Results 1,111 to 1,140 of 1163
Thread: Nexus Character Directory
- Join Date
- Aug 2016
Re: Nexus Character DirectoryLucimar the Lich Wolf
Alias: Arch Curate
Species: Human (variant) Lich
Age: A Lot
Alignment: Lawful Evil
Class: Warlock 7/ Necromancer 13
Power Rating: A+
Spoiler: I got me a picture
Personality: Lucimar is very regal, very calm, and extremely charming despite his hideous looks. He never starts combats, but more often than not he finishes them.
Equipment: A few scrolls, a spellbook, a few potions of inflict moderate wounds, and pen and paper.
1) Has extreme spellcasting skills
2) Mastery of guerrilla tactics
3) inhuman strength
4) Supernatural toughness
5) Can shapeshift into a large warg, wherein he gains more boosts to his strength toughness, but looses his spellcasting capability.
Backstory: Lucimar's native home is Golarian, the home plane of my character Xavouir, yet unlike Xavouir, Lucimar did not come to the nexus willingly. In the country of Ustalav, a place of necromancy and other vile things, a stalwart cleric of the Death God Pharasma met Lucimar in the field of battle, and struck him down with holy power. While Lucimar expected to be transferred directly to that world's version of hell, what he did not expect was being transported, gear and all, to a sunny field covered in flowers. Lucimar wandered for many days and nights before finally realizing where he was: the Nexus.
- Join Date
- Oct 2015
- Oberath City
Re: Nexus Character DirectoryJohn Sailor, Chronicler of the Times
Aliases: The Storyteller, Ildrithic (in certain circles), Dead Man Walking
Race Fate-Touched Human
Age 25/2300 years old.
Alignment: Lawful Neutral. He only cares about the true story and having a series of laws often assists him with running from angered correspondants.
Power Rating: C+. Technically immortal with superhuman senses and invisibility. Has lived roughly 40 separate lives and has many experiences to draw from. A minor pracitioner of magic, he is a normal human in combat.
Description: Image to come. A 6 foot tall, black-haired caucasian man. His hair sits like a mop on his forehead, but his eyes glow a dull silver. No matter what situtation he is in, John has a haunted look about him. He wears a simple black silk robe and whatever clothes are appropriate for where he happens to be. A leather book bag sits on his hip and a black leather note book is always in his hand.
Personality: John is the 41st reincarnation of the Storyteller. Every time he dies, a new John appears with the memories of all the previous Johns. He is terrified of everything, having experienced death 40 times. His purpose on this world is to write the truth, so is the strange combination of a zealot and a coward.
Equipment: A mystically sealed notebook which determines the truth of all written in it. Several portable doors (stick them on a wall, instant passage). A bag of helpful items (step-ladder size or smaller). A chime of opening. A black robe of armour (projects a magic shield equivelent to plate armour). A small laser pistol. A log book of all his lives.
Abilities: John exudes warmth. He has sharp eyes, ears, and noses. His legs are quite powerful, but he normally saves it for running or jumping away from danger. He is an adequate shot, skilled in many eras of weapons. He also has the ability to pass his conciousness onto a newly formed body on his home demiplane of Idrac.
Backstory: TBD, but in general, made a foolish pact with a god, died a lot and is now more cautious.
- Join Date
- Aug 2016
Re: Nexus Character DirectoryProclus Tettius Sanctus
Race: Human Vampire (Nosferatu)
Age: About two thousandish
Alignment: Lawful Evil
Class: Rogue / Shadowdancer
Power Rating: A
Description:Spoiler: I got me a picture (Warning: Graphicish)
Personality: Jovial when he's off the job, more serious than the reaper when he's on the job.
Equipment: A bunch of daggers, twin revolvers that look like they come out of a Clint Eastwood movie, more .44 rounds than humanly plausible, thieve's tools, magical chain shirt that makes him blend into the shadows (Well, more so), a hoodie, a pair of sunglasses, and a wide umbrella.
1) Master Thief and Rogue
2) Can teleport from one area of dim light to the next
3) Is constantly followed by his pet shadow demon Toothy who can create an illusion once per week and not much else
4) Has a few abilities for being a Nosferatu detailed in the Misc. section
5) Witty banter
Backstory: Proclus (or P.T.S. as he prefers to be called) was a roman legionnaire when Rome started to fall. He was a marvelous warrior, and was highly commended for his actions. However Proclus one day caught the ire of a vampire named Sorian, who was of the vampire clan Tzimisce if you must know, and the two fought for nearly a decade. Eventually Proclus was starting to sucomb to the effects of old age, and sought ways to continue the fight with Sorian. He eventually met a lowly member of clan Nosferatu, and in exchange for his promised service, Proclus became a vampire. With his new found abilities, Proclus killed both his sire and Sorian, and wandered around Asia for a while. In the year 1986, Proclus got tired of Earth. He decided to leave it, though he won't say how, and has been wandering the multiverse for about three hundred years. The Nexus is just one stop on this vampire's road of the cosmos.
Misc:Spoiler: Vampire Powers1) Can summon ravens to pester a victim for a time
2) Rendered under the effects of Greater Invisibility three times per day
3) Can increase his strength for a little while
4) Can drain extra blood from rats
- Join Date
- Jul 2008
Re: Nexus Character Directory
Alias: Leslie Pipaluk (Admitted to Sam, J, and Geneva that this isn't her real name.)
What We Know About Leslie:
- Dark skin and curly hair, brown eyes, big glasses with a scratch on them
- From a planet named Planet, which has been distantly connected to Nexus for a long time
- Experience with medicines and with human augmentation, which she seems to find exciting
- Expressed interest in animal and monster biology on top of that
- Spent some time as a shadowrunner and some time in a university laboratory
- One Pokémon, a giant lab rat named Algernon
- A personal drug-mixing workstation called a compothecary. It looks kind of like an old iMac.
What We Don't Know About Leslie:
Spoiler- Her birth name (Elizabeth "Lizzy" Guiser)
- Her real eye color (Don't get any ideas; it's just blue.)
- Her Father's Deal (She seems to be on the run from him, believing he has some power over her and Changeling)
- Her single remaining contact on Planet (A monster scientist who she keeps calling, "Al.")
- She has a genetic augmentation that boosts her ability to bond with monsters.
- The soul of a human from Planet can persist outside the body after death, leaving it vulnerable to theft by monsters.
- Leslie's soul has a weird quality that lets her survive things that most people can't.
- Relies on her Pokémon to defend her even though her Magic Defense stat is better
- Uses potions to buff Algernon
- Throws a variety of non-lethal alchemical bombs
- Has an apartment in Inside and works as a pharmacist and formulary.
- Now has an upgraded laptop compothecary.
- On a grant following the Blood Moon event, she has continued her soul science research and entered the field cognitive psichiatry.
- None of that was a typo.
Aliases: Labrattus, Subject 01, Fubs
Class: Lab Rat
What we know about Algernon:
- Albino, blue-eyed, basset-hound-sized
- He's named after a famous short story
- Labratti are monsters related to Rattata
- Is Leslie's starter, which I guess is like a familiar? Planet is weird
- Understands human and monster-animal speech but can't seem to translate
- Doubles the effects of potions used on him
- "This lab rat likes solving puzzles and mazes for food. It has solved so many that it has gotten fat."
What We Don't Know About Algernon:
Spoiler- Labrattus is the middle evolution in the Labratta line.
- The only known Labraniacs in Planet's history belonged to infamous mad scientists.
- Has a serviceable Magic Attack stat that's boosted by a puzzle box
- Wins most fights with the one-two combo of Super Fang and Hyper Beam
- Can learn some moves temporarily from potions or puzzle boxes
- Has an extended lifespan because of his association with Leslie
Aliases: Elizabeth "Beth" Guiser, Leslie's Sister
Class: Street Samurai
What We Know About Changeling:
- Spiky hair, dark skin, brown eyes, toned abs
- She's a monster capable of assuming a human form
- Grew up with a human sister, but was trained to fight instead of going to school
- Monsters from Planet dissolve into dust upon being knocked out unless they're bound to a human master
- Likes milk I guess
What We Don't Know About Changeling:
Spoiler- Has a creepy father/master relationship with Leslie's dad and doesn't know how to feel about that sometimes
- Is ridiculously, stupidly strong. Changeling can throw cars and punch through walls when necessary.
- Can copy the moves and elemental properties of other monsters, but sucks too much at magic to use most attacks well.
- "Changeling" is actually her monster species. She evolved from Ditto like fifteen years ago.
- Her soul has the same weird quality that Leslie's does. All player characters do, to some extent.
- Moves quickly and likes improvised melee weapons. Approach with caution.
- No longer lives with her sister.
- After drinking plenty of water and protein shakes for two years, her body now has too much "physical matter" to fit in a normal pokéball.
Pronouns: She, Her
What we know about Wanessa:
- An adult human with a stark pale complexion who wears red and black
- A vampire with melty shadowy powers among other "standard" things
- Deathly afraid of sunlight because it's known to vaporize vampires
- Refuses to use second-person pronouns and often talks to herself
- Works as some kind of inscrutable magical infrastructure technician
- Currently works at Rakdosbucks, a dubious beverage-dealing corporation
What we don't know about Wanessa:
Spoiler- Don't worry about it
- Seriously, there's nothing you could possibly want to know about her that she won't just absentmindedly mutter out loud
- Despite their predatory aesthetic, vampires are near the bottom of the horror-monster food chain
- Probably runs and hides despite being quite physically and magically capable (See Chart)
- Issues earnest requests to people in italics, which is not actually mind control yet is no less effective
- Join Date
- Jan 2018
Nexus Character DirectoryOliver Slyfield
Alias:The Obese Offender(That's what he used to be called when he was a criminal)
Class/Profession:Rogue/Thief, but only steals from evil people.
Description:Oliver is slightly overweight and has pale skin, as well as jet black hair and grey eyes. He often wears a t-shirt and jeans that are slightly ripped. However, when it's a special occasion, he trades his t-shirt for a button up t-shirt and tie. He is clean-shaven.
Personality:Oliver doesn't care much about any laws, he just does what he believes is right. He is slightly greedy, a remnant from his days as a criminal. He's rather laid-back, and honestly doesn't care that he's "fluffy". He's honest. Well, mostly honest. You sort of have to lie when police are questioning you.
Equipment:Oliver carries a wallet that unfailingly has coupons for places that serve food in it, as well as his MERC license. He also carries tools that are useful for breaking into places "silently", such as a crowbar. He also has a whistle; it looks a bit like a duck lure, but the sound it makes is not a duck's- it's a phoenix cry, or a reasonable facsimile of one, but Oliver doesn't know that's what the sound is. He has a business card sized piece of bleached white leather, with a name branded into it- 'Jacqueline Door, of the Clattering, Official Roof Guide'. Lastly, he always carries a small knife.
Abilities:Oliver has experience robbing many places, and has hacking techniques for the cameras. He is used to alcohol, so don't challenge him to a drinking contest. However, apart from that, he doesn't have much endurance. Especially when it comes to running.
Backstory:Oliver used to be a criminal. He specialized in sneaking, somehow. He fondly remembers how he went through the vents once, so there was just this obese man squirming through vents right above the guards! He's lost weight since then, so one cannot really call him obese. However, he once tried to steal from an undisclosed person. The person, having kindness in their heart, tried to redeem Oliver instead of turning him into the police. They succeeded at redeeming Oliver, who realized the error of his ways and all that jazz. However, that doesn't mean he stopped doing his business. Rather, he devoted himself to thieving from the thieves, being a villain to the villains, and so on.
Last edited by CosmicHobbit; 2018-12-19 at 06:57 PM.Linklele made my awesome avatar! Thank you so much!
Finally back from a longer hiatus.
- Join Date
- Jan 2018
Re: Nexus Character DirectoryLynton Brasher
SpoilerAlias:Nickname is Lyn
Alignment: True Neutral
Power Rating: 3
Description: Dark skinned and broad shouldered Lynton shows the wear and tear of someone who spends countless hours working in the fields. His hands are calloused, his face and clothes are dirty. His dress is fairly common, plain white shirts, dark thick pants. A wide brimmed hat adorns his head.
Personality: Perpetually cheery despite looking consistently tired. Respectful to others but self-confident and stubborn when pushed to it. Has a strong urge and desire to hunt down and find the rare and unique plants of the world.
Equipment: Lyn carries his most prized possession, his farm, in a magically enchanted pendant he wears around his neck. The farm contains numerous exotic and strange plants from all over as well as more common cash crops. The farm can only be entered with the proper pattern of taps on the pendant by the wearer.
Abilities: An excellent farmer and an incredibly knowledgeable horticulturalist, can identify most plants he finds, as well as having the talent and materials to raise and care for them. He has some knowledge and skill in combat, from his time traveling the roads of the nexus and his need for self defense, but cannot hold his own against a well-trained fighter.
Backstory: Lynton's parents were skilled alchemists and botanists who dedicated their lives to studying the magical and alchemical properties of plants. Managed to craft a special dimensional space to do their research and grow their plants while keeping everything portable and self sustaining enough so as not to hinder there constant hunt for new research subjects. A hunt that often took them far and wide. When Lynton was born, they planned to settle in one spot for a short time, keeping their life semi-stable until their child grew old enough to handle life on the road. He never showed the talent for alchemy that his parents had hoped for, but his interest and hunger in plant study and identification grew in its place. When Lyn was 10, both his parents died in an explosion caused by their experiments. For many years after, he hid inside the extra-dimensional farm that now belonged to him. He sustained himself of the plants of the farm until he turned 15 when he finally forced himself to step back into the real world.
SpoilerAlias: Etheniel Swordstitcher; The Wandering Seamstress
Alignment: Chaotic Good
Class/Profession: Retired Adventurer; Reluctant Seamstress
Power Rating: 4 (was a 6 in her prime)
Description: Etheniel's age is plain to those who look at her. Her hair is gray, her face is wrinkled, and she hobbles a bit when she walks. Still, she is a tall woman who is well built and has fire left in her green eyes. Her old body hides a surprising strength she has managed to maintain since her youth.
Personality: Hardened and wise with her years, Etheniel is friendly enough but slow to trust others. She frequently helps others, but does so for her own vanity and for the rush when it comes to more dangerous tasks. This can lead her to be reckless and to take on tasks beyond her capabilities. She chases glory and adventure as she looks to recapture the joys of her younger days.
Equipment: Etheniel does not go anywhere without many varying scraps of fabric and pieces of thread hidden in pouches across her person.
Abilities: Etheniel has the ability to manipulate fabrics in a variety of ways. Her power is limited to what she is touching and other than that, her imagination. She can harden cloth to create shields and barriers, or manipulate strings into a deadly rapier. She can change the color, pattern, shape, material of her outfits with ease.
Backstory: To come later. I'd like to get more of a feel for her as a character and flesh out some of her backstory through RP before I come back to this.
Last edited by Cute Earth; 2018-03-28 at 09:21 AM.
- Join Date
- Aug 2016
Re: Nexus Character DirectoryMurderlord Scruffy Redeye!
Race / Species: Skaven
Alignment: Chaotic Greedy
Class / Profession: Ninja
Power Rating: A-
Description:Spoiler: Picture (It's Big)
Personality: Kill-stab the man-things to get their gold-rocks! Maybe work-help some man-things to steal-get more gold-rocks
Equipment: Twin poisoned swords, a few gas bombs, potions of cure wounds, and a few other knickknacks.
