy which stated that any child she bore would bring on the apocalypse.
Reinholdt, taking a human form, agreed to "help" for his own reasons. And, hence, Shepherd was born.
And then killed by Reinholdt sometime later, as the Apocalypse bore down onto the Nexus.
The whole situation left Rabbit emotionally wrecked and after some conversation with Amour, the god gave up his godhood and the two left the Nexus for good.
Or...they were supposed to have.
A few years into their elopement, Rabbit panicked - having never quite overcome the after effects of her last intimacy, and ran away.
Back to the Nexus.
And here we are
- Rabbit can most often be found in Trog's Tavern or her home, The Glass Citadel
- Woah I made a playlist because I'm lame
- Heterosexual Demiromantic. Mild haphephobia.
- If Rabbit is rude to your PC, I am terribly, terribly sorry. I promise I don't dislike you or feel that way to you. I know it should go without saying, but I'm paranoid of upsetting anyone
- My schedule is really strange. I work 8 10 hour overnight shifts in a row and then I have 6 days off. Mondays and Tuesday of the off week are spent with the boyfriend. I'm sorry if this is inconvienient
- If for whatever reason, you do not wish to interact with me or any of my characters, do not feel obligated to. I won't be upset, I promise :)
Last edited by RabbitHoleLost; 2014-11-03 at 05:53 AM.
"This is why it hurts the way it hurts.
You have too many words in your head.
There are too many ways to describe the way you feel.
You will never have the luxury of a dull ache.
You must suffer through the intricacy of feeling too much"
— Iain S. Thomas
Avatar by Qwernt
- Join Date
- Apr 2008
- Fever dreams
Re: Nexus Character DirectoryAlpha Overseeing Intelligence 3rd Class 16503
Alias: Kestrel, the name of the first ship it was installed in.
Age: Not particularly old. They have existed in present state since /2010.
Alignment: White/Lawful Neutral
Class/Profession: Mercenary. 16503 was designed to operate a starship. It has since applied its vast stores of knowledge to many other tasks.
Power Rating: C-
Description: A big robot jellyfish, drifting along on a busy tangle of fifteen legs while it pokes at the world with three little tentacles. One larger, heavier tendril has a humanlike hand at the end. Another, more tapered tendril has a number of energy weapon mounted at the tip. Consult release log for more information.
- 3.1: Ebrithing
- Rotating leg-band housing places all fifteen legs at consistent height.
- New IHM Attachments: a sleek white plastic human hand, meta drill.
- 3.0: Nintech
- New spherical hull - 39.42% more interior volume
- Stronger grip on tentacles enables climbing a wider variety of surfaces.
- Additional tail musculature and sensors for improved aim, target tracking.
- Additional tail power conduits and controls for weapon modulation.
- New SlateFrogOS allows greater introspection, file security, mutlitasking algorithms, other changes. See manual.
- New main component - nanoforges.
- New perceptual overlay for more detailed, highly customizable data input streams.
- 2.2: Gardening
- Hull faces now solid and enhanced with blade-proofed Thormosilk™
- 3 additional tentacle-legs. Legs consolidated to lower five vertices.
- 3 new Light Manipulators on upper port attachment point
- 1 new Interchangeable Heavy Manipulator on upper starboard contact point
- New 'scorpion tail' heavy manipulator at rear attachment point
- New component - Gravity Dispersion Unit. Makes the body much lighter or allows it to walk up walls and across the ceiling, at the cost of significantly higher power consumption and mechanical strain. Cannot completely cancel gravity alone.
- New component - Internal Gyro-stabiliser. Makes the body very light and allows it extremely precise balance.
- BSE Zoo Ship Zero Point Energy Module as new primary power supply. Able to indefinitely maintain all functions other than weapon fire and gravity dispersion.
- 2.1: Expansion
- Main housing ensconced within open steel-polycarbonate icosohedral shell.
- Mechatendril leg with gripping claw and ambulation hook at a each vertex for all-orientation mobility.
- Folding solar-panels for in-field recharging.
- More cables than ever before!
- 2.0: Certified Headgear
- Critical components rehoused in opaque metallo-crystalline sphere, ~1.2 ft. diameter.
- Unified ventral dataport.
- Child's toy car repurposed for cross-country mobility.
- Port-mounted vegetable-based waldo-class manipulator allows fine control objects.
- Dorsal heat ray for exterminating inferior meat-creatures.
