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  1. - Top - End - #1141
    Ogre in the Playground
     
    Beans's Avatar

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    Default Re: Nexus Character Directory

    Species Post:
    E X E C U L O T H S
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    Execuloths are a specialized type of daemon. They appear as women with horns, a secondary set of arms, small cervinoid hooves, and a tail ending in a stinger. They sport wings of batlike shape but draconic or reptilian-like flesh, their outer sides covered in quill-like scales that hiss in flight. Execuloths tend to have notably sharp incisors. Skin color and ethnic features are highly variable across human, part-human, and human-like species.

    Execuloths speak a number of fiendish and otherwise occult tongues as a rule, as well as many mortal languages. Their own language, however, is a specialized daemonic dialect suffused with insectoid clicks, thrums, buzzes, and rattles. Execuloth society is complex and fairly obtuse to the outside observer, but can at least partly be discerned by their names. Execuloth names are composed of a caste name, personal name, and brood name. Observed caste names are Zə, Mu, Ga, Re, and Nə (with the latter noted as a highly-regarded caste); observed brood names include Gamio, Zajio, Kouma, Zain, and Gadoru.

    Execuloths are not as overtly evil as some fiends, but still predicated toward malice. In their fullest capacity, they make up a nightmarish bureaucracy snarling every possible thing in red tape, a system whose priorities all seem to twist like eldritch angles to oppress and disappoint at every turn. When summoned, their options are often limited, and thus they express their malice through an amazing talent for pettiness. This is especially prevalent if an execuloth has been employed to contribute to a system's efficiency at things other than being kind of awful; she will do a very good job of it, but also find other avenues for tiny, bitter evils.

    Of note is the nature of execuloth reproduction; a mating pair's preference is to acquire a mortal who they will generally kill and magically preserve. The young-bearing partner will then inject the young into the preserved corpse as an incubator. They are capable of carrying young themselves, but the lack of maternity leave policies makes this difficult. Entering the world within a confined space leads most execuloths to develop an appreciation for tight spaces. Some may feed this need by sleeping under piled pillows, while some have been known to build "nests" under furniture to sleep in. In their native environment, they occupy hives of apartment-like burrows in spires of ominous stone or vast and terrible skeletal remains.
    Last edited by Beans; 2022-02-13 at 10:28 PM.
    🔜 🆒️ 🚰
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  2. - Top - End - #1142
    Pixie in the Playground
    Join Date
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    Default Re: Nexus Character Directory

    Adam Kadmon
    Epic-level D&D 3.P Paladin//Cleric


    "Gold Century Gothic"

    Spoiler: Appearance
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    Spoiler: This
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    with generic solar/light/wings imagery worked into the armour in the style of

    Spoiler: This
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    As a high Epic-level Paladin//Cleric, Adam is well into the S tier of power, and can usually answer any question about his capabilities with "yes" or "if I wanted to, which I don't". He draws his power from elemental/conceptual Light, strongly linked to the D&D/PF cosmology's objective Good, and to Positive Energy. He can even teach people to directly tap divine power in similar ways without needing a god's intercession.

    Speaking of whom, while he respects a lot of gods for the good work they do, telling him he should be worshipping them - or that worship is the natural position of mortals, rather than it being a private matter between an individual and their chosen god or gods - are... not quite fighting words, because he's not going to attack someone just for being a bigot or a zealot, but freedom is one of his highest ideals, alongside kindness and justice and responsibility. That all being said, he's the furthest thing from Lawful Stupid - he is in fact Chaotic, using a variant Paladin, and is intimately acquainted with the shades of grey that exist on the Inner Planes where pure concepts mingle and blur into the kind of reality most people are more acquainted with.

    He's spent decades adventuring across near enough the entirety of the Great Wheel, accumulating knowledge and experience and power, but is much more of a diplomat and teacher these days than a warrior. He won't hesitate to step in if something's happening right in front of him, of course, but given his head he prefers to guide an up-and-coming adventurer in tackling the issue themselves and gaining the experience to strike out on their own with a good chance of surviving to teach students of their own. He wouldn't actively bestir himself to combat for less than an oncoming mass death event, and socially is fairly reserved, preferring not to speak without actually having something to say. He definitely doesn't lack confidence, though! Will not lie, ever, but is willing to state facts and allow people to come to false conclusions under some circumstances.

    I, out of character, am deeply uncomfortable with mind control and other mentally intrusive stuff, so I'm declaring that Adam has an unspecified ability or combination of abilities that cause his mental defences to absolutely trump even the most trump-card laden conceptual mental effect, and has extended this protection to his teammates. I may also extend that to some forms of physically altering effects, depending on whether or not they fall into my squick zone, should any body horror come up.

    More generally, he has the usual suite of immunities and defences you'd expect of a high-epic 3.P character, but sufficiently high-ranking conceptual effects may be able to circumvent or trump them as per standard Nexus rules.





    Annis the Orphan
    Epic-level D&D 3.P Fighter


    "Dark Pink"

    Spoiler: Appearance
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    Once a noble daughter in a since-fallen Empire, Annis was orphaned during a period of... political struggle, let us say. Always something of an outsider, having been more interested in riding around on horses and hitting things with sticks than learning embroidery and smiling her way through polite nothings concealing verbal daggers, she was soon enough almost entirely ostracised. So she leaned into it - orphan of her parents, orphan of society, and when the (very male) army wouldn't take her and the (very male, very noble) paladins wouldn't take her and the (more mixed, but still very noble) Arcane Academy wouldn't take her, orphan of her nation.

    She's still not quite sure how to feel about the fact that she came back for a break after slaying a Farspawn abomination in a running battle across the Outer Planes to hear that her old homeland had been picked apart and absorbed into the four neighbouring powers over the course of a few years' war while she was away - powers she could have singlehandedly slaughtered with impunity. On the one hand, she's long been happy to declare that there wasn't more than a handful of decent souls in the whole rotten lot. On the other, even if she isn't ready to admit it to herself, she recognises that that was a defence mechanism for the pain of being declared unworthy by everyone and every institution she ever knew without even being given a chance. Being suddenly separated from the issue might help, or it might not.

    Always up for a scrap, and never backs down from a challenge unless it's genuinely that important, and if anyone makes a comment about women fighting probably not even then. Otherwise fairly easygoing and gregarious.

    As an Epic-level D&D/PF character, Annis is a strong A-rank overall, falling short of S only due to her lack of magic. In a swordfight, there are very, very few who can match her. Even Adam isn't her equal in pure technical prowess, though a touch of magic and divinity make up the difference in an open spar. If I'd discovered Mythos classes before making her she'd probably be running on the Bellator chassis, minus the mind-warping bits and the eventually ascending into a godhead thing, but I didn't, so alas. Maybe I'll get around to reworking her one of these days.





    Amara
    D&D 3.P Monster With Heroic Aspirations


    "Green Garamond"

    Spoiler: Appearance
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    This, but lose the staff and add shortswords at the hips and a glaive slung across her back.