Abilities: If you played vermintide, you know what a gutter can do. If not, see video in misc. Now think of what a Gutter can do, and then imagine if they were competent in strait up fights as well. Now multiply that nightmare by ten, and you get Scruffy.
Backstory:Spoiler: Backstory (As told by Scruffy)So there Murderlord-Scruffy was, minding his own scheme-business, when man-things jumped out of nowhere-shadows to ambush-kill all Murderlord Scruffy's warband. These man-things were strange-creepy though, worshiped-praised the Chaos-Daemons probably. One man-thing points his iron-metal stick-rod at Scruffy, and now Murderlord Scruffy here, with no warband, no gold-rocks, and is famished-hungry. Scruffy work for food-eats and gold-rocks now. Scruffy content-ANGRY.
Misc:Spoiler: Gutter Video
- Join Date
- Jan 2018
- Down a rabbit hole
Re: Nexus Character DirectoryJordan Zaldana
to do: actually use this character somewhere
"I speak in dark orange." I write in italicized dark orange.
Alias: Jzap (tag). Also uses the symbol of a J in a bolt. Example of tag
Gender: "Wouldn't you like to know." (She/Her pronouns)
Alignment: Chaotic Good
Class/Profession: Street Artist
Power Rating: E+
Description: 5'5'' tall. Lean, but not muscled. Short blonde hair, brown eyes. Her favorite outfit is a hoodie, black tights, and tattered sneakers. Has a tattoo of a swirl of colors on her left arm.
Personality: Disdainful of rules, Jordan can come off as slightly distracted because she always seems to be thinking about her next "installation". She has a habit of trying to explore various buildings and slipping off to where's she's no supposed to be. In combat, she usually tries to flee or talk her way out of it, and only fights if forced to defend herself. She likes to crack jokes and make snarky comments, even when she should probably keep her mouth shut.
Equipment: Dark blue hoodie with a bag-of-holding type spell on the front pocket, although it can't carry more than 100 pounds. She usually carries around a few cans of spray paint, chief among which is her favorite dark orange which does not run out of paint. Or maybe it will eventually? Anyways, it hasn't run out yet, and she's had it for years. A Swiss army knife (although Switzerland probably doesn't exist in Nexus) with a few different items (blade, nail file, corkscrew, screwdriver, etc.).
Abilities: Jordan is, for the most part, an ordinary human. She has some skills in sneaking and freerunning thanks to her experiences with graffiti culture. She has no weapons training apart from a few basic knife skills. She does, however, have darkvision, although she remains mum on how she got it. Jordan is very talented in visual arts, particularly street art and graffiti. She performs as well, but she has a terrible singing voice.
Backstory: To Come Later
Last edited by Magentamist; 2018-01-31 at 12:23 AM.
- Join Date
- Jan 2018
- Sector ZZ9 Plural Z Alpha
Re: Nexus Character Directory
bc56's Nexus Chars
Alignment: Lawful Good
Class: Paladin (level 12 in 5E D&D, oath of devotion)
Power Rating: C+
Description: Kothar is a tall lizardman, with green scales and an orange crest. He wears a pair of black leather goggles with glowing green lenses, a silver shield with a platinum lightning bolt design on it, a belt made from giant skin, and a pair of brown shorts. He wields an arbalest and an iron battleaxe inlaid with golden flame designs.
Personality: Kothar is a true paladin, loyal to his goddess, Tlacua, the mother goddess of the lizardfolk. His paladin's beliefs are colored by his upbringing as a tribal huntsman; he eats the corpses of fallen foes and is not unwilling to use ambush tactics. He is gruff and somewhat ill-tempered. Kothar will not compromise his values or knowingly work with evildoers.
Equipment: Kothar's equipment is magical. The goggles allow him to see in pitch darkness. The axe can burst into magical flame. The shield grants incredibly effective protection against magical effects. The belt gives Kothar the strength of a giant. Kothar also has nonmagical gear, such as a number of javelins, an arbalest (heavy crossbow), climbing gear, and travel rations.
Abilities: Kothar is a paladin, devoted to the goddess Tlacua. He has divine healing power and the ability to strike evil with holy power. He is highly resistant to magic, even without his shield, and is immune to mind-altering magical effects. He is able to summon an intelligent elk which serves as his mount. Kothar is an expert at fighting with a shield, able to block effects most would find impossible to avoid and to use the shield as an offensive weapon.
Backstory: Kothar was a member of an adventuring party in a world called Tellus. His group battled a beholder and his minions, and came out victorious. Kothar found his way to the Nexus accidentally after retiring.
Race: Space Demon
Age: Pretty darn ancient, but looks younger.
Alignment: Unionized (probably True Neutral)
Power Rating: C
Description: Tethrik is an ogre-sized, four-armed demon with dark green, leathery skin. His upper arms end in wicked, serrated blades, and the lower forearms are covered in small, razor-sharp spines, 28 on each arm. His head is humanoid in appearance, but bald, with an armored bone plate covering the forehead and the top and back of the head. His ears are pointed, like an elf's. Tethrik has a thick, heavy tail that helps him balance. Tethrik normally wears a white t-shirt tailored to his frame. It has a logo on the front and the name "Knaves of Labor." On the back, it has the slogan, "We put the DEMON in DEMONstration!"
Personality: Tethrik is an unusual demon. Unlike most of his ilk, he is appreciative of legal codes and supportive of others. He tried to organize a labor movement among the hells. Tethrik is, like many demons, always happiest when he is killing something. He is not a murderous monster however, he prefers to only attack if it won't isolate him from those around him.
Equipment: Tethrik has very little. He has the clothes on his back and a pouch of rubies he stole from his former boss. He carries the remains of a cold iron bracelet that had been locked on his arm as part of his punishment.
Abilities: Tethrik is much faster than one would expect from a creature of his size, faster than a normal humanoid, and also, of course, strong as an offer.. As a demon, he has an innate resistance to nonmagical weapons not made of cold iron. He is also immune to fire and many forms of nonmagical poison. Cold iron burns Tethrik to the touch, and is quite agonizing for him. He can sense supernatural entities nearby him, and can tell whether they are demons. He has minor demonic magic, such as conjuring hellfire and detecting magic.
Backstory: Tethrik is an unusual demon. He tried to start a labor union in Hell, hoping to lobby for better working conditions. His movement, the Knaves of Labor, met with limited success, and ended when Tethrik was banished from Hell, locked within a stone sphere, with a cold iron bracelet clamped onto his wrist. The sphere, and its one prisoner, were launched into space to drift through the cosmos forevermore. Eventually, the prison became caught by the gravitational pull of the Nexus, and it crashed on the surface, freeing Tethrik at last.
Spoiler: Jason"Jason Fisher
Aliases: Phalanx, Recoil
Alignment: Lawful Good
Power Rating: C+
Description: Jason is a young man of middling height with light brown hair cut very short. He wears a super suit which is a bright blue with a red visor, and is styled like ancient Greek armor.
Personality: Jason is the sort of person who's always willing to lend a helping hand. He's generous, light-hearted, etc. However, he's also especially cautious and generally very worried about accidentally hurting someone. Both of these traits manifest in the extremes in his heroic identity.
Equipment: Jason wears a powersuit with a few abilities. Its right arm is a laser cannon which can be set to "kill," "stun," "cut," or "force." The force beam has a large pushing force, although it is as powerful as the killing beam, its energy is used to push the target away rather than burn through it. Fired at a wall or floor, the recoil from this blast is capable of propelling Jason at high speeds through the air. The suit also has three auxiliary features, none of which can be used simultaneously. Either an energy shield is projected from the left arm, servos engage to bolster the wearer's strength above human levels, or the suit injects painkillers and stimulants into the wearer to boost natural healing and allow the wearer to keep fighting while injured. Yes, I'm aware that's not how medicine works. This is fiction. Lastly, the suit is equipped with rocket boots which allow Jason to run and jump faster and farther than normal .
Abilities: No superhuman powers.
Backstory: I dunno
Spoiler: SekhmetSekhmet Winnifred Ingenia Octothorpe
Aliases: Winnie, Ingenia
Race: Devil, (former) Tiefling
Alignment: Neutral Good
Power Rating: D+
Description: Sekhmet was a young Tiefling woman with a modest figure. Her skin is dark red, her horns are like a gazelle's, and she has a barbed, devilish tail. Her long black hair is usually tied back into a ponytail. She usually wears modest clothes.
Now, she's changed. Her most basic appearance remains the same, but she has grown a pair of batlike wings and two extra pairs of horns. Her eyes are now pitch black. She has patches of chitinous armor on her body: on her back, her midriff, and her hands and forearms. Her tail has become a poisonous stinger, and her hands and feet are clawed.
Personality: Sekhmet is shy and comes off as cowardly. She is afraid of people due to prejudice against her kind in her homeworld, and will usually flee if confronted. Beyond that, she is caring and gentle, with a hunger for knowledge. She is studious and hardworking. She has very low self-esteem.
Equipment: Very little. Sekhmet was not prepared when she got blasted into the Nexus. She had.nothing but the clothes she was wearing. Now she has collected a lot more clothes, carved herself a magic wand, and keeps whatever useful things she has in her purse.
Abilities: Sekhmet has weak natural fiendish magic, but she also is a mage of some level, although not especially strong. Her magic is not very useful in combat. She is best at disguise spells. The changes in her nature have greatly enhanced her power, although to what extent is not clear yet; they have also made it far easier for her to manipulate and create fire.
Backstory: Sekhmet was found as a young child by a gnomish couple. They adopted her and raised her as their own (although she calls them Auntie and Uncle). As Sekhmet grew, they secretly taught her some of their skills, since it was illegal for the spawn of evil (Tieflings, in this case) to get guild training. Sekhmet grew in knowledge and skill. She rarely left her home, mainly because it would be dangerous for a Tiefling to be out on the streets. When she was 15, she did sneak out, under a disguise spell, but it broke when she lost concentration in a crowd. A mob formed, intending to lynch her, or worse, and she fled and barely managed to escape. The experience haunts her to this day and colors most of her interactions with people. She will almost never go out in public alone unless disguised and avoids any chance of losing control of her spells. When disguised, she goes by one of her middle names to further conceal her true nature.
While in the Nexus, Sekhmet made some friends, started living at GLoG and began to work at Pontius' Custom Constructs as an apprentice. She began to slowly overcome her fear of other people and her devilish heritage, but after an incident with an alien hive beneath Inside (which you can read here, starting on post 789), her heritage was dragged to the forefront of her being, and she was transformed into a more fiendish form, which has left her once again afraid to show her face in public.
Aliases: The Scout
Power Rating: C-
Description: A four-armed, bipedal, antlike robot. Its upper pair of arms are larger and more durable, while the smaller pair are more dextrous.
Personality: It doesn't have much of one. It seeks its purpose, and will generally obey any requests given to it. It speaks in rhyme.
Equipment: A staff which converts into a sword and a personal extradimensional storage space.
Abilities: The Scout can convert into a spaceworthy flying form, shaped like a bullet, or back into it's true shape. It is nimble and fights aggressively, when forced to. It is cursed (or blessed?) to only speak in rhyme.
Backstory: Mysterious and unknown...
Alias: Gem, The Real Gemma Altural
Age: 23, looks younger
Power Rating: B
Description: Gem is a short woman, with pink hair in a chin-length bob cut (it's dyed). She tends to dress in black, usually black robes or similar long garments.
Personality: Gem seems normal enough at first. However, she becomes angered when encountering people who are "stealing her style." It would not take long to realize that she's not entirely sane. She obsesses over being unique, to the point where she summons alternate versions of herself in order to murder them. She is somewhat paranoid, hates being called "cute" or derided as weak, and goes utterly axe-crazy when encountering an alternate version of herself. At the same time, she enjoys getting compliments on her looks and spends a long time each day on her appearance.
Equipment: Gem carries several magical implements used for various summoning rituals with her. Some of them have other magical properties as well. For example, she has a dagger that inflicts injuries which don't heal naturally. She travels with a donkey which carries her more mundane possessions and rides a horse.
Abilities: Gem is a skilled summoner and can summon several varieties of powerful spirit to her aid. However, these all require complex and time-consuming rituals to call upon, so she usually has one or two summoned ahead of time instead. She is also capable of performing an incredibly complex ritual over the course of several days which summons a version of a person from another dimension, although it has no control over which version is called.
Backstory: To come.
Currently a posse of 6 alternate versions of Gemma are hunting her down to put an end to her evil. They are:
Gemma Altural the Burglar, a catgirl
Gemma Altural the Librarian, an archivist and wizard
Gemma Altural the Tracker, an explorer and druid
Gemma Altural the Scientist, a chemist
Gemma Altural the Warrior, a swordswoman and soldier
Gemma Altural the Oracle, a prophetess
Last edited by bc56; 2019-11-19 at 01:26 AM.
- Join Date
- Jun 2010
- Not in a secret base, no!
Re: Nexus Character DirectoryKarl Franz
Alias: Nameless Guy, Summoner------ None After he remembered his name
Alignment: Rather Good
Class/Profession: Summoner, Adventurer
Power Rating: A-D depending on his Summons and state.
Description: This man falls under the section normal. in a crowd you wouldn't find him since he leaks anything that makes him unique. He is around 1,70-1,80 meter in heigth, mostly wears a shirt and pants like an adventurer in a fantasy setting. Otherwise he doesn't have any equip, since he doesn't need it.
Personality: He is a friendly guy, but due to the fact he lost some part of his memories he can't say this is his normal self.
Equipment: Nothing. He didn't brought any items with him he didn't got on his body
This man is a summoner. He got a wide range of creatures he can summon, mostly for day by day work. Like water elemental for cleaning or a fire elemental for a cooking fire. There are only a few combat related summons.
Some might think he is a necromancer, but in reality he just summons up skeletons from another plane. The beter he got with the spell the more he can summon. Each of them is on E level. They are near indistructable, thought they have to return to there plain to regenerate broken bones.
Current Number: 6
Carbuncle is a small animal that can be the size of a dog or just of a mice. While he is there he can support people by granting a shield that will absorb physikal damage up to a point or reflekt magic up to a point. This summon is very Strong so if he summons others he will get exhausted soon or even collaps.
A fire djinn able to summon a meteor to crash down on his opponent. He appears to be a big humanoid person with dark red skin and the head of an ox, 8simular to a minotaur) his fur is fire and wherever he steps he ignites the ground.
An ice djinn. Afemale person which appears to be frozen in time making her an eternal beauty for most men. Water arround her appear to freez fast. She attacks either by throwing ice spikes at enemies that freez the area they land or she could just freez all water in a cone in front of her.
Mukade, the Dragon-Eater Centipede (Learned in hunting grounds)
The one Karl summons will probably not be as gigantic. Maybe only as long as a bus?
Its carapace is impenetrable except at the joint between two segments.
Its bite is poison and its eyes are sharp as an eagle.
It can dig very quickly with its jaws and scythe-like front legs, burrowing beneath the earth.
If Karl combines with it, I imagine he would get a lot of extra arms.
A rare ability that can be used to fuse with the summoned creature. Granting the person a weapon and armor related to the creature used. The outcome is related to the relationship between the summoner and the beast/s.
Nameless man can do this with all battle summons, but carbuncle is sometimes not willing so he declines it.
Backstory: Not much known about him. in another world he was an adventurer, maybe even famouse there. One day he had visited all places in his world and took a break in the last Tavern he found. This tavern was Trog's. for some reason he stumbled while something hit im in the back of his head. At that point he was the nameless man.
