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Thread: Nexus Character Directory
- Join Date
- May 2019
- New Zealand
Re: Nexus Character Directory
Alias: Elizabeth Welles, ‘Liz’, Eclipse
Age: 21? 22?
Alignment: Somewhere between Chaotic Good and Chaotic neutral, look decisions are hard okay?? pls don’t laugh.
Power Rating: um
Description: Short, skinny, and scrawny, Elizabeth doesn’t exactly have an imposing figure. Her skin is pale and lightly freckled, and she has a pretty face with emerald green eyes. She has blonde hair tied in a low, loose, and messy ponytail which is often slung over a shoulder. A pair of similarly blonde cat ears sit atop her head, and a cat tail extends from above her butt.
She is most often seen wearing a black hoodie over a basic t-shirt, usually also in comfy shorts or long pants and a pair of sneakers.
Personality: Elizabeth is nerdy and awkward and a bit of an introvert. She isn’t completely antisocial and in fact tends to be friendly, though still very shy especially when meeting in person. Can be a little paranoid in public spaces, due to both her past and current dubious activities and the enemies she’s made with various authorities- which in turn has led her to be rather anti-authority in nature.
Equipment: A small variety of equipment she uses for hacking, including a portable tablet-rig she can wear on her arm and other various tablets or phones or computers, whatever she’s able to steal or afford at the time. She has a dark bandana covered in glowing green digital patterns that she uses when hiding her identity, and what appears to be a set of augmented reality/night vision goggles.
Abilities: Elizabeth has the basic skills and knowledge of a thief you might expect: the ability to move silently, pickpocket, and to pick locks etc. But where she really excels in is in the realm of digital sneakery. She’s a hacker, and a pretty good one at that. On the flip side she absolutely cannot handle herself in a fight.
Backstory: Mostly to come later.
A child of ‘Manchurian’ Reinholdt (her father; an early clone of Rein, and an escaped sleeper agent) and Ashley (her mother; a kind woman who was part of a hacktivist group), Elizabeth was raised in an environment that really didn’t care much for legality. She learnt her computer skills and later hacking knowledge from her mother. In her teen years she ended up indulging in the thievery side a little more, although now she is trying to leave that life behind. Well, the thieving stuff that is. Sorta. Not too long ago she dug up some dirt on a megacorp and ended up with a bounty on her head because of it.
- Join Date
- Jan 2018
- Sector ZZ9 Plural Z Alpha
Re: Nexus Character Directory
Link to old version.
This isn't exactly standard format, but it's easier for me to track stuff on.
Spoiler: General format
Spoiler: Main Characters
Name: Sekhmet Winifred Ingenia Octothorpe Brignole
Also: Sakiril-Ess, Toktr Etsa Korrel, Kodira Myn-Erl, Nolvilik Kendek, Resyr Lotaka, Okaril-Ess, Keyra Dogetal. (Fated One, Daughter of the Queen of Poison, Princess of the Scorching Depths, Unwilling Convert, Fiery Protector, Rebellious One, Lady of Forgiveness)
Alignment: Neutral Good
Status: At the center of convoluted fate nonsense.
Summary: Half-fiendish apprentice golemcrafter and blacksmith, with magical talents in illusion, fire, and telepathy.
Appearance: Sekhmet has recently started practicing shapeshifting on a regular basis, but usually defaults to the same form. Her true shape is that of a regal, imperious girl of about 19, full of life and energy, with a princessly air to her. She has red skin, pitch-black, glassy eyes, and long, black hair with a metallic sheen, which she keeps in a ponytail. She's about 5'7" tall. She has large, batlike wings and a barbed, venomous tail. Six horns adorn her head, two on each temple and a larger pair in the center of her forehead. Between the tips of her large horns hovers a small ball of fire. She has short fangs, and her hands and feet are clawed. Her blood, along with her lips and gums, is black.
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. She's very devoted to her husband and wants to protect him, not only from threats, but from dangerous parts of her own nature. She is a firm pacifist, unwilling to kill or seriously harm other people, even if that is what she was made for.
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 and other sorts of energy. She has also gained telepathic powers allowing her to speak to and read minds. She recently learned how to shapeshift, but is not especially practiced at it yet.
Background: 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, and captured her. She was publicly whipped, and kept prisoner, 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. Since then, she has mostly come to terms with her new fiendish and alien natures, and has begun to use them to her advantage. At the same time, her fiendish mother arrived in the Nexus looking for her.
Sekhmet married one of her fellow apprentices, Prumathe Brignole, and took his name. She's starting to grow into her princessly role, even if she's not sure she wants to be a princess, especially not a princess of fiends. Her mother returned to capture her once and for all, and she's currently trying to escape that situation while other people deal with the devil-slaying.
Name: Jason Fisher
Alignment: Lawful Good
Status: Dealing with the existential ramifications of his sudden-onset foxy twin sister.
Summary: Powersuit wearing superhero, affiliated with NERD. Uses holograms and hardlight.
Appearance: Jason is a man of middling height with light brown hair cut very short.
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. He's highly protective of people he cares about.