    Spoiler
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    Amara is a Gorgon as of rferries' homebrew (https://forums.giantitp.com/showthre...Gorgon-Revised) with some experience as a scout and huntress, but who has only recently begun her adventuring career under Adam's tutelage.

    She's a Level 6 Swift Hunter (https://forums.giantitp.com/showthre...-ranger-reborn!) using the Champion of the Wild and Distracting Attack ACFs. Her other Gestalt track is currently full of Racial HD so no progress there yet, but eventually I think she's going to take advantage of the ludicrous +12 racial Charisma bonus to spec into a spontaneous caster class. Even more eventually she'll probably use the Chosen Epic PrC from Librim Eternia to even out her progressions and pick up some interesting extra tricks but it is going to take her A While to get there :v.

    Still, as a CR12 monster with some PC levels on top, she probably ranks a C+~B- in power. She'd go down to bullets, but not quickly or easily.

    For a member of a Usually Neutral Evil species she's almost ridiculously upbeat and bubbly. She can get pretty vicious in a fight, or when something's got her really riled up, but most of the time she's inquisitive, friendly, and entirely oblivious to the effect her beauty has on people (Cha 26 is no joke). On the Great Wheel almost everyone she met was either a 'fellow monster' (i.e. almost always hostile) or one of the 'civilised' races who saw her as a monster (i.e. almost always hostile); Nexus is going to be a big change of pace for her, but one she's going to be 100% up for and 110% taking advantage of.
    Last edited by the_ajl; 2021-01-21 at 08:19 PM.

  3. - Top - End - #1143
    Firbolg in the Playground
     
    Recaiden's Avatar

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    Default Re: Recaiden Character Directory

    Tao Mein

    Gender:
    Race/Species: Posshallar
    Age: He doesn't look that old, which currently is accurate. But then, he's never going to look that old.
    Alignment: Black and White / Neutral
    Class/Profession: Mercenary
    Power Rating: C
    Description: Small and scrawny. A pale-skinned, gold-haired humanoid with a set of antlers on his head. His teeth don't have gaps between them, and his ears are on the big side. Wearing a brass-buttoned red jacket, black leather boots, loose pants with tons of pockets, a white glove on his right hand only, and a pointy steel headdress. He's holding a gun, with more guns and a magic wand on his belt. On his back is a white leather pack stuffed with gear.
    Able to split into scores of tiny silver dragons.
    Personality: Tao is a nervous guy who has no idea what's going on. He would really like things to just stop happening to him for a while. But of course, things won't stop happening. In his previous life he was a fearless warrior, explorer, and statesman, and occasionally that comes through.
    Equipment:
    He can be expected to have enough food and water for a long trip. Don't eat the apples though - they're enchanted. A little money in various forms.
    The magic wand is bronze with a hand on each end, one clenched in a fist-fear, the other holding its fingers open and apart-sleep.
    He has a castle that folds down into a steel cube a few inches across.
    His favorite possessions are a little toy car and a glass bottle that's literally indestructible.
    There's a ring that he keeps on a chain around his neck most of the time - Gold with silver leaves and a garnet setting
    Abilities: Lightning bolts
    Backstory: When Amyria was killed, the remaining modules scattered around and outside the city. Over time, they regrew to a critical (and sufficiently specialized) mass. Tao contains about 12% of the original. Upon waking up, he almost immediately had to fight off murder cultists. Then beast people. Then he finally made it to town, only to find that everyone there had been killed by a robot army and he had to save the world from them. When that wrapped up, desperate for money, he took a job he really shouldn't have and wasn't seen for months. On a harmless trip to an antique shop, he was captured by a devil and had to fight his way out from yet another murderous cult.
    Tao still has no idea who he is or where he came from, but at this point he's accepted that he's not going to get any answers.
    Miscellaneous:
    Module Count: 126 As of Prophet
    Modules: Magical Analyzer that give him "the ability of being able to identify and interpret magical auras! No mystic bauble will go unidentified with this guy around!"
    No amplifier modules.
    Last edited by Recaiden; 2021-04-18 at 11:05 PM.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    Echidna by Serpentine

  4. - Top - End - #1144
    Ghost in the Playground
     
    Aurora Alchemi's Avatar

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    Default Re: Nexus Character Directory

    Name: Reuma Almsheir
    Species: Satyrlyrri
    Age: 24
    Alignment: Neutral Good, tends toward mistakes.
    Gender: Faun, low sway. (Tends Female)
    Pronouns: She/Her
    Hair: Light Brown and slightly curled, shoulder length, but usually worn braided and wrapped into a bun.
    Eyes: Hazel
    Skin: Olive
    Height: 5' 6" (5' 9" to top of horns and ears)
    Weight: 115lbs.
    Spoiler: Appearance
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    Physical description: Reuma is a Satyrlyrri, in this particular case sharing some features of the Pronghorn, including pronghorns, tail, and large deerlike ears. She is lithe and athletic, but generally she can be found cowering and avoiding showing her face and skin, which are marked with many scars, most notably several claw marks over an eye, and a large burn scar on her cheek. Located on the back of her neck are a small row of vividly glowing red and blue curse runes, which often backlight her hood when she has it up. Normally she wears a tribal-esk deer mask, gilt with gold leaf in a few places, and a set of long white sackcloth robes, with a hood and a small red midriff wrap. In colder areas, she instead wears a set of fur robes, in frigid colors of blue and white, with small leaf accents. In addition to her clothing, usually she carries an adventuring pack of gear, a yew staff with a gently glowing crystal entwined in the top, and a thick leather journal bound in straps and chain.

    Occupational description: Reuma is a bumbling and unconfident, although knowledgeable and effective, healer/trail guide. Characterized by an extraordinarily good memory and ability to process information, Reuma often documents the most minute of details in her handwritten journal, from anatomy and herbal potions, to maps and survival methods. Though she has most of her information memorized, she leans on the journal as a crutch for her own anxieties, and while in a pinch she could make do without it just fine, in ordinary situations it's disappearance would make her lock up and panic, second guessing herself and foiling her own efforts. Regardless, she's an enormous ally to have in almost any situation other than a direct fight, with skills that let her turn an adventuring camp into a comfortable and homely abode, all while keeping the more foolhardy of the group alive.