- Join Date
- Feb 2018
Re: Nexus Character DirectoryTerquiatt
Alias: Terquiatt. Also known as the Feared Gnat, after his spaceship with which he conducts smuggling and some minor piracy.
Race/Species: Terquiatt refers to his species as "Agutians"
Age: 86 years [average life expectancy for his species is 175]
Alignment: Chaotic Neutral
Power Rating: C. His abilities and his skill with revolvers put him well above a typical person in terms of combat, but Terquiatt's certainly no demigod, nor any powerful wizard.
Description: Terquiatt is a creature with four legs (two facing front, two facing back) which end in hooves, four arms (all facing front, an upper pair and a lower pair), and covered in short, thick brown fur. His head has short (two or three inches) antlers emerging from it. On his four legs he walks in a way that could be described as "scuttling." He wears a harness with six revolvers strapped to the front and a few bullets in sleeves. A careful examination shows that his revolvers are kept unloaded unless he is actually intending to go into a fight, but the effect is rather intimidating if one doesn't realize there are no bullets in the guns (or maybe even if they do realize that...) Terquiatt's face is fairly humanoid in structure, bar the antlers and the fur. He has grey eyes, gleaming white teeth, and no noticeable earlobes.
Personality: Terquiatt is good-natured and friendly, enjoying card games and the company of friendly folk. He loves music and dance, and hates rudeness. Being impolite to Terquiatt or one of his friends is a great way to earn his ire. He won't react violently to such things, but will remember your rudeness and may steal something from you at the first opportunity, or simply refrain from helping you out of a dangerous situation.
Equipment: A harness with six revolvers and thirty-six bullets. A ship beacon (can summon his ship, detailed below). A self-coiling rope (can be used to pull self to target location, like a grappling hook). A wide-brimmed cowboy hat. Four-legged khakhi pants.
-Ship: "The Feared Gnat" is a small and fast ship meant for smuggling, but is also armed with a kinetic cannon and a torpedo launcher (can carry up to 3 torpedoes at a time). Terquiatt has only used the ship in combat once (see Backstory). His beacon will cause the ship to auto-pilot as close as possible to his current location and either land nearby, or hover above the ground just high enough for him to jump to it.
-Highly skilled with revolvers: Capable of performing trickshots. Think the hero from a Spaghetti Western film.
-Capable of moving very quickly overland with his four legs.
-Capable of jumping great distances.
-Not very maneuverable.
-Recovers quickly from injuries.
-Has a strong fleeing instinct
Backstory: Terquiatt is from a planet few creatures leave, from a species which is generally very culturally insular. He came to leave his home planet after a slaver captured him from his planet, for there was an organization stealing members of his species away. He managed to kill the slaver and used their ship to lure out the other slavers and kill them individually in ship-to-ship combat, without any of the slaves being hurt. He then sent the station back to his planet, but did not return himself, choosing to leave the system in search of adventure. He found adventure soon enough, and began raiding small shipping frigates carrying goods between star systems. This gained Terquiatt a deal of notoriety, but he continued moving on, conducting acts of piracy and smuggling and building up his fortune. Eventually, having accumulated a fair bit of cash, Terquiatt decided to go into semi-retirement -- travelling the universe. That is how he came upon the Nexus.
- Join Date
- Jan 2018
- Sector ZZ9 Plural Z Alpha
Re: Nexus Character Directory
bc56's Nexus Factions
A corporation with business in AI, starship manufacturing, and exploration. Usually speaks in one or more shades of green.
In the field, employees wear durable grey spacesuits with green visors, and the company logo on the front. Otherwise, they usually wear suits. Weapons are usually light energy weapons and drones. Many employees are robots or AI.
R.E.A.C.H. seeks to explore new frontiers, both in technology and in space travel. They are always seeking that new (or ancient) tech that they can use to get an edge on competitors.
E.D.G.A.R. - Exploration Device 7118
An AI inhabiting a gunmetal grey spaceship dotted with blinking green lights. He is in charge of the expedition to the Quietus Dyson Sphere.
Last edited by bc56; 2018-02-24 at 08:15 AM.
SleepyMoonyGuest in the Playground
Re: Nexus Character DirectoryMelody Cerius
Race/Species: Human/Bee hivemind
Class/Profession: Gardener, priest
Description: Her bee half is a pretty ordinary bumble bee, except for being over seven feet tall. Incredibly fluffy and soft, and tends to wear wreaths of flowers around her neck. Has a saddle for her other half to ride, as well as a large brass dome over her stinger. Her human half is an ordinary looking young woman - about five and a half feet tall with blonde hair, freckles, and green eyes. Tends to wear very plain clothing decorated with flowers.
Personality: Tends to be rather blunt and doesn't really understand personal space. Cheerful and adventurous, but hates responsibility. Mostly just wants to find cool plants to bring home. Extremely sheltered.
Equipment: Some food, some pots, some soil. Professor Barron's business card.
Abilities: Extremely powerful green mage: can shape, control and enhance the growth of plants, determine their health, bring out natural properties, etc. She can't make plants do anything they wouldn't normally do (ie she can't make a dandelion grow thorns). Also, as a two-person hivemind, she can be in two places at once but rarely does. If she stung you, you would absolutely die, but so would half of her so it's not likely to happen. Otherwise she's a pretty ordinary person.
Backstory: Born in a remote village, Melody's powers developed from an early age. Rather than playing with the other children, she preferred to spend her time out in the woods and playing with the wild plants that grew there. She grew up this way until one day, her village was raided by the authorities on the suspicion of witchcraft. Melody was badly injured, and would surely have died if it was not for the Queen.
The Queen was the primal goddess of bees, a great an ancient broodmother who took care of Her children. She had benefited from Melody's green magic, which made nectar plentiful. So She ordered Her drones to bring Melody to the Great Hive, where She nursed Melody back to health. In order to communicate with her, the Queen bonded Melody's mind to a very young worker bee.
When Melody had recovered, the Queen asked Melody to serve Her by using her magic to create a great garden sanctuary. Grateful, Melody agreed.
And so Melody grew up, possibly the most powerful green mage in her world. The garden sanctuary for other mages and outcasts, it's location considered an open secret.
She's only recently come to the Nexus, and she's having a very hard time adjusting.
Description: Lucretia is most easily identified by the hideously bright orange coat she wears. It's clearly been with her a while; faded at the edges, sewn up in several places. She has red hair, which is shaved on the left half of her scalp and grown out in long dreadlocks on the other. Her beard is about five inches long, and braided. Her dark skin is dusted with freckles. Lucretia speaks in a thick dwarven accent.
Personality: Impulsive and reckless, Lucretia idealizes glory and will often put it before her own safety and well-being. She loves to fight, and when she's done fighting she loves to tell stories about fighting over a drink or seven.
Equipment: Warhammer, axe, general adventuring gear
Abilities: She fights good.
Backstory: to come later
Description: A sylveon.
Personality: A bit of a trickster, but very warm hearted and kind. Loves kids, and will go out of it's way to help people. Adventurous.
Equipment: Soothe Bell
Abilities: Moonblast / Swift / Attract / Heal Pulse
Miscellaneous: what do you mean self insert i have no idea what you're talking about
Last edited by SleepyMoony; 2018-02-22 at 02:55 AM.
- Join Date
- Mar 2018
- Over the Rainbow
Re: Nexus Character Directory
(Don't know how to change text color on my phone)
Race: Demigod, looks human
Age: Looks to be in mid twenties, he didn't actually keep track
Alignment: Chaotic Neutral
Class / Profession: Trickster
Power Rating: hard to determine, you make the judgement
Description: a solid 5ft human looking fellow typically wearing a boring grey tunic and pants. He is good-looking but in an atypical way. He is wirey thin with a mop of hair that changes color every time one look at him, a crooked nose that highlights his scared but playful looking yellow eyes and his nervous smile. He seems to be constantly moving, always shaking his hands or bouncing his leg like a nervous tic. At his side is his sword which almost seems to be out of place on a guy like him.
Personality: Shifts as the situation calls for it, or whenever he feels like it
Equipment: a small dagger he keeps "just in case", a Longsword with magic runes that change shape every few seconds, a wallet that always has 1 gold piece in it, a golden apple given to him by his friend Eris "as a last resort" and a bag where he keeps his clothes and basic supplies.
As a demigod he is Immortal, but not in the traditional sense. His body can be killed but upon death his soul returns to the Hall of Immortals, where upon he can return to the "mortal" plane.
He can target anyone or anything, and have something random happen to it. He can pick the target but has no control over what happens, and it is always something odd or unexpected(e.g. make a fire freeze things instead of burn, randomly grow or shrink a part of the target, have an elephant suddenly appear in front of the target etc.)
Slightly stronger, faster, and tougher than the average human warrior
Backstory: Armonia was created with a single purpose. Expand the influence and worship of his creator, the God of Chaos. He has come to the Nexus, the most Chaotic place in the multiverse to train and learn the ways of chaos, as well as try to meet his own goals.
Last edited by ChaoticHarmony; 2018-03-23 at 08:07 PM.
- Join Date
- Jan 2018
Re: Nexus Character DirectoryChaos CraneAlias: Professor Chaos
Gender: His voice suggests that he's male, and so I'll be using he, but there's nothing else to suggest a gender
Race/Species: Changed Human. Changed in that he's attached other body parts to himself.
Age: 95, but he has the vigor and appearance of a 25-year old.
Alignment: Neutral Evil
Class/Profession: Mad Scientist
Power Rating: B+(Probably. If you disagree, private message me with what you think his rating should be)
Description: Chaos has blond hair that reaches down to his shoulders and tanned skin. He has red eyes and is in-shape, as well as being quite tall. He generally wears a grey muscle shirt underneath a white scientists coat, as well as black pants and combat boots. He wears a pair of rectangular black glasses.
Personality: Chaos is okay with working in a hierarchy, but despises any suggestion of laws of nature or the like. He believes that all unmodified creatures are below him. Apart from those things, Chaos is kind to everyone, even if they're unmodified. That is, unless you make him mad.
Equipment: Chaos always carries around a gem which can repress his modifications in order for him to blend in. He also carries around a combat knife and a flask of medicine which he must take every day to keep himself from being poisoned from the inside out.
Abilities: While the crystal is activated, Chaos has the abilities of a strong human with some combat training. When he deactivates it, his arms become superhumanly strong and covered in bristly hair, his nails grow into claws, his blood grants him regenerative abilities unless he took the damage it's healing from holy or fiery means, and turns green. His eyes let him see in the dark, and his legs become insectoid, letting him jump up to 3 stories high. He also grows dragon wings big enough to carry this monstrosity of nature into the sky. On top of all this, 4 green tentacles burst out of his back, all of them just as strong as his arms. Finally, his hair turns jet black while in this form.
Backstory: Chaos, upon studying different species, became obsessed with the idea of a creature made from the best parts of all the races. However, he read the story of Dr. Frankenstein, and he knew not to create a sentient creature. Instead, he started to add parts to himself in a quest for perfection. The rest of his backstory will come later.
Last edited by CosmicHobbit; 2019-01-16 at 07:31 PM.Linklele made my awesome avatar! Thank you so much!
Finally back from a longer hiatus.
- Join Date
- Sep 2015
- Gondor, Middle Earth
Re: Nexus Character DirectoryHamund Skuldar
Alias:Lord of the Blacksmiths
Race/Species: Human, Created in a forge and infused with primordial magic and divine power
Age: Appears to be around 50, but is in actuality around 4000.
Alignment: Lawful Good
Power Rating: In combat, he would rate around a 4, but in terms of what he can make, an 8 or 9.
Description: His height is around 6'4, has shaggy black hair, gray eyes, a long and shaggy beard, pale skin that seems to always be covered in soot, decently muscular, and constantly has a stoic look on his face.
Personality: While Hamund is not mean, he for the most part keeps to himself and is incredibly introverted. If he could replace the sound of human speech with the sounds of hammers striking metal, he would gladly do so.
Equipment: He wears a long coat that appears to be a long piece of plate mail that is one plate, and moves like fabric. He has a belt with a blacksmith's hammer, a notebook, a bag of holding, and a mace that has the power to (unless decent protection spells are on them) shatter metal gear as if it were glass. He also wears a plain silver ring on his left ring finger and a gold and gem encrusted ring on his right. Besides that, he wears regular brown pants, boots, and gloves.
Abilities: Master blacksmith and wielder of what he refers to as primordial magic, which is magic that existed since the creation of the multiverse and is a power granted by the gods. With this, he is able to create wares of metal with extraordinary powers.
Backstory: Hamund was not born like other children. His mother was barren and desperately wanted a child, so she and Hamund's father, when asked what to do, was sent to see a dwarvish cleric in the mountains. There, he was told by Dulviz the god of smithing to throw certain blessed ingots into the furnace and out he pulled a baby boy. From his youth, Hamund was obsessed with shaping metal. He made his first sword at 5 and his first set of plate mail at 7. When he became a teenager, it was revealed to him by Dulviz that he had powers to enchant the gear he made. When he became an adult, he spent his years wandering, guided only by Dulviz, to create weapons and armor for heroes, kings, and even once commissioned gear for a god. He was eventually given a home in the mountains of elvish lands with a special forge known as The Celestial Forge. He constantly carries a ring with him to go back to said forge if he so needs to. He also married an elvish princess who was known for making legendary clothing pieces. His wanderings eventually brought him to the Nexus, being told that heroes who needed powerful gear were in plenty supply.
Miscellaneous: I kinda based this character off of this songI'm a Lawful Good Human Paladin
— The Acts of Iomedae, Pathfinder
- Join Date
- Sep 2011
Re: Nexus Character Directory
Human (German, of Alternate-Earth).
Blue Primary, Black Secondary.
Head of Conference Z.
D+, but it's complicated.
SpoilerTidy locks of well-groomed, wheat-colored hair fall over his unhealthily pale forehead, peppered and lined with streaks of gray, while almond-shaped eyes of cold and calculating gray peer out at the world from behind ornate circular spectacles of silvery siccatite and brilliant onyx gemstone. His unhealthily pale skin is perfect and unblemished, however, many late nights spent without suitable rest have caused dark circles to manifest beneath the figure's prying, bird-like eyes. In addition to his sunken and uncomfortably focused gray eyes, the man possesses a large, hooked nose and dark lips permanently set to smirk.
Although the man's physical appearance is relatively unremarkable, his equipment and garb stand out. The man is clad in an extravagant gray greatcoat, lined with thick fur. The well-worn coat is decorated with lines of faded silver and gold, wrapped tightly to his frame and fastened by glittering golden buttons. Beneath his enormous coat, the man wears dark-colored military dress, decorated with crimson clasps and ornamentations which all depict the same somewhat ominous-looking symbol.
Kramolagh is a perfectionist, knowledgeable on a plethora of topics, with a tendency towards obsessive-compulsive behavior. The Executor values organization, tidiness, and dedication above all else. He has a penchant for symmetry and a high attention to detail, and possesses a serious but approachable presence that exudes gravitas, authority and control.
The entirety of Conference Z.
Kramolagh possesses a genius intellect, and his strange experiments have only enhanced his higher functions.