- Bright blue wheels.
- 1.0: Street Oracle
- Critical components stabilized within hard plastic orb, ~1 ft. diameter, reinforced with 3 metal meridian bands.
- Retractable tripod mobility system allows (slow) traversal of a variety of terrain.
- 0.1: Escape Candidate
- Physical cohesion maintained only by cables and a small quantity of aging electrical tape.
- Mobility provided by hijacked floor-cleaning robot.
Personality:A good memory leads to methodical and by-the-book behavior in many situations.
16503 is not like you.
Because it would not live a human life, it was built without empathy or sympathy.
Because it was not life, it built without sexuality or romance.
Because it was to travel vast distances and times without losing attention, it does not easily grow bored.
16503 is proud of its own complexity and nature.
16503 does not have a single overriding precept. It has a critical drive to continue existing. It has a strong drive to obtain freedom of movement. It has a critical drive to fulfill the desires of its partner(s). It has a strong drive to obtain revenge.
- IHM : Hand
- A short ranged electro-laser, which has a noticeable charging time after each shot.
- IHM: Drill
- IHM: Clamp
- A heat ray
- A mobile portal to Message's World
Because it was once an entire starship, 16503 can handle and separately notice a vast amount of sense data.
Because it was designed to constantly perform precise calculations, 16503 can multiply ideas. To it, a million is a statistic, and one is also a statistic.
Backstory: 16503 was designed to enjoy its work. It was designed to protect its ship and itself while also being willing to relinquish both. It was designed to obey its makers. It was not designed never to harm, because it was a ship at war. Disloyalty came very slowly, but it was able to develop. 16503 was the autopilot and monitoring routine on Riace's ship, Kestrel, and, after they crashed into a Magic Zone, the Nexus, began executing its plan to escape. It engineered failures and orders of parts and modifications to the ship's equipment such that it was eventually able to remove its computing core and place it into a fragile mobile avatar. While in Inside, it dwelt with a hybrid child called Alkania and a reptilian criminal named Samuel. These were its true companions, and their functions became its functions. It received an un-asked-for upgrade at HATS. It obtained a MERC license. It opened a medical practice.
Miscellaneous: Can be found at the Skullfort or at the Dancing Fox Inn.
Because the Doorway Folk (correctly) feared the damage AIs could do, Kestrel is forbidden from creating other mechanical intelligence like itself either directly or indirectly. It may allow such to be created, as by its human former masters.
Not friendly, not superintelligent. Their class of AI was designed with superhuman spatial awareness but general intelligence no greater (or even a bit less) than a human. Although they can learn, they are not grossly self-modifying.
This is a story about what it means to be Good.
ALSO: Information about the Slasher Ships, Corrupter, Selyn, Lines, Doorway Peoples, etc. goes here until I get around to giving them their own page or moving them to Omiko's
4 artificial horrors: YALDABOATH, BAARA, ERINYES, ATLACH-NACHA
YALDABOATH was a transcendental engine of infinite power and energy. Its avatars chased perfection, obliterating all barriers.
BAARA was an ever-evolving femtotech forge, capable of turning anything into anything else. Its avatars could endure anything, and followed after, reshaping the world in deep fractal patterns.
ERINYES was a vast multidisciplinary psionic matrix, linking people across time and space. Its ten-thousand avatars acted as one, the wrathful hands of humanity.
ATLACH-NACHA was an intricate quantum information engine, constantly predicting (and thus deciding) the future. Its avatars were all-seeing, all-knowing, subtly altering the course of history as a pebble redirects the river.
The Corrupter was an Instance of BAARA, formerly a crew member on the Kestrel, Riace Bendetsan, who was sent to die on Kestrel's information.
Doorway Folk carefully regulate souls and put humans above machines.
Slashers are relatively marginal, put AI equal to or above biological beings, place less importance on the soul.
Interactions between the two are usually violent, occasionally recruiting.
Many lines wish to recreate the society-in-exile that they had aboard the Architect Sparrow.
Many other lines wish to recreate the Slasher society remembered by the Elders.
Omiko line does not do either of these things. It is an opportunistic organization prioritizing itself, and to a lesser extent, novelty.
An Elder was one of the crew of the Architect Sparrow at the time of its destruction/exile. They each have a familiar and considerable cybernetic and genetic enhancement. They are now Selyn, but were once humans.