    Abilities:
    • Wyrdweaving: Reuma's main medicinal abilities are related to her innate magic, which involves the direct manipulation of the magic "fabric" that runs through almost everything. By manipulating the pathways of life magic in the body, she can speed and guide healing, though the effectiveness is directly related to the effort she puts in. This can also be used to weave the pathways of emotion and craftform, though she is less skilled in these aspects, and tends to stay within the bounds of what she understands. These magics can also be bound to "wyrds", small runes that contain much greater effectiveness, but also require an even greater level of detail and skill to get right; the curse runes on her neck are due to a mistake in this form of magic. Finally, these magics are very slow compared to many healing crafts, tending to restore or empower, but requiring peace and concentration. To combat this downside, as well as to work around her own lack of ability in direct conflict, Reuma developed woundweaving, an extraordinarily dangerous process of moving injuries from individual to individual, even allowing wounds to be split among multiple people for faster regenerative healing, or split second life saving procedures. This process bears immense risk at every step, and most of Reuma's scars are due to mistakes in this method. In some cases, however, this magic is worth the risk, with curses, injuries, and even sometimes mental blocks/illness manifesting partially or all in a form that can be woundweaved.
    • Satyrlyrri body: As a Satyrlyrri, Reuma's magic weave is bound much closer to her body than other species. This makes her body and emotions somewhat of a magical font, concentrated within her horns, hands, and vitals. This is both a blessing and a curse; if she is comfortable, her positive emotions empower her confidence and magic, and the spillover magic can cause an aura of healing and peacefulness. But in stressful situations, the opposite is true, meaning that often Reuma has to deal with her own headspace to do the most basic of tasks. This magical interaction manifests in her horns as the focal point of her magic, with various colors and magical effects often betraying Reuma's emotional or mental state even when she tries to hide it. Finally, Satyrlyrri have bound their magics into their very biology, making them have unnaturally high endurance, and several body forms based on their internal state of mind. This can influence their physical form significantly, with Lyrri who feel very safe or comfortable taking the traditional hooved satyr/faun form, as well as causing a certain amount of sway or periodic change in their gender.


    Known Detriments: Reuma has at least three curses currently in effect on her body. The first is a heritable curse from her bloodline, which manifests as a severe degree of unluckiness in direct conflicts; While she isn't weak, or unteachable, she almost never wins contests, at least if she's playing fair. The second is a complex woundweave knot that chokes out her ability to remove her own scars, and wraps those scars deep into her own emotional self worth, caused by a particularly abusive period in her past. The final curse is the runes on her neck, which serve as a direct link to her mind; someone brushing it by accident might shock or paralyze her with the mindflood, while a person with more nefarious intent might even be able to control her mind for a brief period. Reuma herself is only aware of the later two curses; the first she chalks up to bad luck and lack of skill.

  5. - Top - End - #1145
    Halfling in the Playground
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    Jan 2014

    Default Re: Nexus Character Directory

    VALENTINA ARCHER

    Aliases: N/A
    Gender: Woman
    Ancestry/Kin: Catgirl
    Age: 30
    Profession: Apothecary/Assassin
    Physical Description: Valentina is a very small woman--about 4 and a half feet in height--with a thin frame. She has blue eyes and pink hair, including the fur on her ears and tail, and hands that resemble a mix between human hands and cat’s paws. She typically wears a blue cloak, with the hood down so she doesn’t look shady, and beneath that a fairly nondescript white shirt and pair of dark pants (with a hole cut in just wide enough for the tail).
    Personality: Valentina is a sweet, kind person with a desire to keep those around her happy --but also possessed of a strong sense of justice. She sometimes holds back her real thoughts and opinions, both out of a desire to keep the peace and a tendency to think faster than she speaks.
    Power Level: Moderately experienced adventurer
    Skills and Gear:
    Assassin Training--moving stealthily, use of daggers and some ranged weapons, deceit--all of this falls under the purview of assassin training.
    Apothecary Training--Valentina knows how to make a wide variety of potions and salves, mostly for healing purposes. She also knows enough about the various herbs involved to make them “wrong” and create poisons.
    Fixer--While she was still working for her adoptive father, Valentina learned a thing or two about how to fix the heat, repair parts of the car they used for business, etc. While she’s no iron man, she can build and repair basic things in a pinch.
    Athletics--due to a combination of her training as an assassin and natural talents as a catgirl, Valentina is quite good at climbing, jumping, balancing, and so on. She can also “right” herself midair so she always lands on her feet.
    Claws--self-explanatory.
    Backstory: Valentina never knew her real parents, save some fuzzy memories of them at a very young age, but was taken in as a child by one of the various apothecaries in the large city she lived in. He had quite a bit of experience as a healer, and tried to teach Valentina everything he knew that she might have a trade to support herself. She would come to meet a variety of people in the city through their work, from normal citizens needing a fix, to her adoptive father’s old adventuring buddies, to some very, very scummy people. Her father taught her to heal them all, because he believed it was wrong for a healer to refuse services to anyone.

    One day, Valentina broke those rules--she was supposed to make a minor potion meant to cure migraines, but she knew the wife of the customer, and how she was being abused horribly by him. Deciding she wouldn’t sit idly by and accept it, Valentina brewed the potion wrong, making it lethal to anyone who drank it.
    She wasn’t completely comfortable with her decision at first, having violated the rules she had grown up with for most of her life, so she went to one of her father’s friends--an adventuring partner with a war wound that needed regular treatment--and spilled her guts to him, asking if what she did was right. After hearing her story, he agreed with her decision, despite the sadness he felt at Valentina’s loss of innocence, and decided to help her learn the assassin skills he was taught when he was younger. Valentina, for her part, knew she couldn’t go back to her father’s shop like nothing had happened, and took to her training with determination
    Miscellaneous: She’s from a setting my friend made that’s sort of post-apoc mixed with fantasy.
    Last edited by Demon Prince; 2021-05-10 at 05:23 PM.

  6. - Top - End - #1146
    Bugbear in the Playground
     
    Ironsmith's Avatar

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    Default Re: Nexus Character Directory

    Miranda Julia Cortez
    Aliases: Mira, Captain/Cap
    Gender: Female
    Ancestry/Kin: Human (Earth)
    Age: 34
    Profession: Covert operative (ARC, former)
    Physical Description: Miranda stands at around 5'10", with a physique that suggests she spends a lot of time at the gym and probably has a few MMA trophies in her room. Her hair is auburn and kept half-up, her eyes are dark brown, and she has a lightly-tanned skin tone. Her wardrobe usually consists of a black tank top, light gray cargo pants, and black boots (white jacket optional).
    Personality: Miranda is the epitome of a type-A personality, taking charge of a situation amd acting quickly and decisively. In the field, this is fine; encouraged, even. In casual interactions, however, she comes off as more rude, demanding, and insensitive, especially if her initial snap judgement of the situation is wrong. Anyone who can make their way past that finds a stalwart and faithful friend waiting for them.
    Skills and Gear: She's been working as a spy for the past ten years, and has all the trappings of the position. Her leadership and fighting skills are nothing to sneeze at, either. When she's not at work, she's picked up a bit of a gardening hobby, and while she doesn't exactly have a green thumb, she can generally keep the houseplants alive. Like all ARC agents, she carries a Hotbox (see below) but doesn't have the technical skills to make anything particularly impressive with it.
    Miscellaneous: N/a