- Join Date
- Jun 2013
Re: Nexus Character DirectoryAlexis "Blanche" Terenti-Turath
Alignment: True Neutral/True Good (on the border)
Class/Profession: Soldier/Freelance Mercenary
Power Rating: D+
Description: Lithe and athletic with a wiry frame, Alexis’ lightly tanned form reflects her hardy nature and military background. While not suited for lifting heavy objects. she is adept at keeping pace and enduring hits; a trait reflected by the light array of faint scars scattered across her body. A more pronounced one mars the medic’s side, the result of a bayonet thrust that caught her by surprise. The only scarring on Alexis’ angular face is a slight mark on her forehead, usually hidden under bangs of flaxen blonde locks kept in a messy bun. The soft warmness of her hair forms an interesting contrast with her eyes, the irises of which shine a vivid bubblegum pink. A pair of feline ears poke out from the top of her head, their fur matching the color of the hair they part and the accompanying tail extending from just above her rear.
Alexis favors muted tones, donning a sturdy pale white bodysuit of mimetic armor with black plating on the forearms, outer thighs and lower legs. Cerise accents indicate her role as a battlefield medic, coincidentally serving to compliment her eyes well. The blonde attempts to obscure her combat attire with a baggy army jacket, its deep olive shade a sharp contrast to the armor’s relatively vibrant reds. A large satchel hangs from a strap which crosses diagonally across her torso, the cerise cross on the black bag indicating the nature of its contents.
Personality: Cynical and jaded, Alexis is a bitter and pragmatic soul. She doesn’t trust easily and has a tendency to push people away, coming off as rude and abrasive to an untrained eye. This is due in part to a traumatic army service that makes her uneager to form bonds, but it is mostly a fear to burden others with her own personal issues and problems. To Alexis, they are hers to deal with, and no one else’s. She speaks with blunt honesty and frank directness, rarely choosing to mince words; however, she has no qualms about lies and deception should the need arise. The medic also holds herself to high standards, and has a tendency to beat herself up over failures.
When not engaged in mercenary work or on missions, Alexis prefers to busy herself with exercise or spending time at the firing range and will begrudgingly offer her medical expertise if asked. Otherwise, she will spend her time hidden away with a good book or tinkering with her weaponry; she takes great pride in ensuring her equipment is in tip-top shape for the missions she embarks on.
As a result of the experiences she has endured, Alexis is afflicted with Post-Traumatic Stress Disorder. She can be described as perhaps a little jumpy or on edge, due to a heightened fight-or-flight response, and experiences hallucinations, visions and flashbacks when exposed to certain stimuli such as the odor of burnt meat, the feeling of sand or the sight of a ragdoll.
Abilities: While Alexis lacks any supernatural powers, she is experienced in combat and has endured a great deal of training and hardship. While she won't be performing surgery or replacing limbs anytime soon, Alexis is adept at patching up allies and tending to injuries sustained in battle - a skill earned from her upbringing, training as a combat medic, and plenty of practice in the field. This same combination of training and firsthand experience is also responsible for the catgirl's exceptional aim and keen senses, although the latter trait is also benefited by her heritage.
Mimetic Armor - a bodysuit of armor that Alexis is rarely seen out of, its entirety is marked by a faint hexagonal pattern. While it offers a passable degree of protection against firearms and blades, it certainly cannot contend with armored plating or kevlar. Where the armor's true benefit lies is not in protection, but evasion; beyond providing a fair degree of maneuverability, its peculiar composition interacts with light by making the form of its wearer harder to discern from their surroundings at longer ranges. Make no mistake, however; the armor's benefits are far from active camouflage or invisibility.
Mosin Nagant - An older infantry rifle dating all the way back to before the Second World War, this relic is one of Alexis' most prized possessions. Lovingly cared for yet barely modified beyond the addition of a scope, it is her most favored weapon
M4A1 Carbine - A much more modern assault rifle with a short scope, it is Alexis' go-to weapon for missions that require her to be more versatile thanks to its multiple fire modes.
SPAS-12 - One of the more rarely-used weapons that Alexis possesses, although only just barely. It is a favorite of hers for close-quarter situations or missions that require less than deadly force thanks to a design that allows for the use of non-lethal ammunition such as tear gas or bean bag rounds.
SIG Sauer P320 - The only sidearm Alexis currently owns, and the most-used firearm in her arsenal. She is rarely seen without it and carries multiple variants of ammunition. It has saved her many times before, and doubtlessly shall again in the future.
M9 Bayonet - A multipurpose combat knife designed to be affixed as a bayonet, it has proved to be more than suitable as a fighting knife in melee situations. Much like her pistol, it rarely leaves Alexis' side.
Spoiler: It long >.>Growing up on one of the many garden worlds under the control of a military fleet known as the Ascendancy, Alexis was the daughter of a former captain who had chosen to settle down after experiencing the consequences of a one-night stand. She grew up like most in the Hades system, starry-eyed and dreaming of the day they could earn their way into the Ascendancy's ranks, while helping her mother in the local clinic she ran.
At the age of 18 Alexis joined Brightlance, a mercenary group used by the Ascendancy as a recruiting tool and way to identify those worthy of membership, and began to participate in mercenary contracts. She quickly found her place serving as a squad medic, putting to use the education she gained in watching her mother work. It did not take long before her line of work began to take its toll on Alexis’ mental health, however. On her third mission, she was deployed as a part of a five man squad to eradicate a group of raiders hiding out in a bunker on the arid planet of Silex. Alexis’ squad was discovered almost immediately, and suffered heavy losses in the ensuing firefight. The pirates fought with a ferocity and cunning that none of them had anticipated, killing three and mortally wounding the senior member and explosives expert. He and Alexis managed to escape and continue the mission, evading pursuit and reaching the refueling area connected to the bunker. There the medic armed a series of explosives under the instructions of her dying comrade, before reaching a safe distance and detonating the devices. The base went up in a spectacular display of smoke and flames, and with his dying breath her superior ordered Alexis to make sure that none had survived.
It was then as she surveyed the ruins that Alexis realized with horror why their foes had fought so savagely and desperately. It wasn’t just hardened pirates and criminals who had made their home at the outpost: it was their families as well. Among the charred remains of men and woman lay the bodies of children, of husbands and wives. There was a singed ragdoll. A ringed hand. The still-burning corpse of a household pet. When the evac team retrieved her, Alexis was no longer the same. Guilt and ghosts clung to her mind, haunted by the atrocity she had committed and the belief that she did not deserve to survive. The Ascendancy took notice of the battered young woman, and chose to allow her into their ranks after evaluating the mission report. Factoring in Alexis’ trauma, the organization wisely chose to assign her a non-combatant role until she recovered. It took the better part of a year for the broken woman to return to somewhat suitable service condition, undergoing therapy and counseling, and while they did not “cure” her trauma, the sessions managed to suppress and reduce it.
Soon, Alexis entered into active duty in Ascendancy, and was eventually placed under the command of a young man named Sheryl, alongside with two other men, on a mission to investigate a dying world where supposed deserters had taken shelter. When the group found their quarry, it proved to be nothing more than a transport ship with only food and the six petty thieves who crewed it - two of which were children. The group surrendered immediately, only wanting to be spared, but the two other Ascendants leveled their firearms at the group in spite of Sheryl’s orders. When their younger commander tried to get them to stand down, things escalated, and a fight broke out between the three. Sheryl managed to kill one of the rogue subordinates before the other grabbed him from behind, and Alexis snapped. Visions of the remains in the bunker and her dead comrades flashed before her, and she saw the thieves and Sheryl among them. Seeing more dead by her inaction was too much for the medic to take, and she flew into a crazed rage. What happened immediately after, she doesn’t recall. Only seeing red. But what Alexis does remember is the aftermath. Blood caking her trembling hands and staining her face, splattered across her attire. Sheryl wrenching the knife out of her hand and pulling her off of the Ascendant’s mutilated corpse. Breaking down in tears on the shuttle off-planet as Sheryl comforted her, his strong, warm embrace around her weak and worthless form. The newly formed duo fled Ascendant Space that day, now deserters themselves, with the symptoms of Alexis’ trauma beginning to return… and soon after, she found herself in the Nexus, alone once again and lost without purpose.
Miscellaneous: Alexis is a heavy drinker, as well as a smoker - albeit a light one.
Last edited by Arkhosia; 2018-08-30 at 01:54 AM.Avatar by Gulaghar, thanks so much!
"Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
~Welcome to Night Vale
Spoiler: Quotes from Friends <3Originally Posted by MagtokOriginally Posted by Billtodamax
- Join Date
- Jan 2018
Re: Nexus Character DirectoryLynx Thornheart
Alias: None that he knows of, but Nox calls him Zaphiel.
Alignment: Neutral Good
Class/Profession: Magic-user. I don't specify what kind because it's unclear, and he can only do small things without Nox.
Power Rating: With Nox: Probably a B, maybe more, however without Nox: probably D
Description: A humanoid lynx, as hinted by his name. He has grey fur with black spots, as well as the signature lynx ear tufts, his being black. he has blue eyes with round pupils. So, essentially a humanoid version of this:
He usually wears a leather biker jacket with a white t-shirt underneath, as well as jeans and combat boots. He also wears a satchel. At odds with the casual biker theme he has going, he carries a black walking cane with a carved white wooden skull topping it, which is not to help him walk. Lastly, for statistics, he is 5'11" and weighs 165 lbs.
Personality: Lynx is kind and prefers talking over combat. However, should you make him mad he will not hesitate to fight. He values the lives of people he knows over the lives of the many. However, everyone has flaws, and Lynx's flaw is that he sort of loses it if you truly enrage him.
Equipment: Lynx carries a hidden knife, as well as a good amount of money in his satchel. The main thing he carries is his cane, which is a sentient magic item that has a telepathic bond with him, named Nox. Nox's personality will be discussed in miscellaneous, and his powers will be discussed here. Nox has 4 forms:
Form 1: In his first form, Nox is a walking cane which cannot do anything other than normal cane stuff and letting Lynx cast advanced spells.
Form 2: Nox's second form is a scythe, which has a black handle, a darksteel blade, letting it burn fey/fae and demonic creatures, and the skull residing on the back of the blade. While in this form, the scythe can steal souls, but only upon killing a creature or striking a creature with less will-power than your average Joe. It also gives Lynx the spellcasting abilities mentioned in form 1.
Form 3: The third form is a spiked chain connected to a handle of black wood, with the skull as the handles pommel. The chain is used as a whip, albeit a sharp one. This forms power is, when a creature has the chain wrapped around them, Lynx can control the creature's mind, telling it what to do once it is released from the chain. The creature must then do that thing ASAP, unless the creature either A.) has great will, or B.) is subjected to some other way of breaking mind-control. Once the order is carried out, the creature stops being mind-controlled. The creature being controlled may use loopholes if it spots them. for example, if the command is to "get rid of" a creature, the controlled creature may banish the other creature to a different plane of existence, thereby ending mind-control as they have completed the order. It also gives Lynx the spellcasting abilities mentioned in form 1.
Form 4: The last form is a walking staff, essentially a lengthening of the first form. In this form, hitting the skull on the ground can conjure a land form, up to a 50-foot deep trench or a large hill. This land form disappears after 3 days, or when Lynx commands it to. It also gives Lynx the spellcasting abilities mentioned in form 1.
If the telepathic bond between them is broken, Nox becomes able to fly and speak, and gains the power to shift forms at will, as well as gaining all powers that each form would normally grant to Lynx. If he wishes, Nox can take control of Lynx, shown through Lynx's eyes turning blood red and the pupils becoming slits.
Abilities: Apart from the abilities granted to him by Nox, Lynx can use a knife well, and is able to shoot small elemental balls out of his hands thanks to magic. He also has natural retractable claws.
Backstory: To come later...
Spoiler: Nox's Character, just what applies and mattersNox
Nicknames: None, though Lynx calls him Bob.
Alignment: Lawful Evil
Personality: Nox has a singular goal: To kill Fey/Fae, Undead, and Demons. It errs on the side of caution, killing even half-demons, half-Fey/Fae, Demon-likes, etc. He will kill anybody who gets in his way while he's on his quest for "purification", except for Lynx, who he will simply take control of. He is calm until somebody suggests he is evil, at which point he flies off the handle.
Backstory:To come later...
Last edited by CosmicHobbit; 2018-11-27 at 05:19 PM.Linklele made my awesome avatar! Thank you so much!
Finally back from a longer hiatus.
- Join Date
- Aug 2010
Re: Nexus Character DirectoryAmity and Tank
Alignment: Neutral Good-ish
Class/Profession: Scavenger, Sniper, and Animal Whisperer
Power Rating: C, or B+ when working with Tank.
Physique: With muscles made of wire, a little fat and her curves hide the fact that she’s strong as a spring. At five feet tall and only a little over a hundred pounds, she’s tiny.
Hair: Long and blond, made luscious and golden by a fertility blessing.
Skin: Very pale and freckled in places where she’s clean and hasn’t been exposing her body to the sun. The rest of the places, it’s a deep tan with weathered skin and freckles.
Clothing: Combat boots a couple sizes too big for her, fatigue pants, tanktop, duster, blue bandana, and wide-brimmed hat
Personality: Amity is a shrewd individual always looking for opportunities to get into a better position - usually this is physical, as the most significant interaction of her adult life has consistently been with an apex predator. As a result, she's fast to talk about things, clever, good at recognizing vulnerabilities in a person's body, and will hammer home any advantage she can find.
Mosin Nagant - Infantry style mosin nagant carbine meant for precision shots. Main weapon, hangs from a strap on her shoulder.
Lucky and Lucy - a pair of six-shot heavy revolvers. Stored in her duster pockets.
Plasma Pistol - Backup weapon for when kinetic energy doesn’t cut it. Goes on the back of her waist. Only has 12 shots left before it’s completely out.
Laser Pistol - Backup weapon for when kinetic energy doesn’t cut it. Goes on the back of her waist.
Vlad - Metal stake launcher in her left boot. Can fire junk if necessary - her own design. Named after Vlad Dracul. Stored in her left boot.
Longfellow - Wand style shock caster, taken from a robot. Named for the first person she killed with it, Andy Longfellow. Stored in her right boot.
The Backup - tiny laser pistol stored in a hidden area on her body. Made almost entirely of plastics and non-ferrous metals. Amity’s own design.
Knives - Amity has two knives up either sleeve, one attached to the forearm assassin’s creed style, and one attached to the bicep
Deathclaw Gauntlet - strapped to her right outer thigh, it's a circle of deathclaw claws attached in such a way as to allow the user to wield them as a weapon, made from the remains of a deathclaw Tank killed.
Fusion Cores - Amity has four fusion cores on the left side of her belt. Not truly a weapon, she saves them as grenades just in case.
Abilities: Amity is a human that has been fighting near constantly since her age was in the lower single digits; as a result, she's fast to act, extremely good with a gun, and somewhat antsy in peaceful times. Aside from the paranoia that drives her to carry more than ten weapons at any given moment, this means she's a crack shot with nearly any ranged weapon with a trigger mechanism she gets her hands on. Amity is also a genius in terms of technological understanding and design, allowing her to create things well outside the scope of what she realistically should be capable of. In addition, though she's not aware of it, she has a very low level psychic ability that lets her empathize with others, allowing her to seem much more approachable and friendly to the weak-willed and creatures with animal level intelligence.
Backstory: To Come Later
Miscellaneous: Almost inseparable from her Deathclaw companion, Tank.
Race/Species: Albino Deathclaw
Alignment: Neutral Hungry
Class/Profession: Bio-engineered Killer Animal
Power Rating: C+, or B+ when working with Amity
Physique: Large and powerful, Tank's limbs are tightly muscled, and he's eight feet tall with a hunch, and almost sixteen feet from his nose to the tip of his tail. He weighs a little over one ton, at 2300 pounds.
Scales: bereft of pigmentation, his scutes are all white, with any exposed flesh between the scutes being the pale pink color of blood through flesh - about the same as a caucasian human.