Equipment: Jason wears a powersuit with a few abilities. It is capable of projecting hardlight as either offensive beams of defensive shields, structures, and objects.
Abilities: Jason is clever and creative, and often capable of new and interesting inventions. His only superhuman power is a mild enhanced intellect, focused on the manipulation of light.
Name: Jads Fisher
Alignment: Lawful Good
Status: Figuring out what it means to be a kitsune and dealing with the existential ramifications of her sudden-onset twin brother.
Summary: Powersuit wearing superhero kitsune. Uses holograms and hardlight.
Appearance: Jade is an attractive, curvy woman. She has wavy red hair. She has the tail and ears of a red fox rather than a human. Her eyes are brown.
Personality: Jade is the sort of person who's always willing to lend a helping hand. She's generous, light-hearted, etc. However, she's also especially cautious and generally very worried about accidentally hurting someone. Both of these traits manifest in the extremes in her heroic identity. She's highly protective of people she cares about.
Equipment: Jade wears a powersuit with a few abilities. It is capable of projecting hardlight as either offensive beams of defensive shields, structures, and objects.
Abilities: Jade is clever and creative, and often capable of new and interesting inventions. Her only superhuman power is a mild enhanced intellect, focused on the manipulation of light. However, being transformed into a kitsune may have given her other powers she has not yet discovered.
Jade is a version of Jason (or Jason's a version of Jade?) who was transformed into a woman by a curse inflicted in a magical incident at the Black Dragon's Den. After about 6 months of living as a woman, she came to enjoy it (with some help from the curse's mind-altering effects). Then, she was eaten by a Kumiho, then turned into a Kumiho as part of a plot to hurt a forest spirit she was friends with. She got her original identity back, but was stuck as a Kumiho. In an attempt to get rid of her monstrous hunger and get back to being human, she sought out the temple of Inari. They tried to transform her back, but something went wrong, and she became a kitsune instead of a human, and lost a large portion of her memories.
Alignment: Lawful Good
Summary: Lizardfolk paladin and father. Often found with his son.
Appearance: 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 canvas 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.
Background: 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.
Age: Really darn old. Several millennia.
Status: Missing in Action
Summary: Space demon berserker. Not as evil as you expect.
Appearance: 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. 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 t-shirt and jeans tailored to his frame.
Personality: Tethrik is sarcastic and aggressive. Like many of his kind, he's happiest when fighting and killing, but he tries to restrain himself. Despite his outwardly frightening appearance and demeanor, he is quite friendly.
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 an iron bracelet that had been locked on his arm as part of his punishment. He also has numerous alien and/or magical weapons hidden within a bag of holding.
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 ogre. As a demon, he has an innate resistance to nonmagical weapons not made of iron. He is also immune to fire and many forms of nonmagical poison. 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.
Spoiler: Minor Characters
Age: 79. Days.
Status: Looking for adventuring companions.
Summary: A seraph created from a damaged robot. Seeking allies to destroy her former compatriots and prevent them from attacking the Nexus.
Appearance: Complicated. A hybrid of a dragon and a young deer, studded with eyes which are dark and rimmed with white flesh, looking like black holes in their accretion disks. She has six wings, two large pairs coming from her shoulders and hips, and a small pair attached to the back of her head. She has a draconic tail and a series of ridges running up her spine. Her scales are black and triangular on her belly, and round and pearly white on her back, with light faintly leaking from the cracks.
Personality: Eao is entirely curious. She always wants to learn and explore more, and records everything in her journal. She has a strong interest in poetry, and a good portion of said journal is composed of amateur poems.
Equipment: A high quality sword, a journal, and various odds and ends she's collected.
Abilities: Eao has many powers. She can change the configuration of her body to suit different tasks. She can also fly, climb on walls, and travel short distances through 4-dimensional space, allowing her to bypass walls and other barriers. For utilities, she can read any language and store objects in an extradimensional space. She has a sort of empathy with machines, and is able to understand their function and status by touching them. For combat, she is endowed with razor-sharp wings, and can breathe out energy in a powerful blast.
Background: Will write later.
Alignment: Neutral Good
Status: Trying to make a new life
Summary: Angelic lioness time-clone of Sekhmet dealing with being kicked out of her own life.
Appearance: In human form, she is 5'3" tall, has dark brown hair in a ponytail, and blue eyes. In her true form, she is a lioness, a tawny eagle, a coral reef, and a ring combined.
Personality: Selekhael is kindly and gentle, but willing to fight if she must. She gets angry easily, but is very quick to forgive. She's mostly confused about her nature and trying to understand what happened to her.
Equipment: Magical sword, shotgun, and pistol from the arsenal of heaven. The sword is a flaming khopesh and can cut through anything, the shotgun sends fragments of its victims through time, and the pistol causes things to decay.
Abilities: Selekhael has some power over four Spheres of Reality: Time, Entropy, Growth, and Id. This means she can travel through time, alter the ages and sizes of objects, manipulate emotion, heal and cause disease, accelerate and slow people or objects, and other combinations she hasn't yet utilized.
Name: Sapphira. But that's not her true name.