    Niklaus Irving Quire
    Aliases: Klaus, Krieger
    Gender: Male
    Ancestry/Kin: Human (Terah)
    Age: 60 (Despite only appearing to be in his late 20s)
    Profession: Covert Operative (GIN, former)
    Physical Description: Klaus stands at about 5'9" and has an around-average physique. His hair is blonde and swept back, his eyes are blue, and his skin tone is pale. The most casual attire he has is a tuxedo, complete with cufflinks and lapel decorations. He still appears to be quite youthful, something he attributes to major advances in Terahn cosmetic surgery and medicine.
    Personality: Klaus is a dangerous combination; a sociopath capable of delayed gratification. He is plenty willing and able to hurt anyone who provokes him, though he usually makes a point of waiting until their guard is down. When he isn't doing that, he's still pretty stoic; a self-described "professional of high standards". He also has a strong dislike of bullies, despite being something of one himself.
    Skills and Gear: As a spy who has been in the game for 40 years, there aren't many espionage tricks Klaus doesn't know. Naturally, he's been in his fair share of fire- and fistfights as well, and had a lot of experience beating down opponents bigger and stronger than he is. When he's not doing that, he moonlights as a tailor, mostly for himself. Like the ARC agents, Klaus carries a Hotbox and knows how to use it.
    Miscellaneous: N/a

    Dr. Eun-Jung Bu
    Aliases: Dr. Bu
    Gender: Female
    Ancestry/Kin: Human (Earth)
    Age: 27
    Profession: Covert Operative (ARC, former) and Field Research and Development (former)
    Physical Description: Eun stands at only 5'6", and is skinny enough that an observant onlooker could make out her ribs. She has black hair that's always pulled back into a ponytail, brown eyes (partly hidden by under-rimmed glasses) and a dusky skin tone. Her standard attire is a set of light blue scrubs and a white lab coat. She's never seen bare-handed and always has a pair of blue nitrile gloves on, with a dozen more on deck.
    Personality: Eun doesn't mix well with people. Not that any given person is a problem for her, but she can go into full-on shut-in mode if there are too many other people around. When she's in her element, she's a passionate, perpetually-curious woman. When she's slightly out of her element, she's something of a mood-swinger.
    Skills and Gear: If there's an established branch of science, you can be certain Eun's read (and probably written) quite a few books on the subject. Her specialties are organic chemistry and nanotechnology. Unlike other ARC agents, she has the know-how to make some truly impressive creations with her Hotbox (which, to be fair, is sort of her job). She's also a fairly good cook, if in a nontraditional sense (don't let her near the stove).
    Miscellaneous: N/a

    Vladimir Sacha Lustig
    Aliases: Vlad
    Gender: Male
    Ancestry/Kin: Human (Earth)
    Age: 35
    Profession: Covert Opertaive (ARC, former), Mechanic
    Physical Description: Vlad is a big man, standing at around 6'3" and being somewhere around 230 pounds of sheer muscle. His hair is brown and unkempt, his eyes are also brown, and he has a pale skin tone. His typical attire consists of a grease-stained red shirt and dirty jeans.
    Personality: Vlad's personality, much like himself, is very much larger-than-life. He likes to joke around with people, and is probably the most sincerely friendly spy you'll ever meet.
    Skills and Gear: Vlad's espionage experience is more incidental than anything; no deep cover or anything like that. Rather, he handles all the nitty-gritty hardware the team has to use; vehicles, comms, gadgets, and so on. He's also much smarter than he looks, able to keep up with Eun's technobabble and produce a plain English translation for onlookers. As such, his Hotbox skills are somewhat fair-to-middling, but given the size and scope of his projects, his hands-on capabilities are much more noteworthy.
    Miscellaneous: N/a

    Rose Marie Verdoyant
    Aliases: Rosie, Vee
    Gender: Female
    Ancestry/Kin: Human (Earth)
    Age: 22
    Profession: Covert Operative (ARC, former)
    Physical Description: Rose stands at a mere 5'1", with a curvy overall build. She has short black hair she lets hand free, green eyes, and a dark skin tone. Her attire is more variable than the others, but she generally stays close to a casual t-shirt and jeans combination.
    Personality: Rose is an earnest person, fun-loving and passionate about life. When she's not working, she can come off as almost child-like in terms of enthusiasm and emotional stability, but she can restrain herself well if the situation calls for it.
    Skills and Gear: Rose's big contribution to the team is getting people to like and trust her, which is (obviously) a good skillset for any spy to have. While she has a Hotbox, she's not particularly good at using it and much prefers to talk and/or sashay her way around any obstacles.
    Miscellaneous: N/a


    So what the heck is a Hotbox?
    It's a portable matter replicator, about the size of a lunch- or pencil box. The name comes from a quirk of its operation; it produces items at 200° Farenheit (~93° Celsius) and can turn radioactive if overused. The box can be filled completely with water in five minutes, producing less or more dense objects over proportionally different times. The interface is also somewhat complex, and making more than simple tools with it requires some major technical know-how.


    Galatalos Drone
    Aliases: Haia, Green, Alan 6-10, Emet-99
    Gender: None by default, but can be set by the end user.
    Ancestry/Kin: Automaton
    Age: ??
    Profession: General labor (in large numbers), personal assistant (on a personal level)
    Physical Description: When not in use, Galatalos drones resemble a grey, plastic skeleton with pistons and motors attached to their joints. However, they come equipped with an image-projecting device that can make them more closely resemble humans. Their default setting is a fair-skinned, brown-eyed, brunette woman.
    Personality: Servile and very concerned with the safety of humans, Galatalos drones will usually bond with the first human they see upon arriving in the Nexus and remain fiercely loyal to them. In contrast, they tend to have little regard for their own safety, to a point which would be suicidal if they weren't made from ultra-durable plastics. They can also come across as a little unintelligent, owing to the fact that they were never programmed to handle an environment as chaotic as the Nexus and don't naturally have the means to alter their code.
    Skills and Gear: Each drone is made from an ultra-durable plastic, comparable in strength to kevlar, and is thus very difficult to do any substantial damage to. They're also relatively light for their size (about 10 kilograms), which combined with above-human strength and agility makes them surprisingly mobile. Their cloaking device is also ripe for abuse; while none of them have this ability naturally, a skilled programmer could give them disguises that make them resemble non-human objects or even turn them outright invisible. That said, most of them are untrained in any particular area of work, and so while they have the physical capabilities to do just about anything, without guidance, expect them to do it very, very badly.
    Miscellaneous: They have a training mode which can be used to teach them new skills; however, they can't turn it on themselves, and generally advise their owners not to turn it on unless they know what they're doing. As relatively new additions to the Nexus, the number of people who qualify to train them is practically nill.