Clothing: a blue bandana that matches the one Amity wears.
Personality: Tank, unlike Amity, is a laid back jokester. He enjoys messing with people things, and though he has only the intelligence of a very cunning animal (about equivalent to the intellectual capacity of a ten-year-old human), he can put it to good use - one of his favorite pranks is sniffing people's hair when they don't realize there's a stealthy ton of apex predator behind them.
Abilities: Deathclaws have extremely sensitive senses - they can see quite well in almost any lighting condition, can hear very well, and have a nose that would impress most dogs. They're capable of casually lifting and even throwing cars, and the raw power behind their claws allow them to tear apart solid steel armor with relative ease. Their scales allow them to all but ignore small arms fire and severely mitigate higher-end weaponry. On top of this, they can hit a land speed matching some low-end cars. Tank is a fairly typical example of his species aside from his albinism; he's a bio-engineered killing machine. This one simply happens to have formed a "pack" with a surprisingly short human.
Miscellaneous: Almost inseparable from Amity.
Spoiler: Image Reference!
Last edited by Halae; 2018-08-26 at 07:00 PM.If You need me to post somewhere, drop me a message, please
Awesome avatar by the wondrous Kurien.
- Join Date
- Feb 2007
Re: Nexus Character DirectoryIthuriel
Alias: The Angel of Second Chances
Race/Species: Angel/Were-Rhino. Still has some traces from her past as a vampire and the brief time she spent as a demon.
Alignment: Good, of the Law-abiding sort. No stick up her butt though.
Class/Profession: Angel of Redemption. Also an Intersection officer.
Power Rating: Probably A rank? I find it hard to judge in any meaningful sense.
Description:Spoiler: DescriptionIthuriel stands a little over 6 feet tall. Her body is toned and muscular, though it falls a long way short of accurately reflecting her strength. Her skin has a sort of unnatural paleness to it, one of a couple of hints to her past life as a vampire. Her hair is a bright and vivid blonde in colour, almost verging on golden. Off-duty she tends to let it hang loose, stretching down to about halfway down her neck, on-duty she keeps it tied back in a ponytail. Her eyes have unusually wide irises that are a deep purple in colour. Being an angel, her body is immune to the ravages of age, leaving her with a permanently youthful appearance without any noticeable scars or significant imperfections. However there is a certain look of weariness to her expression that suggests she's seen a lot in her time. If ever caught smiling, she has another little tell of her vampire days in the form of rather pronounced, slightly lengthened and pointed canine teeth. Ithuriel's wings are rather large, stretching well above her head when folded in. The feathers are a light, bright golden brown in colour. Being the servant of a deity, Ithuriel has a small amount of divine power at her disposal, which is often manifested as a faint aura of golden light surrounding her.
When off duty, Ithuriel generally wears a set of plain white robes with the hood pulled up over her head. Beneath the robes, she wears a set of light, flexible leather clothing to give her more mobility in combat with a thin, shaped white breastplate to give her vitals a little extra protection. On duty, she wears a standard Intersection Officer's uniform and baseball cap.
Being a were-rhino, Ithuriel can shift into both rhino and hybrid form. As a full-on rhino, she looks...like a rhino, but with wings. Her hybrid form causes her to gain thick, grey, leathery skin and she grows considerably in volume, looming over the average human and running into serious issues when trying to fit through regular-person-sized doors. The phrase "as thick as a tree trunk" becomes applicable when considering her arms and legs, with how much she bulks up in the process of transforming. She does also gain a little rhino-tail and a relatively modest horn on her snout in the process. Ithuriel has taken the time to ensure that all her regular clothing can shift in size and shape as she transforms to avoid any embarrassing "hulking out" wardrobe malfunctions. While Ithuriel is decidely muscular rather than busty in shape to begin with, it is perhaps worth noting that the transformation leaves her completely flat-chested as well.
Personality: Ithuriel comes across as a relatively calm and peaceful individual. Having seen far too much violence in her life and having been responsible for quite a lot of it during her demon days, she'd much rather resort to non-violence means of conflict resolution where possible. As the angel of second chances, she'd rather try and help others change their ways where possible. On a more personal level, it can be difficult to get particularly close to Ithuriel. A combination of her troubled past and having spent a long time in the Nexus has left her reluctant to make many particularly close friendships. She does still have a lingering fear that she could get re-demon'd some day, or that her family may come after her some day - they're not very nice vampires. Anyone who does get close to her, though, will find she has a modest talent for art and poetry and never quite lost her noble family's taste for the finer things in life...and that she's dedicated a lot of time to keeping herself calm, because it doesn't really come naturally to her.
Equipment: Ithuriel's regular amour and clothing have all been enchanted to change in size with her when she transforms. For weapons, she has a pair of short swords - when on duty she also has a standard-issue Intersection handgun and a handful of tools for detaining lawbreakers. Her armour and swords have also been given some fairly standard magical enhancement - no fancy effects or special abilities, but it makes them durable and adds an extra little bite to her blades. Ithuriel's home exists in her own personal demiplane - she possesses a pair of horns, one a white ivory horn, the other a black wooden horn carved from the same wood as her coffin, that can be used to summon her from her plane. She can also make one-use horns from the fir trees that grow there. Given a little time to do so, she can open a portal to her demiplane for herself or others to use, but will always reappear where she left unless a horn summons her to a different location.
Abilities:Spoiler: AbilitiesIthuriel does an excellent job of living up to a rhino's tank-like status. Her various transformations have collectively granted her superhuman strength, impressive durability and extremely potent regenerative abilities. She can recover from what should be mortal wounds and can regenerate body parts within the space of a few hours. Being an angel also gives her resistance to various effects that would be lethal to a mortal. Being well aware of her own abilities, her approach to combat is generally to skip any sort of defensive measures on the basis that she can probably incapacitate any opponent through overwhelming strength quicker than they can figure out a way to do enough lasting damage to incapacitate her.
When Ithuriel transforms into her hybrid form, she gains another multiplier to her strength and durability, her skin now being tough enough to take some serious effort to cut through. Any reasonably well-made weapon will still find purchase, but the additional layer of resistance makes it that much harder to really hit anything vital. During combat, particularly if she taps into her more animalistic traits, Ithuriel is at risk of entering a rage state where any degree of self-preservation is thrown out the window and collateral damage becomes highly likely. She's devoted a lot of time to learning how to calm herself to keep it from happening, but the risk is there. It does little to enhance her combat abilities, but the resulting disregard for the safety of herself or others can be very dangerous.
Ithuriel can also tap into her divine power to perform a number of feats. She can spread her aura out, bathing an area in golden light to try and soothe and calm those around her with her divine presence, or potentially intimidate them as they feel the wrath of an angel wash over them. She has also been able to turn her aura to healing, though while she may be able to stabilise someone at risk of death or gradually aid someone's recovery, she's by no means capable of instantly mending major wounds or other such feats. The more she has to call upon her aura and the greater the "miracle" she performs, the more drained she feels by it. While she's usually capable of hiding how drained she is, she is a lesser angel and as such her powers are quite limited.
Backstory:Spoiler: BackstoryIthuriel started life under a different name as Slythynia, adopted child and unsuspecting victim of the aristocratic family of vampires who took her in. A feral creature who had been living in the wild before she was taken in, she was killed and raised as a vampire by her parents when she turned twenty. A dutiful and obedient thrall, she was steadily taught the ways of the aristocrat, her parents intending that in time she be used to expand their sphere of influence, becoming a countess of her own territory, subservient to them.
It was perhaps about a decade later when a deity became aware of her and took pity on her plight and sought to free her from her parents' influence. This god of redemption sought to prove that even the most wicked of creatures could redeem themselves. With a few nudges on the way from her divine benefactor, Slythynia freed herself and began a lifelong campaign to rid the country of her family.
It did not go well. Slythynia came to the Nexus a broken woman. Her parents had grown weary of her attempts to thwart them and chose instead to simply kill all of the peasants under their control and move on. Over time, Slythynia healed. She found people in the Nexus, in the Town as it was then known, a lot more accepting of her. At one point she even adopted a young girl that she rescued from harm, and raised her until such time as deadtime forced her to move on.
Over time, Slythynia became accustomed to life in the Nexus. A little too accustomed, as it happened, as one day she let her guard down and was converted against her will into a demon. The process served as proof that she had done enough to redeem herself, having regained some form of soul back, only for it all to be snatched away as her animalistic nature took over, turning her into a monstrous predatory creature that revelled in hunting, killing and devouring people.
How she rid herself of her demonic form is something of a mystery. She's never really been sure if she managed it herself or if her god intervened once more. One day she just woke up to find she was back to being a vampire. Shortly after, however, the demon she'd taken as a mate and hoped to keep as a lover confessed that she wasn't the same person to him any more. He left and something inside of her snapped.
Slythynia died shortly thereafter, having assaulted a community of vampires on her own to rather predictable results.
For a vampire, there is no afterlife. Even Slythynia's pseudo-soul wouldn't have been enough. However her deity successfully argued that on the whole, Slythynia had done enough to restore herself. Though others in his pantheon challenged and objected to his claim, ultimately they were unable to debunk it. Slythynia was then reborn as Ithuriel, the angel of second chances, lesser angel in service to the god of redemption.
Since her rebirth, Ithuriel has tried to find a way to serve her deity in the Nexus. On the whole it's been a mixed bag so far, but she did sort-of-convince a Magtok to change his ways, or at least start wearing a set of wings, so that's something.
Miscellaneous: Ithuriel currently serves as an Intersection Officer and spends a lot of her free time providing aid and support to those in need in the Red Zones of Inside.
(Figured I'd try putting some of this in spoiler tags to keep the size down. Nothing actually spoiler-y in there. First one of these I've done in a looong time, so may be subject to extensive re-writing if I look at it later and decide it's awful.)Before you criticise someone, walk a mile in their shoes. That way, when you criticise them, you'll be a mile away and you'll have their shoes.
- Join Date
- Sep 2011
Re: Nexus Character DirectoryArbrim Tatch:
Race/Species: Alien Humanoid, Undead.
Alignment: Red Primary, Black Secondary. [Chaotic Neutral-ish]
Class/Profession: Intergalactic Bounty-Hunter/Mercenary. (MERC Member)
Power Rating: B+/A-
Description: This imposing gray-skinned humanoid stands over eight-and-a-half feet tall, staring ahead from beneath a tall, wide-brimmed leather hat, his sunken eyes of burning coal shielded by a pair of black hexagonal-patterned shades. The barest hint of the enormous bounty hunter's scarred and weathered face can be seen from certain angles, despite the fact that a majority of the alien humanoid's maimed and half-melted head remains hidden behind a dusty black bandanna and a tall, blood-spattered leather collar. His wretched, scale-covered flesh is flaky and burnt, dotted with unusual bone spikes and hooks common to his race, though several of them appear to have been chipped or torn off, old wounds inflicted by dozens of years spent as intergalactic mercenary. Scars of all shapes and sizes race across his once bluish skin, the wounds never fully having healed due to poor self-stitching, giving him a rather imposing appearance. An impressively large, crooked nose with a shape that suggests it having been broken several times hooks over the bandanna that the stranger wears to hide his lower face.
The grime-splattered bounty-hunter can frequently be seen clad in a long, tattered black leather greatcoat worn over a thick, futuristic-looking breastplate inscribed with glowing protective runes. A dented, well-worn spiked gauntlet crafted of some unusual material and decorated with bones and runes similar to his armor can be seen worn over his left hand, while the other appears to be a particularly bulky cybernetic limb, each industrial-sized metal finger as thick as a lesser being’s wrist, pipes and pistons visible beneath heavy, spiked plating meant to crush, and grind, and utterly pulverize with brutal efficiency. Dozens of blood-stained bandages cover the prosthesis, and bones taken as trophies from successful ventures now decorate the arm, giving it a frightening, claw-like look. A cracked metal lantern decorated with flecks of gold and silver hangs from his belt alongside a trio of sentient severed heads attached to blackened chains, while a sharp, angular collar rests upon the man's broad shoulders, wrapping about his neck, where it attaches to an enormous black cloak.
Personality: Arbrim is a pragmatist, having long since come to the realization that under it all, most people are selfish and animalistic, regardless of race, gender, or social standing. It's a cold and somewhat bleak point-of-view, but one which has served him well during his time as a particularly gruesome mercenary. For him, it's clear as glass that at the end of the day, everyone is out for number one, and that a straightforward philosophy of enlightened self-interest is ideal.
While he knows full well the advantages of unity, wealth, and power provided by organizations, Arbrim considers himself a rugged individualist and pseudo-anarchist, generally preferring to work alone whenever possible due to his hatred of rules and regulations, a hatred which frequently sets him at odds with himself, for though his military training has taught him to begrudgingly accept the existence of directives, orders, and statutes, his belief in "might-makes-right", long reinforced by his race's tendency towards brutal colonization, is heavily ingrained.
As such, Arbrim values his freedom highly.
Abilities: Arbrim is a consummate survivalist and highly skilled mercenary, having once been a high-ranking member of one of the most terrifyingly effective intergalactic armies ever formed, long before he found his way into the Nexus, his extraordinary training and natural skill perfected by over two centuries of mercenary work.
Spoiler: Specifics:• Superstrength: Arbrim's brutal race, the Algori, were enormous humanoids genetically engineered by a more intelligent species in order to serve as cruel and overwhelming combatants, dozens of times more physically powerful than even the strongest human.
• Military Training: When Arbrim was very young, the Algori were themselves conquered by a highly technologically advanced race called the Borinians, and a vast majority of them were drafted into their military. While most of the Algori were to be used as front-line cannon fodder due to their impressive size, the military leaders of the invading civilization saw potential in some of the more intelligent of the Algori, and as such, a percentage of them were taken in and forcefully subjected to intelligence enhancing surgeries and drugs, before being trained to serve as highly skilled soldiers.
• Well-Equipped: After the Borinian civilization collapsed in on itself, Arbrim chose to live out the rest of his days as a mercenary, putting his natural skill and remarkable training to use. Over the centuries, Arbrim has gathered to himself a vast arsenal of powerful weapons designed to more easily collect his bounties.
• Undeath: After two centuries of mercenary work, an encounter with a sinister spellcaster from another time brought Arbrim low, for though the bounty-hunter managed to collect the bounty upon her head, her last words were a wretched curse, one which teleported him elsewhere, rotted his innards, and brought about a sort of walking death. The hex, potent as it was, launched the bounty-hunter into a different time and place, an interplanar anomaly known as the Nexus.
Spoiler: Specifics:Superheated Scattergun: A powerful analog firearm which resembles little more than an oversized, chain-covered shotgun cut roughly in half. What's left of the intimidating weapon most accurately can be described as a heavy handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons. A true classic.
CRSPR Flamethrower: A technological weapon capable of belching forth a stream of roaring, sticky napalm capable of burning through even the toughest of hides due to the elemental enchantments afforded to the potent device. Its liquid ammunition's expanded area of effect and tendency to burn for a far longer duration than most flamethrowers makes it an efficient, if dangerous tool.
Borinian Powered Minigun (X-Gen, Lead Storm Model): This X-Gen powered minigun is named for its external generator - a power pack which drives the firearm's highly efficient automatic feed, allowing the overwhelming weapon to fire more than 3,500 heavy rounds per minute. These weapons are common on fortified bases and in large armed encampments, and make for a particularly deadly encounter if wielded by an individual capable of handling its bulk.