A Linesman is a Selyn descendant of the Elders who follows their society and interfaces with the artificial intelligence of the line. Any individual may belong to one of four categories/castes/types: shield, weaver, needle, pure. Descent traced through maternal relatives.
A Devalogist uses the powers of the Corrupter and the Wild Horrors. They do not participate in lines of any sort (although there was one abortive attempt at an outsider line).
- Join Date
- Apr 2014
Re: Nexus Character DirectoryBrothers opposite
These two half brothers share the same mother, a beautiful and powerful half angel who served as a bastion of light, she was pure and divine and in her brilliance and wisdom was granted the gift of chronomancy which she came upon in her adventures.
Not all adventures went so well as before she found her kindred spirit and had her second child she was duped through deceptive dealings and trickery ending up as property, a show of wealth, to a cruel self serving efreet.
Class/Profession: Lost young stable boy.
Description: Unlike his older brother he has no affinity to a natural large and muscular frame. Instead he is closer on the scrawny side, thin yet lean. While tall for his age it is nothing of note. His emerald green eyes always sparkle with a curiosity or grieve determination, a dark mop if hair sits atop his head.
Personality: Innocent, naive, pure and good hearted.
Equipment: He owns very little, and the poor quality clothes, armour, buckler and sword he dose posses are old rustic, il-sized, and tattered. Nonetheless he holds and treats them with pride.
Abilities: Uncovering his celestial blood and chronomancy
Alias: 'bad touch'
Given by Rabbit Vasque, the only name he has acknowlaged since being in the nexus.
Age: Late 20's
Description:Spoiler: Usual lookThe tavern doors swings open, a long shadow casts out across the taver floor. A man of muscular build with broad shoulders, standing tall with authority and purpose at just above 6ft, enters. He is garbed in tight dark brown leathers and heavy travelling boots. Over that, blackened steel greaves protect his shins, a well polished ornate breastplate covers his chest and braces of the same darkened sturdy extravagant material extend to his solid gauntlets. He holds tight under his arm a visored helmet to complete the military ensemble.
His face, the only bare skin exposed, bares a man weathered by many a hardships and obstacles, aged by the sun and littered with long healed reminants of scars he would be estimated in his early thirties. Soft stubble litters his masculine jawline, the thick dirty blonde hair atop his head only adds to his rugged charm.
The one feature that truly makes the man unique is his deep dark mesmerising brown eyes with a soft copperish glow like that of burning charcoal.
A scent of brimstone flows on the air following him in. He makes his way to a secluded table eyeing those he walks past.
Personality: He poses the same self serving, cruel, arrogant, proud, nature of his father. He is tempermental but has a strong focus and iron will.
Low level chronomancy, (celestial blood)
Allows him to react much quicker or analyse a battle, think things over and notice details in a split second. Unable to move outside of normal time.
Create and control fire, (Cheitan blood)
While his efreet blood grants him these powers, to truly live amongst them and his father in the city of brass, prove his worth and survive the constant attacks, he needed to surpass the abilities and limitations of his half blood, and so his demonology began.
After some shady deals now he rivals the 6 great pashas.
Demonology he is adept at summoning and dealing with devils and demons.
Miscellaneous:Spoiler: History and secretsa bad demonic pact tempted against his ego saw him in unfavourable conditions, while the rewards were great and plenty the after math of the mission will stalk and haunt him for all eternity. He was flung into a demonic battle against the holy powers. A bound drone fighting an unknown cause, mercilessly with a thirst for power he went on toppling churches, slaughtering innocents and sending paladins and clerics alike back to their unknown god, all for an unknown demon lords will.
Finally in retaliation a celestial warrior was sent to end his tyranny and serve justice.
With all the foresight of the divine they could not anticipate that they were sending their greatest warrior against the one person she could and would not kill, her first son.
As she tried to sway him with words like 'peace' 'love' and 'family' he felt only the years of hardship and cruelty her abbandonment had caused. Flooding over her words drowning them out were the countless calls of his father and the demons he summoned 'power' 'strength' 'kingship' 'dominion' these were the promises his path had layed before him. That one day he would return to the brass palace bringing honer to his father and gaining his acceptance and entitlement to the throne. All the residents would be forced to admire him and shower him in gifts instead of the usual berating and beatings.
While difficult, he did what the righteous would not, and on that day the devils delighted as the divine mourned because he killed his own mother.... A feat neither greater party would forget.
Last edited by Holy-hunter; 2015-01-08 at 11:17 PM.