    Angela Quire
    Aliases: Angie
    Gender: Female
    Ancestry/Kin: Human (Terah)
    Age: 68
    Profession: Waitress/Server
    Physical Description: Angela stands at around 5'9", with a slightly skinny build. She has blonde hair with streaks of silver, which she usually keeps pulled back in a bun. She has a visor over her eyes; a white strip of metal with a band of lights running along the center. Her skin is pale and a little wrinkled around the eyes. When she's not waiting at The Battered Shield, she wears a grey skirt, with a white blouse and black flats.
    Personality: Angela can be the wily sort, but for the most part, she's just friendly and a little lonely. She takes a great deal of pleasure in making people happy, and usually tries to do that however she can, at significant expense to herself.
    Skills and Gear: Like most Terahns, Angela carries a Hotbox, but she seldom uses it anymore for philosophical (borderline religious) reasons. Of more note is her visual abilities; with concentration, she can read human (or human-like) minds to a limited degree. It's still somewhat unrefined, and the finer nuances of what a person's thinking can sometimes escape her.
    Miscellaneous:
    Last edited by Ironsmith; 2021-07-26 at 07:13 AM.

  7. - Top - End - #1147
    Ogre in the Playground
     
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    Sill Nemic
    "God, I miss the field."

    Gender: Female, She/Her
    Species: Catgirl
    Age: 27

    Appearance: Sill is a fair-skinned catlady with shortish brown hair in something of a bob and keen grey-green eyes. She is of fairly average height and rather lithe. She dresses pretty uninterestingly out of habit.

    Abilities: Sill is an accomplished assassin and clandestine agent with a particular skill at garroting, as well as at stealth and flying under the radar. She is athletic and acrobatic, flexible to the point of contortionism. She is well-versed in general Vulpanian Agency protocol.

    History: Immigrating to Vulpania as an orphan in her youth, Sill's life improved in her new home and she threw herself into serving king and country. Her aptitudes led her into the Royal Clandestine Agency, where she became an accomplished operative with a track record for assassinations… and then, some way or another, her cover got blown and she was flying a desk... annnnnd then came the circus.
    Last edited by Beans; 2022-02-15 at 10:04 PM.
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  8. - Top - End - #1148
    Barbarian in the Playground
     
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    Project #: 7777

    Project Name: Tetragrammatok

    Project Containment Procedures: 7777 is to be held within an SATF1-warded cell aboard the Research Vessel Yersul, with at minimum one clone and one Magbot guard tasked with monitor duty at all times. 7777 may attempt to deceive with illusory veils both technological and magical in nature, so constant vigilance from both the mechanical and biological guard are critical.

    7777 has escaped containment. Recapturing and interrogating 7777 is a Category 6 priority. Local Nexus law enforcement (Intersection, Riverside Police), MERC, independent adventurers, and any others who can assist may be temporarily deputized for the purpose of making contact with 7777. Please make use of appropriate cover stories (she's an estranged daughter, she stole a nuclear artifact, she is a nuclear artifact, etc.) to maintain public image and deputy morale when enlisting outside aid. It is critical that all who would be inclined to help 'protect' her from us are made to understand that 7777 is a volatile, psychologically unstable warhead with limited power training and grotesquely immeasurable potential. Recapturing an unwilling, innocent sapient will make us appear unreasonable and immoral, but remember that it is in the name of the greater good and for the safety of the entire Nexus.

    Description: 7777, or Project Tetragrammatok, appears as a mostly standard humanoid, with slightly pointed ears, pale, almost luminous skin, big, red-pink eyes that are lacking pupils, shoulder-length bubblegum pink hair (not dyed), and a wiry, muscular physique. It identifies as female and prefers to be called 'Tetra' and is generally more compliant and agreeable when recognized as such, so authorization to breach protocol in such fashion has been indefinitely extended.

    7777’s supernatural capabilities are terrifyingly vast, as our field testing has demonstrated. After being introduced to the concepts of telekinesis, pyrokinesis, and communion with the dead, 7777 attained mastery of the three disciplines instantly. Any capacity for telepathy and long-range teleportation is unknown, as it has been deemed far too dangerous to allow 7777 to even know what telepathy and teleporting are. See Incident Report 5.66e

    Addendum: The Tetragrammatok was developed aboard Research Vessel Yersul as the seventh of seven attempts to genetically engineer a [REDACTED] capable of safely harnessing its antediluvian ancestor's reality-warping properties. 7777 was celebrated as the first major breakthrough of the Yersul's research team, which had been tasked with developing contingencies meant to prevent any future Fifth Trumpet Event.2 Unfortunately, many unexpected difficulties arose when training 7777 began. As detailed in Incident Report 1.11d, Incident Report 2.12c, Incident Report 3.33f, and Incident Report 4.13x, 7777 could not, despite numerous warnings, understand the importance of secrecy and restraint, and would butt heads with authority figures over the safe and practical use of her powers. Unnecessary casualties seemed imminent, so 7777 was placed in containment until an Indoctrination Tube could be prepared to wipe her consciousness and replace it with a much more cooperative standard MagClone memory set. Then some idiot guard wondered aloud why she didn’t just break out and teleport to the Nexus, and-

    Junior Researcher 573 has been reprimanded for breaching protocols regarding clinical tone in official documentation. He is very sorry and it won’t happen again. He's totally right about that nitwit guard, though. What a damn fool. - Senior Researcher 1128



    Footnotes:
    1. Standard Anti-Telewarp Field, originally developed by Needs Food Badly.
    2. Any act of genocide, dismantling of major adventurer organizations, or drastic societal upheaval typically associated with predictions for Calublufiok’s ressurection, Reinholdt Prime’s return, or the discovery of our genetic forebear (the original or ‘prime’ Magtok, may he never return). Typically these events (The Catpeople genocide, the destruction of the original Good League of Good HQ, MagCave collapse, the Desapience Crisis, the Second Siege of Inside) are not the goal of the apocalyptic aggressor, but merely shock and awe tactics to brutally pacify resistance to their much more dangerous and insidious agendas.
    Quote Originally Posted by RabbitHoleLost View Post
    Magtok's the best
    "You probably found 'How to Survive a Robot Uprising' in the humor section. Let's just hope that is where it belongs."
    -Daniel H. Wilson
    Unhooded Magtok avvie by urodivoi

  9. - Top - End - #1149
    Bugbear in the Playground
     
    Ironsmith's Avatar

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    Sir Kyrie (of Redmont)
    Aliases: -
    Gender: Male
    Ancestry/Kin: Strigoi
    Age: 37
    Profession: Knight Errant, Bouncer
    Physical Description: Kyrie resembles an anthropomorphic wolf, in the worst possible sense; he stands at around 5'9", his spine bent unnaturally into an upright position. His matted fur is a light brown with deep red splotches, mostly around the mouth and neck area. His eyes are gold and constantly in motion, making him look like he's easily distracted. He has a set of short, pointed teeth, which appear to be poorly-kempt. Despite his overall wolf-like appearance, he doesn't have a tail.
    Personality: Kyrie is an honorable, if impatient man, but people who meet him aren't likely to be able to pick up on that quickly due to culture shock. He seems to struggle at times with his dual nature; the pious man who wants nothing but peace for his fellows, and the savage beast that wants to tear his fellows to pieces. As such, he can be a bit cranky at times.
    Skills and Gear: Kyrie carries all of his gear from home; a full suit of armor, a broadsword, and a cracked shield bearing the symbol of his house, all wrought from some kind of enchanted silver. These aren't just for show; Kyrie is a formidable swordsman, noted for his ferocity. If that weren't enough, he seems to have some form of healing factor, able to recover from mortal wounds in a matter of a few hours.
    Miscellaneous: He sunburns easily. Because he is a vampire.