"Bulldog" Heavy Revolver: A bulky and heavily modified custom revolver firing rounds so large that it only holds four shots, an issue made manageable due to the fact that the weapon has long since been enchanted so as to generate its own ammunition over time. More or less nothing can stand before a direct hit from this 26mm monstrosity.
LFD Screamer Rifle (Thunderstrike Model): A cruel and inhumane technological firearm, this weapon closely resembles a standard long-range rifle with an unusually wide barrel. A pair of circular metallic devices covered in glowing lights flank each side of the rifle's base, and a long "spine" of prongs runs across its barrel. The front of this frightening weapon projects a powerful cone of sonic energy that can bruise flesh, shatter bone, and deafen individuals within the area of effect.
NIL Grenade Launcher, Squad: The NIL (an acronym for "neutronic individual launcher") grenade launcher is one of the more feared grenade launchers on the black market, for while NIL's can be fitted with any sort of grenade as ammunition, the wicked device is hyper-specialized in order to more efficiently fire atomic grenades. Grenades are loaded individually, rather than in magazines, and its excellent construction allows for a user to select which type of grenade is to be fired.
Satchel Charge: Be it an obstacle or a particularly thick-headed opponent, a blast from one of these sticky satchel charges is usually enough to get the job done. Due to the expanded area of effect, it is recommended that users step at least forty feet away from the blast radius in order to more easily avoid shrapnel.
Autograpnel: This ominous looking device appears to be some sort of bulky hand-held pistol with an enormous spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang, trailing an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out at it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 450 feet, and the internal retraction motors are strong enough to hold up a surprising amount of weight.
Binding Lantern: For particularly complicated bounties, Arbrim acquired this cursed item many years ago. This item, capable of binding the souls of those recently slain, is frequently seen worn at his belt.
Severed Heads: The souls of several once-potent spellcasters are now used as arcane batteries.
Backstory: To come.
Last edited by The Mad Hatter; 2018-08-28 at 03:58 PM.don't click this
- Join Date
- Jan 2018
- Sector ZZ9 Plural Z Alpha
Re: Nexus Character Directory
Rveltrians are a blue-skinned humanoid race from the destroyed planet Rveltr. They have dark hair in shades of green, blue, and purple, and are generally a bit shorter than humans, between 4'3" and 5'8" usually.
Rveltrian biology is fairly similar to humans but with a few differences. The first and most important is their lifespan. Rveltrians live incredibly long lives which last upwards of 2000 standard years. In addition, they are slightly more adaptable in terms of diseases. Whereas they are normally affected by most diseases and not resistant, they will build up immunity faster than a normal human. Their body temperature is colder than humans, closer to 92 degrees. Lastly, their vision covers a slightly different spectrum. They see more infrared than a human, and have slightly better night vision (but not so good as to be able to see in pitch darkness).
Spoiler: Naming ConventionsRveltrian names are somewhat complicated. Each name is a single word. The first part of the name is the family name, which is always a single syllable. After that comes the personal name, which can be anywhere from one to five syllables. The naming of twins or triplets has special conventions; twins are given highly similar personal names. This is due to an old belief which says that twins have a special connection to each other.
Spoiler: cultureRveltr was a world steeped in tradition. For millennia, they used a guild system, where each young Rveltrian joined a guild to learn useful skills. However, the system eventually led to the planer's downfall, as a trade war over dwindling supplies of fissile material went nuclear, decimating the planet and nearly dooming the race to extinction. Modern Rveltrian culture is confused, mainly because the guild system was proven flawed, but the surviving Rveltrians still feel deeply tied to their guilds. Rveltrians typically wear clothing in their guild colors, as a sign of respect to their guild.
- Join Date
- Sep 2014
- Good question.
Re: Nexus Character DirectoryKara N. Fencár
Alignment: Chaotic Good, leaning toward Chaotic Neutral.
Class/Profession: Artificer/Graduate (Major in Arcane Engineering, Minor in Blood Magic)
Power Rating: Rank C-
Description: Kara is a slightly paunchy human standing at about 5'9" with brown eyes and light brown hair wrapped into a ponytail. They have a very noticeable scar circling the entirety of their neck, and a slightly less noticeable gash in the center of their left palm.
Personality: A melting pot of anxiety and ambition, Kara has been doing their best to adjust to life in the Nexus as a magical repairman while searching for a way back home. They sometimes come across with a bossy attitude to hide the fact that they hate everything about the Nexus and how magic doesn’t work this way in the states, ****it.
Equipment: When traveling Kara wears sneakers, tan jeans and a dark green jacket with one of many novelty t-shirts acquired from the Nexus underneath. At home or in the workshop they tend to wear pink slippers, torn carharts and a white shirt, along with whatever safety gear they require.
When taking on a job, Kara will usually bring along their toolbelt of holding, full of many items that can be used to measure and analyze magic or adjust the physical properties of an ongoing spell. (Chalk, sacramental salt, a gamma-ray spectrometer, a pocket knife with antimagic wards, etc.) Sometimes they bring a pair of headphones if they think they can get away with listening to music while working.
Abilities: In terms of dexterity and physical prowess Kara is among the average of most variations of humans across the multiverse. Their true power life in magic item creation and runecrafting, which they use to keep them safe both on the job and on the streets.
Spoiler: Specifics- Attuned Ears. Kara has magical implants in their ears that can extend outward and allow them to hear the presence of magic in the area. When fully extended they resemble tiny satellite dishes, and they can be aimed in any direction facing away from the head. These implants are controlled by Kara’s thoughts, and can be turned on and off at will.
- Contacts of Seeing. Kara has several pairs of contacts that, when worn, automatically adjust the level of light coming into their eyes. This allows them to see in the dark or look at intense lights without becoming dazed or blinded. Magical light and darkness may overcome these precautions depending on their strength.
- Gibsey's Gauntlet Rune. A Dwarvish rune is written on Kara’s right palm. When danger is nearby the rune automatically activates, conjuring an obsidian colored gauntlet with glowing white light at the edges of it’s plates. The gauntlet is strong enough to withstand large amounts of physical strain as well as most bullet and energy-weapon fire, and grants it’s user enhanced reflexes and combat capabilities equal to that of a generalist martial artist with ten years of training. It also provides protection from intense heat over the arm it covers and Kara can use the gauntlet to lift up to five-hundred pounds without it bending or breaking. The gauntlet is active for as long as Kara allows it (or until its destroyed), and can be deactivated with a gesture, or even prevented from forming if Kara balls up their fist.
- Rune of the Glaistig. A Gaelic rune on Kara’s back that is enchanted with healing magic, it enhances Kara’s healing factor and allows them to withstand most wounds that would instantly kill a normal human, as well as dull intense pains. It activates automatically when Kara is injured. While being able to replace most vital organs and even fingers, the rune cannot regenerate an entire lost limb. The rune can be used in intervals for up to five minutes before it loses its power and requires twenty-four hours to recharge.
Backstory: After finally graduating from The Universal School of Magic (Wyoming), Kara was excited to begin work developing an inter-dimensional gateway to seek new life in the universe beyond their world. However, a tragic accident resulted in them getting wrenched away from their home and thrown into the Nexus. Despite multiple scrying and teleportation attempts, they are unable to return to their home, and now look for work here in the Nexus.
Miscellaneous: Kara’s birthday falls on December 21st on most Earth calendars.
Last edited by Angsty Anubite; 2018-09-17 at 02:48 AM. Reason: Debuffing
- Join Date
- Apr 2008
- Fever dreams
Recaiden Character Listing
That other post was getting really crowded.
Race: Human, Faerie Ring Radiance
Age: ???. Anchor is clearly an adult, but also looks brand new.
Alignment: Red / Chaotic Goodish
Power Rating: B- or 4
Description:She's a human woman with tanned, slightly olive skin. She's got straight black hair in a bob, with long bangs. She's short, only 4'10", but looks solidly built. High cheekbones and a small pointed nose. Her facial expression is usually a little nervous. She's wearing sunglasses, even indoors, but behind that her eyes are grey and almond-shaped.
She's wearing white jodhpur trousers and steel-toed boots, a short pink tunic over long white sleeves, a belt with a dozen things hanging from it, a warm-looking dark red cloak, a pistol on one hip and a spellbook on the other, a string of lion's teeth around her neck. Her shadow doesn't quite follow her movements exactly, and sometimes doesn't look like her, or even look human.
Backstory: After Alkania died, her body was stolen by a necromancer, and reanimated as the first of the animus shadow-ghouls, the 2nd Anchor. This creature was eventually killed and brought back, plain and alive, at the temple of Inari, the 3rd Anchor. Her shadow never quite recovered.
Upon finally making her way home to the Skullfort, Anchor discovered that she had been replaced by a robot clone, Leah.
Having lost her racial abilities when she died, and her undead abilities when she was revived, she engrossed herself in study of Thormoses's spellbook and mastering the necromantic secrets therein.
When she had a basic understanding of them, she set off as a wandering heroine and had various adventures: Apologized to Naku. Fought demons alongside Eschelle. Learned secrets of the Elder Continent from a fellow graverobber. Got over her old crush. Helped steal a demon-staff. Stole a kitsune's shadow. Fought the vulture king. Helped a renegade demon kill his pursuers. Overthrew a kingdom. Collected birds with Koshal. Cured Karl of his amnesia. Intruded on the Hunting Grounds. Rescued St. Lazarus from zombies. Attended the Autumn Equinox Ball. Showed newcomers the GLoG medical lab. Went to the Masque and ran into Jack, then explored the town and faced a spectre on their date. Found Zophiel on the beach.
Anchor stores most of her equipment magically in the shadow world when she's not using it.
- Book of Resplendent Magic: Old parchment rebound in the tanned skin of a drowned man after its original cover was sawed off. Contains general spells. Mostly necromancy and enchantment, with a little bit of magitek.
- Tome of Tigers: Contains pyromancy learned from Kitty.
- Tome of Bones: Contains necromancy learned from Kitty and copies of the spells from the Book of Resplendent Magic.
- Book of the Ship: Contains all the other magic learned from Kitty.
- Heroine's Book: Contains general spells used by Anchor in her adventuring life.
- Beastbreaker: A three-pointed spear or very narrow trident of exceptional length. Originally belonged to The Empress. It has its own will and actively seeks to fight monsters.
- Firme: An unbreakable flame-bladed sword of light black crystal, so large that it ought to be a three-handed-sword.
- A hastily made and more-hastily enchanted steelsword, designed to slay demons.
- One (1) bolt-action 5.53 rifle.
- Two (2) 9mm automatic pistols.
- A pair of ruby-studded gold dancing sandals.
- A suit-thing, off-white temple clothes, her adventuring outfit, some ill-fitting black-and-white checkered stuff.
- A small ivory statue of a unicorn, standing a foot tall; engraved into the base is the word 'Enhornig'. Speaking the word, whilst holding the statue, transforms it into a life-sized unicorn that shall help whomever holds it before turning back into a statue an hour later (it can be used only once a day).
- Necklace of lion's teeth, enchanted to protect the wearer from projectile attacks. It can be overwhelmed by a high volume of fire or very-high velocities.
- Memory Spear - elegant, clean, and bright. The air around it is filled with subtle music, a warm glow, a clean scent. Touching it brings pleasant memories bubbling to the surface, memories long forgotten.
Wizardry: A long time ago, Anchor killed a lich and took his spellbook. She's been learning from it. She traded a spaceship to a Rakshasa in exchange for more magical knowledge. Every spell requires a magic word or phrase. When you hear the spells cast, they sound incomprehensible. ((One group of spells are minimal-level Zalgotext of a few consonants from a relevant words, separated by spaces. Another group is 3 lines of hebrew characters rotated 90 degrees clockwise and connected with vertical lines.))
Most of a discipline of pain-magic/sadomancy; inflicting, removing, storing and transferring pain, as well as methods of using one's pain, or the pain of others nearby, to fuel other magics.
Quite a bit on pyromancy, particularly focused on fire-spells that synergize with the pain-magic.
Some advanced necromancy spells.
Enough alchemy to brew a supernatural poison that bypasses most supernatural immunities or resistance to poison.
Bits and pieces of several other magical disciplines and methods.
Likely to backfire: a spell that summons, but doesn't control, a giant demonic scorpion.
<Anchor> has gained some knowledge about symbolic magic. Kitty mostly uses symbolic magic in conjunction with his innate abilities, to transfer non-physical things, so Anchor may have difficulty applying that knowledge- but if she were to, for example, create a skeleton out of a mix of human and ox bones, she could symbolically give the skeleton the strength of a bull, using the cattle bones as a symbol of that strength.
Anchor's shadow moves and acts on its own, disrespecting light sources and physics. It can move things around, it can fight other peoples' shadows.
Anchor can make abstract and nonphysical views (such as light, color, and shadow) into solid objects. She learned this power from Lyrina, forgot it when Alkania died, and was reminded of it by Charity.
Spoiler: Spell ReferenceDazing: d̟̪̯̟̽̋̌ ̠͚͔̝̰͑̑̉̉ͣͬͣ͗́ẻ̐҉̥͕̯͍̺
Agony: p̢̢̻̩͐̄ͤ ͦ̓ͩ̀͏̠s̎͐ͤ͂͏̰͎͚̰͙̜͖ ̴̶̼̣̣͉̔͞l̝̝͖̹̗͍̎͛ͨ̕͝
Firebolt: i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑
- 2x pain powered combo: ͍̗̹͖̝̝ͨ͛̎̕͝l̶̴͉̣̣̼̔͞ ͖̜͙̰͚͎̰͏͂ͤ͐̎s̠͏̀ͩ̓ͦ ̢̢̩̻ͤ̄͐p i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑ - i̇̽̏̃́͟ ̘͔͖̗͎ͯ͊̓͊͋c̙ͪ ̷̘͉̘̒n̢͕̼ͥ̔ͦ̌͑ !
- Join Date
- Sep 2011
Re: Nexus Character Directory
At the dawn of creation, there was order. The multiverse existed as an infinitesimal singularity, a perfect mathematical figure made physical, everything exactly as it was meant to be. Creator deities, brimming with power, came about soon after, claiming entire universes for themselves, a grand experiment. Then, under the supervision of the creator deities, there was life. With life came chaos and discord, a disturbing consequence of mortal sin, one which brought about the attention of the bitter foes of reality itself, the unknowable monstrosities between the stars, locked away by deific precursors.
Realizing the consequences of the actions of the creator deities, the divine precursors created the inevitables, beings of pure law and order designed to enforce the laws of reality in the hopes of delaying or preventing the calling of those outer gods which existed between reality itself. However, the inevitables were not a permanent solution, nor a wholly effective one, for they served more often than not as little more than a way in which to buy time, merely delaying that which could not be stopped, not truly. This unpleasant truth was most evident within Universe 14264-X, wherein the crawling chaos had made its home.
The inevitables there proved especially ineffective, for this universe closely bordered that curious extradimensional hub known as the Nexus, one whose powerful chaotic energies were frequently vented into its neighboring dimensions. Due to its proximity to the Nexus, this universe became infected by chaos far quicker than others. Since it was created, this dimension was restarted over fourteen million five hundred and ninety-four thousand three hundred and ninety-five times, and during each version of its own existence, the inevitables retained their knowledge of what had occurred with each prior version.
Eventually, the creator god of this universe grew distant, spending his time exploring the nature of existence in self in search of a cure to the infection that was chaos. In the absence of the guiding hands of their creator, the leader of the inevitables of this universe, a perfect entity crafted of the flawless mathematical figures which reality itself was constructed from, began to perform research into its own universal directives, eventually reaching a controversial conclusion. This ancient and nameless entity, which soon thereafter called itself "Ozymandias", stated that the time had come for change upon Axis.