Gender: Chooses to appear as a female.
Age: She fell before the universe began.
Status: Searching for her daughter.
Summary: Sekhmet's mother seeks her daughter for an unknown, sinister plan.
Appearance: An impossibly beautiful woman with red skin, pitch-black eyes, a crown of six large horns, a long stinger tail, and a pair of wide, batlike wings.
Personality: She doesn't let on much, but she is a liar, a conspirator, and a betrayer.
Equipment: Sapphira is able to conjure any mundane items she might need.
Abilities: Sapphira is incredibly powerful in magic. She can manipulate energy and minds with ease, shift her shape, conjure planar portals, and grant lesser versions of those powers to mortals.
Background: Utterly unknown.
Last edited by bc56; 2021-04-19 at 12:40 AM.Awesome avatar (Kothar, paladin of Tlacua) by Linkele!
Originally Posted by William Shakespeare, King Lear, IV.i.46Originally Posted by Howard Tayler
- Join Date
- Jun 2011
Re: Nexus Character Directory
Placeholder for my character sheets.
[Ashen Tiger with Ruby Teeth]
Spoiler: Primal Sorcerer-Priest[Alias] - Ashen Tiger, Torao Kaizoku, Singh
[Gender] - Male
[Species] - Lunar Exalt
[Age] - ??? [Twenty-something?]
Compassion - ●
Valor - ●●
Conviction - ●●●●
Temperance - ●●
[Class] - Sorcerer-Priest
[Power Rating] - C-
[Description] - Ashen Tiger is unusually large compared to any mortal human, with skin like faded, washed-out brass and extensive silver tattoos across much of his body. He has long, grayish-puple hair and vibrant amber eyes. He usually wears a massive prayer strip as a scarf.
[Personality] - Devoted to a sacred hunt,
[Equipment] - Your character's phat lewts. Armor, weapons, paint supplies, clothes, and other devices that your character routinely carries with them.
[Abilities] - Your character's skills and abilities. What can they do? What weaknesses do they have? It all goes here.
[Backstory] - Very simple. How did your character come to be? "To Come Later" is an acceptable substitute for a long and extensive backstory. Even Especially if you conveniently 'forget' to develop it.
[Miscellaneous] - Anything else that you wanna put down.
Spoiler: Character Sheet
Will be added when formatting mood strikes.
[Progress] - 45%
Last edited by TherianTheorist; 2020-03-13 at 11:18 PM.
- Join Date
- Jan 2018
Re: Nexus Character DirectoryKragAlias: N/A
Alignment: Neutral Evil
Power Rating: B, I guess
Description: Fit, with greenish grey skin and tusks. His messy black hair is long enough to cover his eyes at times. Barely visible scars crisscross his neck. His grey eyes sit deep within his face, glaring out with a strange intensity.
Personality: Krag tends not to trust people who have more power than him in any way, shape, or form. He believes that all powerful individuals are corrupt, and harbors extreme anger toward them. He's determined to reach whatever his goal is at the moment, regardless of costs for himself and others. If you aren't powerful, however, he will try to protect you and will seem kind.
Equipment: Krag wears chain mail under his clothes at all times, and also carries a small sword at his side at all times. If he believes he'll get into a battle soon, he also has a greatsword forged to be resistant to energy weapons, such as lasers or plasma blasts. He will also carry a longbow with him, as well as arrows, usually dipped in multiple poisons. Speaking of poisons, he owns a box filled with different vials of poisons.
Abilities: Krag has unnatural strength and durability, as well as dexterity similar to that of a high-tier human. He is highly-trained in combat, both ranged and melee. He can also sacrifice his own blood or the blood of others to cast magic, ranging from buffs to himself to outright damage to others. He has vowed to himself never to use other's blood, though.
Backstory: To come later.
Miscellaneous: His motivation can be summed up by Rage Against the Heavens better than I could ever describe it. Krag, however, sees all people more powerful than him in any way as "the powers that be" on this page.Linklele made my awesome avatar! Thank you so much!
Finally back from a longer hiatus.
- Join Date
- Jul 2020
Re: Nexus Character DirectoryMarika Yuuki
Alias: Mari, Riri, Rika
Description: While the shortest of her family at 5'1" (154cm), she does her best to seem taller by wearing geta whenever she's not wearing the comfier tabi. She's got fairly pale skin with freckles smattering her entire face, and bright green eyes. Her face in general is perfectly fitting for her size, though her features seem a bit sharper than someone her size should have. Her hair is strawberry blonde and falls down to just above her rear; whenever it's not in a bun of course. And though while she may be short, she's fairly curvaceous due to her Oni blood. Speaking of, she's got two small horns that grow from her forehead the same color as her skin. It's always parting her hair in such a way that she gets annoyed at it, but she never shows it. If one were to ever catch her without her yukata, they'd see the myriad of spider-webbing scars across her body, mostly from stupid accidents she had as a child, but quite a few from battles she's been through.