    Braon Hexenborne
    Aliases: Misery, Bronntanas Lesserwood
    Gender: Female
    Ancestry/Kin: Fiendling
    Age: 23
    Profession: Vagrant, Crazy Nightmare Lady
    Physical Description: Braon stands at around 5'8" (5'9" if you count the horns), has pale skin, long, dark brown hair, and a set of violet-tinted eyes. She's usually dressed in mismatched leather armor, with a sea-green cloak draped over her shoulders. Her teeth and nails are both unnaturally pointed.
    Personality: Mischievous and attention-seeking, Braon takes delight in causing as much trouble as she can. She has a particular dislike for nobility, other tieflings, and men, and given the opportunity, would prefer to target them. Despite this, she's usually not especially malicious... just careless.
    Skills and Gear: Braon doesn't have any gear worth noting, but her enchanting skills are formidable. Essentially, she can graft a part of her essence onto items or people, and in doing so give them magical properties (and a touch of her personality while she's at it).
    Miscellaneous: -

    Owena Ty-Maldwyn
    Aliases: -
    Gender: Female
    Ancestry/Kin: Strigoi
    Age: 17
    Profession: Student
    Physical Description: She's tall, at around 5'10", and built a little spindly. She has raven black hair which is pulled back into an ornate series of braids, topped with a celtic-style headdress made from interwoven leather bands. Her eyes are brown, and her skin is pale. The rest of her attire consists of a floor-length silk robe, which is a midnight blue color with intricate silver patterns. She also wears a gold necklace which glows softly in the dark.
    Personality: As the oldest known living member of House Maldwyn, Owena tries to be the most responsible of her siblings. She doesn't always succeed, owing mostly to a lack of confidence. That aside, she has ambitions to become a historian and greatly enjoys the consumption of culture, both from her own Maesdan lineage and from foreign sources.
    Skills and Gear: She has no gear to speak of, but is an accomplished sorceress despite her tender-ish age. Her spells usually take the form of a blue bolt of energy which physically manipulates the world around her, quite visibly in most cases. That aside, she has an extensive library at home which covers a lot of lore, and she's read and retained most of it.
    Miscellaneous: Like Kyrie, she burns up quickly in sunlight.

    Siana Ty-Maldwyn
    Aliases: -
    Gender: Female
    Ancestry/Kin: Strigoi
    Age: 15
    Profession: Student
    Physical Description: Siana stands at 5'4" and has an athletic build. Her hair is shoulder-length and raven-black, her skin is ivory-colored, and her eyes are brown. Her left leg is heavily deformed; it's been like that since birth. She tends to wear frilly silk shirts that might remind one of adventures on the high seas, black britches with a brace for her gimpy leg, and knee-length leather boots. She carries a birch wood cane on her at all times, which has a blade hidden in it for her use.
    Personality: Siana is every bit as adventurous as she looks, always sticking her nose wherever there's something interesting to be found. On the flip side, she's also incredibly, sometimes painfully naďve, which can get her into trouble when mixed with a bout of curiosity. She also believes wholeheartedly in the Maesdan code of chivalry and is likely to quote it when explaining herself.
    Skills and Gear: Despite her infirmity, Siana is a competent fencer, using her sword-cane to forge a unique style that usually catches her opponents off-guard. She pursues this, among other martial arts, quite obsessively, and while she's good at it, her skill at nearly anything else is somewhat lacking.
    Miscellaneous: She also burns up quickly in sunlight.

    Arthfael Ty-Maldwyn
    Aliases: -
    Gender: Male
    Ancestry/Kin: Strigoi
    Age: 13
    Profession: Student
    Physical Description: Arthfael shares the Ty-Maldwyn family traits of raven-black hair, pale skin, and brown eyes. He stands at a mere 5'0". Unlike his sisters, who look like they've walked out of fantasy and adventure novels respectively, Arthfael tends to dress more casually, usually in a t-shirt, jeans, and loafers.
    Personality: Arthfael usually comes across as arrogant and unpleasant, though he tends to mellow out a little when dealing with people he knows well. These both ultimately come down to insecurity; he's not very confident and tries to cover it up by keeping people at arm's length. Despite this, he really has a sensitive nature... he just doesn't do a good job of showing it.
    Skills and Gear: He's too young to be too terribly skilled at anything, but he does show a bit of a talent for music and art... though not nearly as much as he seems to think he shows.
    Miscellaneous: Guess what his tolerance for sunlight is.

    The Maesdan Code of Chivalry (because where else was I going to put it?)
    I: To thy Lord and Lady be faithful, in all things. No law shall be higher than this.
    II: In all things be earnest; let no false words fall from thy tongue nor false gifts from thy hands.
    III: In all thy dealings, pledge thy whole heart to thy actions, so that thou may stand resolute or be moved wholly.
    IV: Share freely what is thine, from thy coin to thy talent.
    V: Bear thee always the burden of gladness; for thy kin, bear it again.
    Last edited by Ironsmith; 2021-08-14 at 10:05 AM.

  10. - Top - End - #1150
    Ogre in the Playground
     
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    Siiva
    "I’m going to fix everything, just listen to me!"


    Gender: Female, she/her
    Species: Human - Infernal Exalt, Horizon Caste
    Age: Early 20s

    Appearance: Siiva is a tannish-skinned young woman a little below average height with long, messy brown hair and deep green-brown eyes. Her clothes are often worn and self-repaired. Picrew image via alohasushicore.

    Siiva's Infernal Caste Mark burns green, an empty half-circle with a starburst erupting from the top. Her anima banner burns ocean-green licked with white flames. At its iconic height, it spews a tower of hellish light skyward and displays a diagram of spheres connected by lines in transcendent, holy order.

    Abilities: Siiva is a recently-anointed Infernal Exalt, and as such she wields formidable power. She is particularly skilled at a multitude of handicrafts (including architecture and building construction), at understanding magical forces, at scrutinizing details, and at comprehending various languages. She wields a sort of telekinetic force which visibly manifests as distortions in the air; this telekinetic force is much stronger than her physical might. She can manifest many sorts of tools out of mental force. Her skill with crafting includes completing tasks and projects at outlandish speeds. She can do other things with great speed as well—writing, investigating a scene, or even cleaning.

    Siiva is also a capable sorceress of the Terrestrial Circle with a few spells under her belt, capable of summoning demons of Malfeas. One of her favorite spells allows her to manifest a small cloud on which she and a passenger may ride.