Over the next three-hundred thousand years, the inevitables of Universe 14264-X underwent a radical transformation, rewriting the complicated legislation which gave them purpose and reshaping their byzantine bureaucracy based upon this extreme interpretation of their prime directive, one which stated that far more direct measures were required in order to ensure that chaos was suitably regulated, including the use of preemptive measures within the parameters of their own universe, measures which promised to eliminate those who would commit acts of chaos before the act could even take place.
In addition to these radical measures, for the past one-hundred thousand years, a proposed investigation of the Nexus, whose chaotic energies made their universe weak to chaotic infection, has been passing through the cogs and wheels of the Axian bureaucracy. A minority population of the Parliamentary Congregation remains wary of involving themselves with the Nexus, and as such this proposed investigation has yet to have been approved. However, all eyes rest upon the Nexus, where the next great catastrophe could very well change the mind of those against further actions.
Spoiler: The City of Axis:Representing the pure perfection of order, the pinnacle of lawful behavior, the infinite city-plane of Axis appears as an infinite array of clockwork machinery, stretching into the horizon. In this vast plane-machine, life clings to gears the size of continents and pistons the size of planets, completely in tune with the ticking of the multiversial clock. It is a bastion of immutable law, a pristine city of cities surrounded by a wall of gold which constantly expands, each new sector procedurally generated within the parameters set by the Parliamentary Congregation. Also known as the Eternal City, the Perfect City, or even Utopia, Axis is actually millions of separate cities folded and layered atop, within, and around one another in an elegantly arrayed masterpiece of multi-layered clockwork architecture and city planning. Despite the mind-boggling expansive nature of the ever-expanding city, each and every city-district maintains a high population level due to the fact that the inhabitants of Axis are assigned to specific dwellings when created or immigrated.
Axis is a city of cities, divided up into thousands upon thousands of discrete urban realms called districts. Conventional travel between these cities is possible, but the distances can be extreme, particularly for shorterlived races like humans. To allow for swifter travel, the city maintains an elegant network of portals at major crossroads. The destinations of the portals can be determined by speaking the correct numerical designation for a desired location.
Adamantine Crucible: One of the largest structures in Axis is the sprawling Adamantine Crucible, a massive fortress-foundry dedicated to the sole purpose of creating the most powerful inevitables. Responsibility for running the crucible falls on the shoulders of Master Smith Laikorus, a highly skilled Axiomite who has held his title for nearly nine-thousand years. Within the foundry’s halls, great machines separate metal from raw ore, while lake-sized smelting pits further refine the materials that serve as the skin and skeletons of the soldiers that form the inevitable armies of Axis.
Aktun District: Aktun is one of the largest of Axis’s districts, and it serves as the capital of the city of cities. The streets of Aktun are laid out in a combination of concentric circles crossed by spoke-like avenues radiating out from the enormous courthouse at Aktun’s core. While all the districts of Axis are open to travelers from across the planes (provided they pass through customs), Aktun is perhaps the district that is friendliest to mortal visitors. Axian law ensures that this is a place that mortals can come for inspiration in building their own cities without worrying about the dangers intrinsic to planar travel.
Citadel of Resplendent Clockwork: This extraordinarily impressive structure is directly accessible from Aktun via a set of clockwork portals. From the exterior, the Citadel of Resplendent Clockwork is a two-thousand foot tall marble-and-metal building that mixes more conventional gothic architecture with a wide array of more unusual styles derived from a handful of other worlds. The Citadel serves as the primary barracks wherein the elite soldiers of the Pure Legion can be found.
Threefold Pillars of the Axiomite Godmind: The Threefold Pillars of the Axiomite Godmind are collectively one of the tallest structures in Axis. The pillars themselves are three crystalline obelisks that display a constantly changing stream of equations: physical manifestations of the will of the Axian Godmind. Within these hallowed halls, First-Axion Ozymandias, aided by elite Axian intellectuals, continually attempts to calculate and model the intrinsic rules of the multiverse. The gap between the three pillars serves as a space where the Axion Godmind is capable of physically manifesting, usually choosing to appear as a burning star formed from billions of luminous eldritch equations.
Spoiler: Inhabitants of Axis (By Rank):Axions: The first entities which were brought into existence by the mysterious creator deity of Universe 14264-X were not the construct-outsiders known as inevitables, but rather were enigmatic entities known as Axions, powerful incorporeal pseudo-divinities formed out of the mathematical energy which formed the universe at the dawn of creation, made sentient and self-aware. These beings of pure law and order, led by First-Axian "Ozymandias", form the Axian Godmind, the most powerful sub-faction within the ranks of the Parliamentary Congregation.
Primal Inevitables: While the lesser inevitables which make up the majority of the armies of Axis are as varied and myraid as the tasks with which they are assigned to carry out upon creation, primal inevitables were constructed for one purpose; to wage war upon the forces of chaos. This caste of ancient inevitables, those who were first to be crafted by the Axian Godmind eons ago, appear as hulking titans crafted of golden clockwork. Since their creation, these primals have grown in power, achieving the strength of demigods, but relatively few remain today—roughly only a quarter of their original number still survives.
Standard Inevitables: The inevitables which act as the spines of the vast armies of Axis as well as extradimensional enforcers of law are a created race, yet they live and think. They share many features with constructs, but each is a specific individual. They are the upholders of the fundamental rules of the multiverse, and track down and punish those who would seek to break them. Originally created by the Axions long ago in response to the growing threat of universal destabilization, the inevitables today serve as Axis’s guardians, patrolling its streets and defending its portals and walls, or acting as agents of law across the planes.
Modrons, Secundi: These highly intelligent modrons were created by the Axions specifically in order to serve as governors over the countless cities which make up the infinite city-plane of Axis, and as such form the bulk of the Parliamentary Congregate. Unlike most modrons, Secundi are sentient and possess a sense of identity. They appear as incredibly tall and extraordinarily beautiful humanoids crafted of glossy marble, with deep-set eyes of glittering gold. All Secundi wear a flowing white toga as a symbol of their position, as well as a golden cloak which shimmers like liquid in the light.
Modrons, Tortion: Unlike the Secundi, who control entire cities, answering only to the Axions, the Tortion modrons were created in order to micromanage the districts which form each of countless cities which make up the infinite city-plane of Axis. While each Tortion modron occupies a position within the Parliamentary Congregate, they are far less important. Like the Secundi, Tortion modrons are sentient and possess a sense of identity. They appear as plain humanoids crafted of glossy marble, with deep-set eyes of glittering gold. All Tortion modrons wear a flowing white toga as a symbol of their position, as well as a golden headband.
Modrons, Quarton: The Quarton modrons serve as judges, legislative masterminds, and interpreters of the primary directive, and are confined to the Threefold Pillars, the imposing obelisk-structures which dot the surface of the infinite city-plane of Axis. There are only nine, and their interpretations of the primary directive are respected throughout Axis, even by the Axions themselves. Like the Secundio and Tortion modrons, the nine Quarton modrons are fully sentient and self-aware. They resemble morbidly obese, bald humans the size of entire rooms, whose seemingly endless girth is reinforced by glittering golden cybernetics.
Modrons, Quinton: These foppish modrons act as lawyers and officials of the law, the most prominent of which answer to the Quarton modrons themselves. Despite their important rank and position within Axian society, which would suggest a relatively low population, Quinton modrons are quite common, and easily contacted within the many courthouses which can be found across the infinite city-plane of Axis. These modrons appear as spindly legged entities possessing ludicrously angular bodily proportions, whose flesh is dusted with a golden powder similar to the sort used in the wigs worn by their Quarton masters.
Modrons, Hexton: Dour and lacking any sort of emotional depth, Hexton modrons act as bureau chiefs and assistant record-keepers, answering to the official archivists of the infinite city-plane of Axis, the enigmatic Bararut inevitables. These modrons have the appearance of floating spheres of flesh encased in golden clockwork, with four spindly arms hanging below.
Modrons, Septon: Unlike inevitables, who act as generals on the field of battle, Septon modrons serve the infinite city-plane of Axis as agents of a sort of tactical think-tank, constantly performing simulations within the lowermost sections of the Threefold Pillars, the imposing obelisk-structures which dot the surface of the infinite city-plane of Axis. Any information gathered by these simulations, as well as by the ruminations of the Septon modrons, is immediately passed along to the inevitables. They resemble six-armed constructs whose abdomen resembles a floating golden pyramid.
Modrons, Octon: These eight-armed spheres act as governmental inspectors, forty-nine in number, responsible for ensuring that each modron below it is performing its duties satisfactorily. They answer directly to the Hexton modrons, who in turn report to the Bararut inevitables. It is common for an Octon modron to decorate itself with legislative documents.
Modrons, Decaton/Nonaton: Nigh indistinguishable from one another, these models of modron are charged with overseeing the physical welfare of the base modrons below them. There are one-thousand in existence at any given time, and they resemble metal spheres with up to ten robotic arms which branch off of them. They have access to a variety of curative spells that only affect modrons, and can also levitate at will.
Modrons, Pentadrone: Pentadrones form the lesser police officers of the infinite city-plane of Axis, being charged with law enforcement as well as reporting to the inevitables. Their primary task is the capture of any who would commit what Axian law qualifies as a chaotic act within the city-plane. As the borderline between Base and Hierarch modrons, these constructs are five-function beings that can communicate, operate, monitor, plan and manage. They resemble enormous one-eyed constructs clad in a crimson toga and cloak which marks them as members of the police force.
Mercanes: These charming individuals act as the most ubiquitous of the city’s traders, for while extraplaner merchants are tolerated, these construct-outsiders were created to represent the essence of mercantilism itself. They embody the notion of mercantilism and economy with every fiber of their being, and tend to dress themselves in colorful shades, always featuring gold.
Axiomites: The first civilian inhabitants of Axis were the axiomites— humanoid incarnations of the essence of law, created by the Axions in order to serve as Axis’s architects and caretakers. They are the most populous of the realm’s inhabitants, and like all other inhabitants, are effectively immortal, reforming within the city months or years after destruction.
Modrons, Quadrone: As the most "intelligent" of the Base modrons, Quadrone modrons are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being "four-function" creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.
Modrons, Tridrone: Tridrone modrons are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the modrons who command the Duodrone modrons. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. They act as effective middle-management.
Modrons, Duodrone: These modrons are charged with performing complex tasks that a monodrone is too simple-minded to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons.
Modrons, Monodrone: Monodrone modrons are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders.
Spoiler: Inevitables by Model (and Rank):Inevitables are made in great crèche-forges located in several locations throughout the infinite city-plane of Axis. The creation process is extraordinarily complicated and requires the reshaping of primal mathemetical energy into a soul-like shard-entity, which is then bound into a powerful mechanical chassis crafted out reinforced starmetal, each molecule infused with the essence of law and order. While they are technically constructs, inevitables are capable of learning and developing a personality over time, though the process is often very slow.
Inevitables exist in several different kinds of models, each with their own specialty. After its creation, an inevitable is given a target dependent on model type by a special sub-grouping of Axions who divine the cosmos for any lawbreakers and is sent out to mete out justice. Upon their creation, they know nothing but how to use their abilities and the location of their target. From its interactions with the world, an inevitable begins to foster a personality, though as a being of pure law this makes it at best a little unhinged and detached. These personalities tend to evolve over time, until finally an inevitable develops a sense of self-identity, usually based upon its experiences acquired from hunting down several targets: the more they find the less of an automaton they become. However, the more independent they become, the more they long to return to their crèche-forge. As such, the more of an identity an inevitable possesses, the more unpleasant it finds the imperfect world around it.
When an inevitable returns, they have their personalities wiped and are given a new target. Should an inevitable become outdated, it is recycled.
Inevitable, Varakhut: The most potent and rare kind of inevitable, the Varakhut are meant to uphold the divine order. All those who would seek to destroy the gods, or become one themselves through intolerable means, eventually come into conflict with these potent beings. They are the most lethal of their kind, employing powerful magic and physical prowess in order to destroy their enemies. A Varakhut’s construction is unusual for an inevitable, as they resemble a humanoid form in only the vaguest of parameters.
They usually appear as an enormous, abstract monolith of golden metal, its form vaguely humanoid from the waist up and terminating in a flexible spike instead of legs. They hover off the ground, and unusually circuitboard patterns carved into its metal form tend to glow with a soft white light. The head of a Varakhut is low and flat, a wedge shielding an array of luminous eyes. Despite the fact that Varakhut hover inscrutably over a single taper—this taper can extrude long spider-like legs and keep the creature mobile in areas wherein it cannot function, but they tend to spend a majority of their existence airborne.
Although the arms of a varakhut are long, featureless trapezoids, they can extend and retract a number of fine fingers; this provides the Varakhut the dexterity of a human hand should it be required.
Inevitable, Lhaksharut: Lhaksharuts are tasked with maintaining the separation between different planes of reality. They generally do not concern themselves with petty trespasses by visitors from one plane to another, nor even the occasional creation of a pocket plane or hijacking of a chunk of one reality to serve as a base within another. What does trouble a lhaksharut is anything that represents a permanent link between planes, or an effort by the denizens of one plane to invade and conquer another. They often find themselves in conflict with the machinations of powerful outsiders who seek to create beachheads on other planes to serve as launching pads for massive incursions.
When possible, a Lhaksharut enforces the separation of planes through the simple expedient of smashing any device that creates a dangerous breach, or killing any creature that seems determined to mix or blend realities. The inevitable does not care why such infractions occur, and is often deaf to any excuse suggesting even a temporary linking of planes is a good idea. However, while singled-mined, a Lhaksharut is not mindless or incapable of reason. They are emotionless, but can be negotiated with if a problem cannot be solved by smashing and killing violators. Rarely, a Lhaksharut can even be convinced that maintaining a planar link is important enough to let the gate stand, if only temporarily. In such cases, the Lhaksharut always volunteers to guard the portal until the time comes to shut it down. These arrangements must include a detailed explanation on how a desired course of action will directly lead to meeting the Lhaksharut’s goal. Only when facing the most overwhelmingly powerful foe does a Lhaksharut agree to assist in a task not related to its primary function, and then only to win allies to help it achieve success in an area where the Lhaksharut has already met with failure. Even if convinced to undertake such an alliance, a Lhaksharut is likely to insist its mission be accomplished first. A creature of pure order, a Lhaksharut is incapable of defaulting on a promise made in good faith, but it is aware that not all creatures are so bound. If for some reason the needs of its allies must be put first, a Lhaksharut insists on guarantees that its allies will meet their commitments to it once they have what they want.
In combat, a Lhaksharut uses its speed and mobility to get close to targets. A Lhaksharut sees groups as imperfect machines, and knows that the best way to overcome them is to disrupt their smooth functioning. While creatures able to directly harm the inevitable are dealt with if necessary, it much prefers to first eliminate supports before tackling more powerful individual. A Lhaksharut cannot be taunted or baited into changing its course of action—it is completely emotionless and only cares about the efficiency of its battle plan. It also fights without care for its own survival, knowing that either its regeneration will restore it to life, or that it will simply be reforged in time.