As for clothes, a short, mini yukata is her usual outfit. It sits loosely on her shoulders and ends just above mid thigh, and colored nicely with a light pink color and has a dark blue blossom pattern on the bottom of it. The obi used to keep her yukata closed is the same dark blue colour as the blossoms on it. To almost accentuate the fact that her yukata is more than a long tunic than a proper yukata, she wears black thigh highs that end right where the yukata ends.
Personality: Quiet and soft spoken, she's not really one to boast nor even get into arguments. She more speaks through actions than words, though sometimes that just causes more trouble for her than just talking would have. She's a very sweet person once one gets to know her, but she comes off as cold and short if one is first meeting her. She's also very easily confused, talking too fast or walking around a new area are two sure fire ways to make her flustered with confusion.
Equipment: Marika carries a simple steel katana and a back-up wakazashi tucked in her obi for whenever she has to get violent, but she doesn't have much more than that besides the thin metal plates in her obi. The plates give some form of defense to soak up hits if she's being reckless, but other than that she travels fairly light.
Abilities: Marika has very few skills to pride herself in beyond her ability to sew and work a loom, and her skill with a sword. Though her strength from being an Oni is something that could cause less magically inclined races/species to be surprised at. After all, she is fairly small. Her family calls her strength "Ogre Strength", but she prefers the term "Heavy Boned".
Backstory: Marika grew up not as a resident of the Nexus, but a city in a different world in which she was considered a samurai. The samurai were almost always demi-humans, anyone who wasn't a human but was cognitively capable of speech and honorable actions. The samurai were to act as guards and escorts to protect the large, feudal city. Being a feudal city as it was, electricity and all the ups and downs that come with it were non-existent, so life could be hard sometimes. She made money through mercenary work, and selling clothes she made herself at her own personal shop headed by her sister, Sachi.Though, being a samurai was always hard and dangerous work, so it was never worth the pittance she was paid for it. She never enjoyed working for anyone, instead enjoying the one on one duels for "honor" she was constantly challenged to in the streets because humans always thought demi-humans were easy targets. She lost quite a few duels, earning her many of her scars, but when she won... She was able to save up the money from the betting pools to help support her ailing parents and make sure they had a comfortable moonlighting life.
At least, that was before she took a wrong turn down a dark alley... And ended up in the Nexus.
- Join Date
- Sep 2011
- writhing about
Re: Nexus Character DirectoryDr. 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.
Backstory: 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
- Join Date
- Jan 2019
- Neo Africa
Re: Nexus Character Directory
Formerly known as Cyber Punk. Characters from that time are either defunct, or early versions of current characters. Extended character details in GoogleDocs, not on site.
PURPLE EAGLE'S NEXUS CHARACTERS
- SHUYORU: Shapeshifting yakuza-type crime boss with dreams of utopia. AMEN. Power: Shapeshifting.
- ZARA BEN HAIM: Perpetually-smiling artist with a past as a child assassin. GLoG. Power: Rubber body.
- ZABBAIEL: Young cherubim angel. GLoG. Power level: OP. Early version: Asher
- OLAMIDE 'KARASU' HIMURA: Goth ninja girl. HALO. Power: Ink. Early version: Nisha
- LT. COMMANDER CHIDI NWOSU: Friendly and fun-loving elite soldier. MERC. Power: Sonokinesis. Based on Holly and Zhyv
- ROSALIND D. THORNE: Super detective giantess from the One Piece universe. Devil Fruit: Mini-Mini Fruit.
NPCs include: Uriel, Mirai, Zither, Agony, ... etc
Last edited by Purple Eagle; 2020-09-13 at 10:55 AM.Purple Eagle's character list
Love is the message.
- Join Date
- Mar 2020
Re: Nexus Character DirectoryStar of Hope Shines Eternal in the Pitch-Black Universe (AKA Hoshiki Senshi)
Alias: Hoshiki Senshi (first name, last name), or just Senshi-san (lit. "Mr. Warrior") for brevity.
Race/Species: Humanoid (augmented human)
Age: Four centuries, give or take a decade (appears to be in his 30s)
Alignment: "Good... Evil... I'm the guy with the sword. Wait, that's not how it works?"
Class/Profession: Formerly a warrior of lower nobility, currently armed hobo
Power Rating: Varies. (B to A+)
Description: Hoshiki is a pretty massive man, standing around two meters tall (6'7") and weighing around a hundred kilos (~220 lbs). He may seem lanky from a distance, but were you to catch him without his shirt on, you'd see he has muscle tone of someone who works out religiously. He has a tanned skin criss-crossed by pale scars, wild, mane-like black hair reaching to his shoulder blades, pronounced cheekbones, a strong jaw and very dark brown, almost black eyes. In short, he looks like an absolute thug and not someone you'd want to run into in a dark alley. Though his chosen alias and belonging may hint at a Japanese origin, his ethnicity is indistinct.
Personality: In his mind, Hoshiki has this image of a warrior noble: someone who stands tall and proud, protects the weak from injustice, punishes the wicked, always conducts himself with honesty and honour and serves his superiors with utter loyalty.
He is not sure if this is someone he was, or just someone he aspired to be. He has this gnawing suspicion in the back of his mind that somehow, he has already failed to live up to this ideal. His go-to method for coping with such feelings is training to exhaustion. He loves the thrill of combat and competition and can easily lose himself in the excitement, only to be horrified by his own violent eagerness after-the-fact.