    Finally, Siiva can manifest her Devil-Body, unraveling her human form into one more befitting her Yozi patron; in her case, she becomes a shifting and occasionally impossible polyhedron of crystal fire and light, making sounds like a glass harp. In this form, her telekinetic force is increased and her senses are expanded.

    Personality: Siiva is a bright, energetic, and friendly young lady driven chiefly by compassion. The feelings and well-being of others are often far more important to her than her own comfort and well-being. Imagined, remembered, or even fictional people in distress can cause her to tear up; actually witnessing the plight of others frequently makes her weep openly. However, that open weeping is often paired with a determined pursuit for a solution to the problem at hand. While Siiva is kind and generous, she is not always reasonable or sensible. Frustration eats at her easily, and she is especially hurt when her help is either scorned or, worse, counterproductive. Siiva takes it quite hard when the world cannot be made to fit the order and peace she envisions.
    Last edited by Beans; 2022-02-21 at 11:03 AM.
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  11. - Top - End - #1151
    Ogre in the Playground
     
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    Nefila

    "I’m all that’s left."
    Gender: Female, she/her
    Species: Vaess, transitioning from common morph to sovereign morph
    Age: Around 19.

    Appearance: As with most Vaess, Nefila has a humanoid upper body and a four-legged arthropoid lower body. Her skin and chitinous plates are dark grey, though she has bands of yellowish ocher at her joints. She's over six feet tall standing normally, and still growing into her sovereign morph. Her mist-grey hair has been put into a long braid that reaches past her shoulderblades. Her four glossy eyes are bright yellow, and her fangs are fairly prominent.

    Abilities: Nefila has all the capacities of a normal adult of her species; she has venomous fangs and wrist-spurs, her legs allow her to climb on vertical surfaces, and she can produce both silk and resin. As she is growing into her sovereign morph, she progressively gets more adept with pheromones, her species' empathic capacity, and magic.
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  12. - Top - End - #1152
    Ghost in the Playground
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    Clark Nelson, aka Rip Savage Justice Ranger


    Aliases: Spaceman, Buckethead, Rip Savage, Axel Wilder, Ace Magnus, Justice Ranger.
    Gender: Male, he/him
    Ancestry/Kin: Human
    Age: 35
    Profession: Adventurer, Explorer, Xenoarchaeologist.
    Physical Description: Roughly 6 feet tall, Clark almost always wears a protective suit that is mostly red, and a helmet that covers his head, with a transparent face covering. After losing his vision, he now has cybernetic eyes of alien origin.
    Personality: Cheerful, energetic, and curious of new cultures.
    Skills and Gear: Protective space suit, jetpack, ray gun. Clark has an impressive learning capacity for new languages.
    Backstory: Clark Nelson was a bookish archaeologist who daydreamed about going on exciting adventures, until one day he was accidentally abducted by an alien teleporter signal. Not being able to communicate with his unintentional captors, he was imprisoned as a stowaway. Later on, on their home planet, Clark was able to slowly learn the alien language, and began to communicate. He managed to parley his freedom, on the condition that he assist their scientists. This soon became apparent that he was intended to be a guinea pig for their inventions. However, after several months of this work, his new home was attacked by alien raiders. Stealing an experimental suit, jetpack, and weapon from the lab, Clark jumped into action, seeing a way to gain favour with the powers that be. Helping to repel the invaders, and even battling their leader, Clark found himself rather terrified but also invigorated that his previous wandering thoughts were now far more real than he could have ever imagined. Finally, when the invaders were fought off, Clark was brought before a court to face punishment for his theft of equipment. He managed to convince the authorities that this had been the kind of job he'd done before being accidentally kidnapped, and spun them a fanciful tale of Rip Savage, protector of the innocent, punisher of the evil, declaring that he must protect other planets from these pirates that had threatened his new home. Having become fluent in their language and subtly using what little he'd learned of their legends and myths, Clark convinced them that he was some sort of fantastic hero. They allowed him to keep his gear and assisted him in travelling to other planets. In one battle, he lost his vision and was given cybernetic eyes superior to his natural vision by the civilisation he came to save.
    Miscellaneous: Clark has a habit of lying and telling tall tales, especially to make himself look better. He often comes up with fake names or titles that he thinks sound cool.

  13. - Top - End - #1153
    Bugbear in the Playground
     
    Ironsmith's Avatar

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    JET WYVERN!
    Aliases: Who needs an alias with a real name like "Jet Wyvern"?
    Gender: Male
    Ancestry/Kin: Human (Altered, Earth)
    Age: 41
    Profession: G-Zero Racer (former), Superhero
    Physical Description: Jet Wyvern is a tall, well-built man in a black jumpsuit with white trim. His face is obscured at all times, except for his mouth and cleft chin, which shows off a dusky skin tone. His suit includes flares around the gloves and boots, as well as his G-Zero racer number (14) embroidered on the back and shoulders, just above a stylized representation of a dragon.
    Personality: Jet tends to be self-aggrandizing and overly-dramatic, but well-meaning. Given the chance, he'll go on and on about how great he is, and then turn right around and use that as grounds for reassurance. "FEAR NOT, CITIZEN! YOU'RE IN THE HANDS OF JET WYVERN, THE GREATEST RACER TO EVER LIVE!" He's also extremely competitive and likes to test himself against his peers, but only if he thinks the match-up will be close; he doesn't waste time and energy getting into races with people who are obviously slower than he is, or fights with people who are obviously weaker, and so on. (That's just not any fun.)
    Skills and Gear:
    -Momentum Dampening Field: A standard alteration for any and all G-Zero racers, as despite the name, G-forces do tend to feature rather prominently in the average race, and without some means of cushioning, a single lap would result in permanent internal damage, and a full race would likely be fatal. It's been configured to resist damage from crashes up to 2000 km/h (the high end of G-Zero racers' typical top speeds), which it should be noted is much faster than many more mundane dangers; thus protected, Jet could fall at terminal velocity without fear of injury when he reaches the ground (which is great for dramatic superhero landings). This field only protects his body from radical changes to velocity with regards to itself; if he is hit by a large, momentous object, he's still going to go flying (he just won't be reduced to a red smear when he lands). It also only protects him; if he attempts to make a fall like that with a civilian in his arms, their prospects upon hitting the ground are a little more paste-like.
    -Enhanced Reflexes: Jet's decision-making abilities are backed up by an integrated AI, programmed by his actions to respond to stimuli the way he would... just much, much faster. This serves to bring his reaction time down to a handful of milliseconds. It also enables him to physically move much more quickly; outside the context of his vehicle, this is the origin of any and all speed-related feats he can accomplish. To a limited degree, this combined with the momentum-dampening field gives him some amount of superhuman strength, as well; he's not very good at creating a sustained force, but throwing a punch is another story.
    -Photonic Projection: Jet's suit contains a number of emitters that allow him to create hard-light projections. These projections are pre-programmed and do not feature a great deal of flexibility; it's mostly limited to his racing machine (which shares his name, the Jet Wyvern) and various interfaces for storing and retrieving information. Despite appearances, these projections aren't massless; they gain tangibility by pinning atmospheric particles in place relative to him, meaning they weigh about as much as an equivalent volume of air would. In the case of his racing machine, that comes out to 100 kg total (Jet himself makes up 95 of those).
    Miscellaneous: -
    Who're you? ...Don't matter.