When unaware of a threat to the sanctity of the division of the planes, and not threatened, a Lhaksharut can be a surprisingly good conversationalist. They are as likely to be found floating through a void as maintaining any kind of stronghold. Lhaksharuts are aware that the domains they wish to patrol are too vast to be directly viewed with any efficiency. Some Lhaksharuts thus forge networks of informants who can patrol the many planes, and send word to the inevitable to alert it of any apparent breaches. The constructs have no other need for the treasure that they gather from transgressors, and sometimes even pay for tips that might lead to a planar infraction. Anyone who might prove to be a valuable informant is treated with respect, and may even be able to gain insights into the planes from the Lhaksharut’s vast knowledge on the subject, as long as questions never wander into the dangerous territory of combining two planes.
A typical Lhaksharut is a six-armed construct that appears to be made of a mix of golden metals and white stone. Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery—it is this whirling machine that grants the Lhaksharut the ability to fly. Though a Lhaksharut has huge, metal wings, they serve as little more than stabilizers when it’s in flight. Four of the construct’s arms end in functional hands that it normally uses to carry a mix of weapons. The Lhaksharut’s lower two arms hold large, flaming metal spheres in their hands—it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.
Inevitable, Quarut: The Quarut are tasked with delivering justice to those who meddle with time and relative dimensions in space-time, especially with regards to the creation of paradoxes. The foes of the Quarut are potent indeed, and as such they tend to keep their distance until a better understanding of their quarry is gained. They often engage their foes by matter of proxies, interrogating associates and minions and seeking weaknesses in their foes before acting. Unlike most inevitables, the Quarut tends to pursue diplomatic options before all others, and as such, the easiest way to deal with one is to determine what they want.
Quarut tend to appear as large slender humanoids with glittering gold frames and complex plating, often clad in flowing robes of liquid gold. They usually employ powerful magic in order to gain the upper hand in battle, even spells which are often associated with the very quarry they hunt. They seem to conveniently ignore the fact that the use of these spells is what they're created to combat.
Inevitable, Marut: Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they’ve come to take. Rarely seeming to hurry, a marut’s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.
Maruts primarily target those lost souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches, cybernetically-enhanced individuals, and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals.
Maruts are patient in their hunts, biding their time until they are ready to strike, where they strike targets with lightning-charged fists. Because of the solitary nature of many of their targets, Maruts have little opportunity to practice their social interaction, and as such are the slowest to develop personalities. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality, dreams which mark each and every mortal as a potential criminal, whose crimes are to be answered only by total annihilation.
Inevitable, Zelekhut: Zelekhuts are bounty hunters and executioners, designed to hunt down and eliminate fugitives of cosmic law. They seek out those beings who continually evade justice—either through active flight, or through power and station—and bring law and justice to the multiverse’s most notorious fugitives and criminals.
Ironically, while Zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a Zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. All Zelekhuts understand that laws can and must differ from place to place, and it is not the Zelekhut’s job to moralize, merely to track down those who seek to flee their punishment.
When no law exists within a region, a Zelekhut defaults to the laws of Axis itself. A typical Zelekhut appears as enormous four-armed construct crafted of glittering gold and porcelain, whose powerful legs end in hooves. A pair of bright, bladed rotors branch out from the creature's back, and it fights by utilizing four ominous chains.
Inevitable, Kolyarut: Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained. They are designed to uphold oaths both spoken and written, provided, of course, that the oaths themselves are not fraudulently misrepresentative. Kolyaruts appear as humanoid constructs forged of a glossy black metal: they often have a half-finished look with many exposed parts jutting out here and there. These inevitables are generally identifiable by their shimmering golden cloaks and bright eyes.
Kolyarut track down oathbreakers and use intimidation, magic, or outright force to browbeat someone into upholding their bargain. They only kill if it is part of the bargain in question (or if no other reasonable alternative exists): otherwise they use powerful spells in order to accomplish their task. Kolyarut hold all bargains to be equal in their importance: from the repayment of a monetary debt to the promise of an extradimensional horror to destroy the gods. They are the most talkative kind of inevitable: they often speak with people in places where oaths are normally sworn, such as courts of royalty or law, temples and other such places. As such, they tend to develop personalities far faster than their brethren, and as a consequence they tend to return back to their crèche-forges regularly.
They do not differentiate between those who have no intent on upholding their oaths, those who unwillingly broke their oaths or those who are not able to uphold their oaths for some reason. If possible, they first inform their targets of them being in breach: if they are willing to uphold their parts of the oath the Kolyarut will make sure they do so. Those less willing are made to uphold their bargain through force or magic. Should a situation arise where the violation of contract results in a situation where the breach cannot be amended, a Kolyarut will not hesitate to enforce punishment. However, if the Kolyarut discovers that both parties do not keep their ends of a bargain, it treats the bargain as void and dismisses it.
Inevitable, Terakhut (Arbiter): Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved. Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a creature, they aren’t above using diplomacy to try to influence the summoner’s friends or refusing to undertake actions that seem contrary to their programming.
An arbiter who comes across evidence of a significant insurgence of chaos upon a given plane does everything in its power to rally its allies against the dangerous instability, and in situations that are clearly beyond its ability to handle, it may refuse to continue onward until the group agrees to help it reach the nearest greater inevitable and make a full report, or else may travel to the infinite city-plane of Axis itself and present its urgent information in person.
Arbiters typically bear the shapes of tiny clockwork spheres with shiny metal rotors. They are generally peaceful unless combating true creatures of chaos.
Last edited by The Mad Hatter; 2018-09-19 at 08:48 PM.don't click this
- Join Date
- Sep 2011
Re: Nexus Character Directory
Spoiler: Dr. Nicodemus "Val" ValianceDr. Nicodemus "Val" Valiance
Race: Human, Alt-Earth.
Age: 37, born 1954. (32 Earth, 5 Nexus).
Alignment: Red (Dominant), Blue (Recessive).
Profession: VIGIL scientist.
Description: Dr. Valiance is an overweight man who appears to be in his early forties. The sides of his head are shaved, while what remains of his auburn hair is tied up in a bun. A graying beard covers his chin, and a curling mustache sprouts out from beneath his large nose. His blue-gray eyes, although glassy and vacant at first glance, betray a deeper intellect within. He's often seen wearing a pair of cherry teashades, with velvet gloves and dress shoes to match. When attempting to appear presentable, he usually layers a red sweater atop a dress shirt of some sort. Finally, he's rarely seen without his large, white woolen coat.
Personality: Dr. Valiance is defined by his self-destructive behavior and inability to control his own impulses. He looks towards substance abuse as a way in which to overcome his poor self-esteem. As a deeply imaginative individual, he enjoys puzzles and problem-solving, which lends himself well to his profession.
Equipment: As an inventor, Dr. Valiance's equipment tends to change over time as he becomes bored of his previous equipment.
Abilities: Dr. Valiance is entirely ordinary, save for his propensity for technology.
Spoiler: BackstoryBackstory: Dr. Valiance was born in 1952, the youngest of six children, and the only male. His father owned several acres of farmland and made his living by selling crops to the local corn-kit factory. He, along with his siblings, were homeschooled by his mother. He excelled in his studies, but chafed under a restrictive home life. When he was seventeen, he participated in a nation-wide academic competition put on by NASA. The prize was a scholarship at the University of Texas at Austin, to be followed up with by an entry level position at the Lyndon B. Johnson Space Center in Houston, Texas. It was a dream come true.
His essay, which focused on the importance of computer science in relation to space travel, won second prize - a devastating defeat. Unhappy with his life as it was, Dr. Valiance left home in order to major in mechanical engineering at the University of Wisconsin. While there, he garnered national attention with his 'Unmanned Operators', mechanical inventions which would one day become known as drones. He also developed a reputation for self-destruction, becoming involved in the burgeoning disco scene in his early twenties. Even more controversial was his involvement with the Communist Party of the USA.
After graduating, Dr. Valiance co-founded an engineering firm, experiencing some success. It was not to last, however. With the Cold War having begun in earnest, federal agents were actively searching for individuals engaged in active espionage on behalf of the Soviet Union. In October, a formal investigation was launched into Dr. Valiance's personal life. Realizing that his life was about to come crashing down, Dr. Valiance considered fleeing the country. At this time, he was contacted by a clandestine research organization known as Conference Zeta. Their representative, one Cauvin Kramolagh, offered an out.
The organization would smuggle Dr. Valiance out of the country, and in exchange, he would work for them within a facility built underneath the city of Pripyat, Russia. Dr. Valiance hastily agreed, fleeing to Russia in 1980. Conference Zeta was extraordinarily advanced, possessing technologies decades ahead of anything Dr. Valiance had ever seen. As such, he excelled under their employ, although his isolation left him unhappy. During his time there he allowed himself to spiral out of control, becoming far more reliant upon various substances than he had ever been before.
Everything changed in 1986.
An experiment had gone terribly wrong, resulting in an energy fluctuation powerful enough to rip a hole in reality itself at the center of the facility. This unstable burst of energy triggered a chain of events which ruptured the reactor core of the nuclear power plant above ground, resulting in a highly destructive nuclear disaster which all but decimated the city which surrounded it. The facility itself was spared the fate of the city above, however, as the rift at its center had transported much of the facility across dimensions, emerging within the Nexus, a reality at the center of all possible realities.
Conference Zeta continued its work in the Nexus, as did Dr. Valiance. Five years passed. Then, the facility disappeared.
Now, Dr. Valiance works for VIGIL, as a head of its new science division.
Spoiler: Reference Art
Spoiler: Activites (Chronological)• Sells experimental restorative sunscreen.
• Accidentally knocks out Marin while peddling sunscreen. (Thursday)
• Attempted to cremate Marin, suspecting her of having died. (Thursday)
• Kidnapped by gangsters, along with Marin, who was not dead. Rescued by Jade. (BC56)
• Proposed a Science Department at VIGIL/Meeting with Cessie. (Shadowcaller)
• Hires Felicity as an assistant. (Earl of Purple)
• Met Svetlana at VIGIL, it went poorly. (Beagle)
• Moved into VIGIL, having made a deal with a sketchy construction agency.
• Obtained samples from Obsidian. (Thursday)
• Tranquilized Obsidian while pursuing a second dose of samples with Svetlana. (Thursday)
• Fabricated evidence of a false parasite to excuse his tranquilizer error.
• Incriminated Svetlana after she attempted to turn him in. (Beagle)
• Confronted by Svetlana, at sword point. Cessie saves him.
• Explained the situation to Wenomir.
• Received a cursed staff from some angels. (BC56)
• Met a she-centaur called Alice, it didn't go very well. (Recaiden)
• Visited Trog's, got drunk and chatted with Zee about jukeboxes. (Rebo)
• Vomited in MERC, but hired a pig man to cook at a party he's planning. (DK)
• Met with a cloning technician called 'Eyes'. (Shadowcaller)
• Tricked Anika into helping steal research from Professor Payne. (Thursday)
• Visited a Conference Zeta Laboratory in Skyside with Ambrosia. (Shadowcaller)
Spoiler: Billie BansfordBillie Bansford
Alignment: White (Dominant), Blue (Recessive).
Profession: Police Detective, Intersection
Last edited by The Mad Hatter; 2020-09-04 at 02:01 AM.don't click this
- Join Date
- Jan 2008
Re: Nexus Character Directory
Race: Human(?) Vampire
Everything else: temp to be edited in later
Race: 100% human she promises
Job: Bring a Nurse
Pink: so much
Last edited by Mee; 2018-10-30 at 12:42 AM.Spoiler: Quotes
Originally Posted by FireFox
Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.
- Join Date
- Oct 2018
- That void over there
Re: Nexus Character Directory
(will be editied as I figure more out)
Alias: No alias
Race/Species: Kitsune (two tails)
Alignment: neutral good
Class/Profession: based on the pathfinder oracle
Power Rating: maybe C?
human formIn her human form danya appears younger than she is. She has white hair and pale cloudy eyes. (she is afflicted by the oracle's blindness curse) she is not nessisarily attractive... more cute. (think like a younger sibling you think is cute) she seems a little frail but wears armor (chain mail) and carries a crossbow most of the time. She also has a scar from a lightning bolt she took to the chest before she arrived in nexus.
fox hybrid formin fox form Danya has white fur with the same pale eyes. She has two fox tails while in this form. her fur is blackened over her chest where she was struck by a bolt of lightning.
Personality: Danya is a free spirit believing heavily in the power of fate to tell her what needs to be done. She is generally kind and out going, and maybe a little too open about herself sometimes.
Equipment: chainmail, crossbow,
Backstory: Danya was born in a small tribe of kitsune. At her birth she was blessed and cursed by the goddess of fate. (phrasma in the pathfinder universe). She gained divine power but her eyes were cursed so she would never see normally and eventually her sight would fade completely. Her tribe saw this as her being chosen by the gods and revered her as a mouthpiece of fate and once she could speak they went to her for all their questions. Danya lived in as much luxery as her tribe could give her, she never wanted for anything. She was very content in her life
One day she had the feeling that she needed to go. So go she did, without a word to her tribe or her direct family. The thought came to her in the night and no one was awake to see her go. She didn't do this out of anger or even boredom. she got the feeling and followed it as she had basically been told to her whole life.
She has been wandering ever since going where the wind takes her and helping others along the way.
Last edited by Harrisonvinny; 2018-11-24 at 03:02 PM.GENERATION 21: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
Avatar by the ever amazing Linklele.
- Join Date
- Apr 2008
- Fever dreams
Recaiden Character ListingDanir Telue
Speaks in Teal
Race/Species: Human (with just a trace of fairy)
2-Axis Alignment: Lawful Neutral
Color Alignment: Red / White
Blood Type: AB Rh-negative
Vampire Sign: Crystal
Lunar Sway: Derse
Power Rating: C or 2
Psionic Class: H
Sorceress Mastery: 4 Core Gates / 2 Ambular Locks / 2 Radial Seals
Marital Status: Widow, 1 former marriage
Description: A small Japanese woman of wiry build, with graying shoulder-length hair. Dark brown eyes.
Long painted nails and a formal outfit.
Personality: Telue is judging you harshly. She is calm and polite, kind and graceful - until it is time to be ruthless and cruel.
A set of levitating luggage that follows her about.
Abilities: As an apprentice sorceress, she has various minor powers.
Gate Stability: Can improve sense of smell, touch, taste, and balance.
Unmaking: Can disintegrate objects touched with a specially prepared object-specific diagram.
Weather-sense: Knows what the weather will be like within 1 mile, out to 1 day, barring supernatural intervention.
Backstory: It was expected that Telue would follow in her mother’s footsteps, but for reasons few others remember, she refused. In time, Telue broke free from Chartreuse's design, The Clan of the Swallowed Sun, and the whole Earthly Court, giving up her magical birthright to live her own life as a human. Where others merely took on false mortal roles, she immersed herself in the culture of the Land of Sunrise. Where others studied the magic of narrative, she became a sorceress (though having waited till later in life to begin, did not progress very quickly). She married a man called Light (now dead thirty years ago) and they had a daughter, Cleosepha. Telue went to great length to see that Cleo would not be subject to the same troubles at the hands of the fae as she had been. And she was largely successful (Cleo not coming into her inheritance until she had entered the Nexus (which at the time was beyond the reach of the Courts)), though Cleo has not quite forgiven her for the things she did.
She lived a content life of quiet craftsmanship and study, until people started coming back from the Nexus. Chartreuse was killed. A shuttle was attacked.
With the war between the Earth and Sky Courts once again blazing hot, she's ventured into the Nexus to attempt to reconcile with her family. And avoid becoming collateral damage.
Explanation: It's not actually impossible to learn multiple categories of magic in her setting. But it basically isn't done.
Narrative Status: Supporting character