He is somewhat book dumb; his obsessive dedication to physical training left limited time for other pursuits. It may take some effort to get him to pay attention to, nevermind appreciate, arts of the non-martial kind.
Equipment: When he washed up on the shores of a Seaside island, Hoshiki was clad in a white hakama, white kosode, a black obi and a thigh-length black haori with an Ouroboros symbol on the back. As these are manifestations of his spiritual power, he can create such apparel from nothing (should he remember how).
He also has a daishou, a pair of swords consisting of a katana and a wakizashi. Their sheaths and hilts are of purest white. Their blades appear to be steel and would be proven to be so in any external hands. In truth, they are manifestations and extensions of Hoshiki's spiritual power and their material strength and sharpness depends on his mental state.
His last possession is a featureless mask, large enough to cover his whole face. It appears to be made of porcelain-like material. It has no holes for eyes, so how you're supposed to see out of it is an open question. It is split vertically in black and white halves; which half is which is not consistent. It is a clingy piece of crap, appearing intact on Hoshiki's person in 24 hours even if it is thrown away, broken, buried in the ground etc..
Abilities: Superhuman strength, speed and durability. Highly skilled in armed and unarmed combat, especially proficient in fighting with a pair of swords. Some skill in destructive magic. Extreme spiritual and psychic power, but mostly latent or passive for now. Utterly clueless about Nexus and everything in it.
Master martial artist: Hoshiki has trained majority of his really long life in various combat arts, encompassing unarmed striking arts, grappling, thousands of weapon forms for hundreds of different weapons and various physical fitness regimes. Most of it is of no practical use as usually he's armed with just his pair of swords, but he is always happy to demonstrate his "circus tricks". As a side-effect, he is a reasonably good coach and sports physician.
Body Reforged in Astral Fire: While Hoshiki's body appears human, it is undergoing a radical transformation: every time he is wounded, the wound heals with exotic materials to be exponentially stronger. Before his process started, Hoshiki was already near peak human fitness; now, he is near-impervious to mundane weaponry and capable of feats of strength rivaling heroes of legend. Hoshiki is only half-aware of this happening; empirically, he simply knows he is getting stronger very rapidly, with no idea what the limit could be.
Magical abilities: Hoshiki has some skill in a system of magic he calls "Path of Destruction". He dimly recalls he somewhat neglected this skill set and retained only minimum competency required of his station. By external standards, the effects he can produce are pretty potent. He can shoot an electric arc from his fingers, or create a ball of fire. In addition to their obvious destructive uses, the former can be used for welding, while the latter can be used as a lantern, a source of warmth or for cooking food.
Fortress of Iron Will: Hoshiki is both extremely sensitive and extremely resistant to telepathy, mind-affecting magic and other such spiritual and psychic intrusions: he can tell with pin-point accuracy when such are being used on him and they are unlikely to work. This is a passive ability; Hoshiki doesn't need to concentrate to use it or even know he has this ability to use it.
Active psychic powers: Hoshiki has some telekinetic ability, capable of calling his weapons to his hands from where ever they may be. He can brace himself against immense physical forces, walk on water or on walls and even levitate, provided he doesn't think too hard about it. He is capable of repairing his swords of any damage, even recreating them from nothing, and could change their shape to any other weapon of same volume. If he is alerted to their presence, he can cut through illusions, see spirits and other invisible things and detect evil intent (intent to harm), increasing his reaction speed in combat.
Latent (Inactive) psychic powers: these are things Hoshiki could do if he realized or remembered how: he could cut through dimensions, allowing travel through the Void or Astral plane or whatever passes for those locally, create a gateway into his internal (mental) world, bring objects from his internal world into external reality, summon spirits of deceased warriors, fly, create barriers of psychic energy and telekinetically control thousands of copies of his weapons.
Backstory: Ever woke up from a dream, feeling that you'd had someone tell you something really important, but unable to remember any of the details?
That's how Hoshiki feels about his entire prior life.
He faintly remembers that he was poor once. A street kid, an orphan, living in the slums in perpetual hunger. But he was strong of arm and quick of wit, so he resolved to escape poverty by joining a military.
He was good enough to earn recognition from his superiors and was lifted into the ranks of a warrior caste, becoming a landless nobility. Then, he... plateau'd. Other, more ambitious men breezed past him. People he'd help train were suddenly his peers, his old peers becoming his new lords and masters.
It didn't bother him much back then. He was content in his position, fighting the good fight. Even when others fell around him, he kept on going. He's hazy on who the enemy was, though. Some supernatural threat, maybe? Evil witches or spirits? Whatever it was, it was important. Balance of an entire world was at stake. And then... and then... something happened. Something that reframed the entire conflict in Hoshiki's mind and forced him to make a stand, to take a step forward and begin improving himself again.
But he doesn't remember what that something was.