    Want some rye? 'Course ya do!


    Here's to us.
    Who's like us?
    Damn few,
    and they're aaall dead.


    *gushes unintelligibly over our cat, Sunshine*

    [Nexus characters, grouped by setting:
    Ouroboros: here
    Maesda: here
    Others: here
    ]

  14. - Top - End - #1154
    Pixie in the Playground
     
    PaladinGuy

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    TASBot
    Speedrunner of the Challenge Runners

    Aliases: The Speedrunner
    Gender: Robot (he/him)
    Species: AI Robot from the planet N-9
    Age: 29 in N-9 years (7 times longer than normal years)
    Profession: Professional speedrunner and occasionally streamer
    Power rating: 5900 watts/hr (power rating is energy consumed per hour, isn't it?)

    Appearance: TASBot's limbs and torso are very thin, almost skeletal, since they have pistons and motors in place of muscles. These limbs are coloured cobalt blue, with dark blue accenting. Embedded in TASBot's chest is his energy core, a blue ball of electricity that serves as the source of all his power. He wears a pair of dark blue football shorts and shirt, both with blue accents. The shirt has a number 59 on the back. Interestingly, the shirt is custom-made to block out all light whilst trapping no heat. This is done to keep TASBot cool and hide his energy core, so nobody tries to steal it. Most importantly, TASBot always wears a helmet that looks like the one Guy Manuel from Daft Punk wore, except dark blue instead of gold. He can make emoticons and other images show up on the helmet if he wants.

    Abilities:
    Running: TASBot can run at incredibly fast speeds. This doesn't even use up energy, thanks to the nature of the Speed Core.
    Speedrunning: TASBot can start expending his stored energy to both process the world at, and much more impressively move at 200x times his own nornal speed.
    Improvement: TASBot can upgrade his own hardware through nanobots dispensed by his Speed Core.

    Equipment:
    Coolgun: TASBot's trusty sidearm, given to him by Solenoid as a construction day present. It never needs to reload, and rarely overheats thanks to the can of cooling spray strapped to the side of it. It also has a knife on the underbarrel, for cutting stuff.
    Helmet: TASBot's helmet can have most mobile apps downloaded to it, but also gives him a helpful HUD and allows him to store objects and display facial expressions.

    Misc: TASBot's three laws are: Live fast, think fast, act fast.


    Solenoid

    Sniper of the Challenge Runners


    Aliases: Soley, The Sniper
    Gender: Robot (she/her)
    Species: AI Robot from the planet Venusia
    Age: 35 N-9 Years
    Profession: Hitwoman
    Power rating: 450 watts (yes, I made the same joke twice)

    Appearance: Solenoid's body is shaped much like that of a human female. The main features differentiating it from that is the fact that her body is made up of various purple-blue metal plates, with seams between them that can be seen if one looks closely. The plates are not completely flat, but bring a little bit of angularity. Located on, or rather inside, her back is a divot in which a tiny angel rests, serving as the replacement for her Energy Core. Her face is unique in that, despite being made of plates as the rest of her body, some of these plates are made of a flexible metal and allow her to emote fully. Her eyes are glowing rings that bear a resemblance to the headlights on a BMW. For clothing, she wears a light red backless, sleeveless sweater, and a short-brimmed white sun hat with a red band.

    Abilities:
    Marksmanship: Solenoid demonstrates incredible prowess with precision weapons, including ones that would otherwise be far too heavy for her.
    Hand-To-Hand Combat: Solenoid is also highly agile and well trained in martial arts, allowing her to fight effectively in close quarters.
    Flight: Solenoid can fly and hover using the wings on her back.
    Guardian Angel: An angel named Cookiebite occupies the space where Solenoid's energy core would go. Cookiebite can summon flashes of light to disorient enemies, grant a blessing to someone, or summon wings for Solenoid to fly with.
    Sun Hat: At night, Solenoid can invert her hat and wear it inside-out, as the inside is black.

    Equipment:
    Cross Brace: A baby blue bolt-action sniper rifle that fires 5 bullets before needing to reload. The gun has a permanent blessing on it that causes bullets fired from it to act as if they are both silver and cold iron. This was given to Solenoid by Cookiebite as part of their contract. It is attached to Solenoid's back when not in use.
    Pause Button: A heavy, blocky, red railgun that can fire 2 laser rounds in quick succession after charging once. It's named for the shape of the barrel. Its rounds boast extremely high damage at any range, and piercing.
    Nintendo DSi XL: A maroon Nintendo DSi XL stored in a carrying case slung across Solenoid's shoulder. Its features include communication by PictoChat, summoning Dr. Kawashima, taking photos, recording and playing back sound, connecting to the Internet. and playing New Super Mario Bros.

    Misc: Solenoid's three laws are: Carry a sunny disposition, carry a gun, carry a team.


    Discomplainer: Information may not be 100% accurate, but is most certainly 100% rushed.
    Last edited by Gold Leaf; 2022-07-25 at 02:03 PM.
    We are FREE of
    BEER! As in, we don't have any beer.

  15. - Top - End - #1155
    Ghost in the Playground
     
    GnomeWizardGuy

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    Name : Jerick Copperhand

    Gender : Male

    Species : Gnome

    Homeworld : Eberron

    Age : 324 (Equivalent to 49 human years maybe)

    Profession : Tinkerer/Artificer

    Physical Description : Jerick is a gnome of average build and height with wild gray hair with white streaks and a well-kept short beard. He has blue eyes that almost radiate with an unending curiosity for everything around him. But, his most distinguishing feature is that of his right hand, or lack of such. He has replaced it with a prosthetic hand made almost entirely of copper. His right arm is also almost always heavily wrapped in bandages and cloth.

    Personality : Jerick is a very strange gnome. He seems to be perpetually joyful, even under the most dreadful circumstances. He is also utterly fearless, to the point that some others would mistake it for foolishness or even outright insanity. He is almost always working on something, whether it be a potion that can shrink a giant to the size of a copper piece, or a toy soldier that blows up with the force of 13 buildings falling.

    Skills, Abilities, and Gear : Jerick carries countless potions, scrolls, and mechanisms that have various uses and sometimes no use at all. He also carries a repeating crossbow he designed and built himself, along with a small dagger that can automatically cover its blade it acid, or send an electric current up its blade, or even set its blade on fire. He also wears a set of studded leather cured in a special formula to make it as hard as steel. And, of course, his copper hand which has a variety of tools built into it to assist with his tinkering and sometimes combat.
    Last edited by ForTheGnomes; 2022-08-01 at 05:42 PM.

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