In truth, what happened was that Hoshiki lost. He was captured and put into chains by the opposing side. But instead of killing him, they did something far more cruel: they infected him with a supernatural essence that'd make him like them. And then, they let him go. So he'd feel what it's like to be on the receiving end of the forces and ideals he represented.
When Hoshiki realized what had happened, he was of course furious. But he knew revenge was just a diversion and would not be enough to redeem his failures. So, after finding and vanquishing his captors, he turned his blades on the last foe to be vanquished: himself. To atone for his sins and to restore his honor, he did what any reasonable man would, and committed ritual suicide.
He did not know that he'd be unable to die. Nor that the released supernatural energies would carry him all the way to Nexus.
Miscellaneous: Nothing yet.
- Join Date
- Jan 2012
Re: Nexus Character DirectorySolsticeAlias: true name: To be revealed later!
Race/Species: Sidhe (Dresden-verse style)
Age: 35 years (appears to be in early teens)
Alignment: Lawful Good, White/Green
Class/Profession: Sorcerer and Thaumaturge
Power Rating: C, or about level 10
Description: Absolutely beautiful, to the point of looking unnaturally so. Solstice appears to be a girl in her young teens with a slight, slender body and fragile, spindly limbs. She has long fiery-red hair similar to the color of carrots, which cascades down to her thighs with some slight curls. She has fair porcelain skin, and emerald-green eyes with feline-like irises. Her face holds a number of appealing features, such as thin eyebrows, a straight and relatively narrow nose, and exquisite lips: not too thin nor too thick. Her fingers are long, dexterous, and delicate.
Spoiler: Something similar for reference:
Personality: Solstice errs on the side of caution and prudence. She tries to remain calm and reserved. She always keeps her word and never lies. It's kind of a Fae thing. This includes never doing anything for free, but not accepting gifts either. Although unlike most Fae, she does tend to stick more to the spirit of an agreement as it was meant, rather than twisting words to her own benefit. She tends to like the idea of having friends and contacts she can trust, rather than always looking over her shoulder for enemies. She is quick to try to placate and negotiate with beings of greater power or who may hold an advantageous position over her, but as for everyone else, she is mostly indifferent. Solstice is extremely naive, being only familiar with her own world and her own culture. She is accustomed to her environment being comfy and beautiful and used to pleasant sensations. Foul and unpleasant things, therefore, disturb her more than normal.
Spoiler: EquipmentSolstice wears a pale pink silk robe. The fabric is thin and delicate and appears more like nightwear than wizard robes, adventuring gear, or the like. It is simply an extremely nice robe and doesn't add any real protective value, as aside from its exceptional quality, it is still a mundane item without any form of magic enhancements. Accompanying her outfit, a silk belt of the same fabric keeps it closed and holds a few items, and dainty sandals with a few small, decorative gems adorn her feet.
However, Solstice also possesses a few other notable items:
- Deerskin Gloves: Real gloves made of real deerskin. Allows Solstice to handle iron objects without burning herself. She only has them on when she needs to use them.
- Faerie Bow: A magic bow of Faerie make. Shots err more toward their target and hit with surprising, penetrating force. Comes with a quiver and arrows.
- Bronze Shortsword: A shortsword of Faerie make. If it is ever unsheathed, the situation is either very serious or very un-serious.
- Flame Wand: A magic focus which allows Solstice to easily concentrate on her fire magic. When drawn, her fire magic is more accurate and more powerful.
- Wondrous Bag of Wonders: A small satchel Solstice carries which contains miscellaneous bits and bobs she has found or collected. You never know what may come in handy!
Spoiler: AbilitiesSolstice has had some archery training and done satisfactorily. She has also had some combat training for the benefit of her own self-defense, but she's still not that good at it. Her physical strength is pretty pathetic, and while she may move somewhat gracefully, her speed is quite ordinary. However, her Fae qualities do grant her an extra bit of resilience. She is quite a bit tougher than she looks, albeit with one exception: iron is deadly. The mere touch of iron burns Solstice, and deep wounds inflicted by iron objects and weapons are like injecting poison. She can recover quickly from damage in most cases, but iron is the exception. It is extremely painful and the wounds will linger for a long time. She can also use magic, which she is quite good at, but her magic reserves are not limitless...
Thaumaturgy: With the use of magic circles and preparation, almost anything is possible with magic! Thaumaturgy involves slowly gathering up magic energy into a circle to be released later. Symbolic objects and certain magic materials greatly aid or are often times even necessary to perform a ritual. The stronger the spell, the more magical energy and symbolism is needed. If something goes wrong with the ritual, there are often consequences, the magnitude depending upon how much energy was released.
Evocation: More traditional spell-slinging, though technically it is just throwing around energy. But one thing they all have in common is they are fast. Some of Solstice's signature spells:
- Force Shield: Solstice can erect a magical barrier in front of her, or even a weaker one all around her. The barrier deflects all manner of attacks: even bullets, energy and magic projectiles.
- Soul Arrow: An attack which assaults the soul and mind. It jars the target's senses briefly, clouds the mind, and depletes mental and magical reserves. More effective while wielding the Faerie Bow.
- Searing Ray: Like a 10,000 degree laser, concentrated fire magic at one's finger tips. Easily slags any conventional metal and stone and incinerates just about anything else.
- Euphoric Touch: Waves of pleasure course through and caress the target. It can lighten the mood, be distracting, and is almost certainly addictive.
- Force Blast: Like a telekinetic wave, this spell is handy for knocking things over, pushing would-be assailants away, or perhaps even yanking someone from certain doom.
Solstice also has a number of other quirks and drawbacks as follows:
Soul Gaze: When Solstice stares into the eyes of another being (in the Nexus setting, typically "mortals" with souls) and they stare back, she sees into the essence of their soul and their very being. And they see into hers. Usually both characters get stunned briefly as well, though not really so much when you expect the shock. Information is probably best handled as if each character in the Soul Gaze knows all the information on the character application.
Technology Disruption: Solstice's presence generally disrupts technology. While Fae in the Dresdenverse don't do this, they also don't have souls or a mortal magic casting element to them. Use of magic also more greatly disrupts technology. Delicate units can even get fried.
Inability to Lie: It's not just a personality tendency. It's rather hard-coded into her being. While theoretically her soul with free will could try to force one out, Solstice would suffer great shame and anguish, and would very likely, actually die. But Solstice can still be wrong. Simply being mistaken or wrong about something is different than lying. Though if Solstice believes what she is saying may be inaccurate, she will frame it as such, like a possibility or an opinion.
Thanks for the Invite: Homes and private dwellings have a thing called a 'threshold'. She might be able to force herself into a single bachelor's pad and be severely weakened.. but gaining entry into a family's home is just impossible for her. She must be invited in. Note that public buildings, establishments, and places of business - generally places where people do not live nor are considered homes - are exempt from this and do not hinder Solstice.
Spoiler: BackstorySolstice was adopted by her Sidhe mother from early infancy. Solstice's real parents were lovestruck fools who bargained with the wrong Fae. In fairy tales, the child escapes the witch or the parents get to keep their baby. This wasn't the case for Solstice. Though Solstice was born a human, all she ever knew was Faerie: breathing in the supernatural air, eating Sidhe food, even suckling milk from her Faerie mother's bosom. Very quickly, her infant form became that of a changeling. And before long, she was indistinguishable from a Fae and raised as one.
Of course, this didn't happen just because this Fae wanted a child. Solstice's mother, Amora, knew of her great potential for power. Solstice was raised with the sole purpose of furthering her mother's agenda. But this doesn't mean the two never became attached. On the contrary, there was quite a strong bond at first, filled with love and joy. Solstice had never suspected that at one point she had mortal parents. Things did change, however, as Solstice grew older. The lessons grew more studious, and as she came of age, they were no longer free. While Solstice still saw Amora as her mother, their relationship had changed from one of love and nurturing to one of trade and contracts. To be fair, Solstice knew it was coming, but it was all overwhelming, regardless.
By now, Solstice had mastered the ins and outs of Fae culture and had become quite proficient with wielding her magic. But Solstice's reality was that she belonged to her mother. The debt was so steep that it might never be paid off. And yet, as long as she remained a loyal and obedient daughter, the ill consequences that normally befell one who had acquired such massive deficits never came. Perhaps that was her mother's love and mercy after all. Or perhaps it was all part of Amora's plan: to perpetually keep her daughter indebted to her. More likely than not, however, this sort of scenario plays out time and again when new Fae must struggle for survival, while also following their own rules.
Some years later, there were some troubling developments. Solstice was about to join the Summer Court.. but there was a problem: her mother had disappeared for some time. And without her mother's sponsorship, that left some uncertainty to her character, as far as the court was concerned. One of Amora's rivals, Alfreda the Heartbreaker, had proposed a test:
Present to the Queen a flower that grows,
which never wilts nor with the wind blows,
with many a color that brilliant glows,
and from which sweet nectar doth ever flows.
The Summer Queen was intrigued by this and thought it suitable. And Solstice was naive enough to think it was possible. Alfreda smirked as Solstice eagerly took up the challenge. Soon she realized that nothing like this existed in nature, and she couldn't figure out how to make anything work via magic. She would certainly need her mother's help. Even then.. maybe it wasn't possible with her help..
With mounting worry, Solstice set out to track down her mother. Her journey led her into the Way Between Ways, an infinite series of corridors, stairs, and doorways, in which all manner of things lurked. The infrastructure was deteriorating and growing more decrepit as time went on. And then something gave way and she fell. And she fell. Until it seemed like Solstice was simply floating in a void. That's when, somehow, she found herself in an entirely new world. She was in Nexus.
Spoiler: Current quests:Find a way back home.
Find her mother.
Find some kind of flower that fits her challenge.
Spoiler: Debts/Favors in NexusNone.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectoryHysmine
"Just Hysmine, thanks. Hys if you prefer."
Gender: Female, she/her
Species: Cat lady
Age: Difficult to determine; rough estimate mid-30s
Power Rating: D
Appearance: Hysmine is a weathered-looking cat lady of generally European complexion; her hair, ears, and tail are the tabby brown of a wildcat and her eyes are green behind cheap horn-rimmed glasses. She's about 5'6", with a rangy figure covered in scars. Her ears are notched and a little patchy, and a leg injury means she walks with a cane and a leg brace. She dresses fairly plainly, though notable are what appear to be battered old military boots that were once of the finest quality. They can be somewhat incongruous alongside her other clothes, especially the things she seems to have made herself like shawls and scarves. Her voice is low and gravelly, and almost never raised.
Personality: Hysmine is a woman under the weight of years of regrets, though she maintains a smile all the while. She is not a person of enthusiasm or excitement, but carries on steadily. She does not have a very high opinion of herself, though she does allow herself a little pride in her handicrafts and knack for organization.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectoryKuanochlainos Euphrone, Singer of the First Lullaby
"Please, just Euphrone."
Gender: Female, she/her
Species: Minor Deity of Night, Rest, and Relaxation
Power Rating: Somewhere in the B's? She's a goddess, if a minor one.
Appearance: Euphrone is a slender woman, pale and almost luminous in complexion, with dark brown hair worn in a loose plait thrown forward over her left shoulder (a la "dead anime mom hair"). A gauzy veil of dark blue obscures her eyes. She sports an impressive pair of batlike wings, far more natural and wholesome-looking than the bat-wings sported by many fiends and evil spirits. She tends to dress simply with dark and cool colors in evidence. She has some astronomy club shirts which she's very fond of.
Personality: As a goddess and personification of night-as-rest-and-relaxation, she is both a night owl and a fairly laid-back person. Having lost her pantheon, she's a bit lost and out of it lately and hoping to pick up a little following in the Nexus.
Capabilities: She is... well, a goddess. She's certainly of notable power, though being both a minor deity and adrift from a greater pantheon means she's not as great as some. Most of her magic revolves around quiet, stillness, rest, peace, darkness, and illumination within darkness. She's far more likely to bind, slow, or bring lethargy to an aggressor than blast them with lasers. Mostly, she fosters and invokes an air of night-time rest and enjoyment.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectorySpecies Post:
E X E C U L O T H SSpoilerExeculoths are a specialized offshoot of yugoloth or daemon, and are in some ways roughly analogous to the diabolic erinyes or the demonic succubus---in that they are comparable in overall power, and tend to manifest as humanoid-like women with fiendish features. Execuloths 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 Abyssal, Infernal, and Draconic as a rule, and tend to learn a great deal of other languages. Their own language, however, is a specialized 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.
- Join Date
- Jan 2021
Re: Nexus Character DirectoryAdam Kadmon
Epic-level D&D 3.P Paladin//Cleric
"Gold Century Gothic"
Spoiler: AppearanceSpoiler: This
with generic solar/light/wings imagery worked into the armour in the style of
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
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.
D&D 3.P Monster With Heroic Aspirations
Spoiler: AppearanceThis, but lose the staff and add shortswords at the hips and a glaive slung across her back.
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.
- Join Date
- Apr 2008
- Fever dreams
Re: Recaiden Character DirectoryTao Mein
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
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.
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.
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.
- Join Date
- Apr 2021
- Arizona's frying pan
Re: Nexus Character Directory
Name: Reuma Almsheir
Alignment: Neutral Good, tends toward mistakes.
Gender: Faun, low sway. (Tends Female)
Hair: Light Brown and slightly curled, shoulder length, but usually worn braided and wrapped into a bun.
Height: 5' 6" (5' 9" to top of horns and ears)
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.
- 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.
- Join Date
- Jan 2014
Re: Nexus Character DirectoryVALENTINA ARCHER
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.
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.
- Join Date
- Mar 2017
Re: Nexus Character Directory
Miranda Julia Cortez
Aliases: Mira, Captain/Cap
Ancestry/Kin: Human (Earth)
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.
Niklaus Irving Quire
Aliases: Klaus, Krieger
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.
Dr. Eun-Jung Bu
Aliases: Dr. Bu
Ancestry/Kin: Human (Earth)
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).
Vladimir Sacha Lustig
Ancestry/Kin: Human (Earth)
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.
Rose Marie Verdoyant
Aliases: Rosie, Vee
Ancestry/Kin: Human (Earth)
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.
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.
Aliases: Haia, Green, Alan 6-10, Emet-99
Gender: None by default, but can be set by the end user.
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.
Ancestry/Kin: Human (Terah)
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.
Last edited by Ironsmith; Today at 07:13 AM.
- Join Date
- Dec 2008
- in the glory box
Re: Nexus Character DirectorySill Nemic
"God, I miss the field."
Gender: Female, She/Her
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.
- Join Date
- Dec 2006
Re: Nexus Character Directory
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
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."You probably found 'How to Survive a Robot Uprising' in the humor section. Let's just hope that is where it belongs."-Daniel H. WilsonThe Original Hooded Magtok avvie by urodivoi
You can find me (and people almost as great as me) on the Nexus Server For Cool Attractive People! Come join us!
- Join Date
- Mar 2017
Re: Nexus Character Directory
Sir Kyrie (of Redmont)
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.
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).
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.
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.
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.