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  1. - Top - End - #331
    Orc in the Playground
     
    Gimliggamer's Avatar

    Join Date
    Aug 2009
    Location
    Texas
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Sinder



    Sonder with black hair, black clothes, and white feathery wings.
    Dolla dolla bill, y'all

  2. - Top - End - #332
    Bugbear in the Playground
     
    Boo's Avatar

    Join Date
    Jul 2008
    Location
    Surreal St.

    Default Re: ACRONYM Character Registry.

    Dr Molly


    Race: Issid

    Age: Not old; not young; doesn't matter.

    Alignment: Chaotic Neutral

    Class: Psychologist/Weapon Crafter

    Power Rating: 3-5

    Description: Nothing is kept hidden with the finely crafted frock. An assortment of patches are loosely sewn in to cover a thousand holes. The bottom is symmetrically jagged with jangle bells hanging from the peaks, which live along it's upper tibia. The pants, so loose and comfortable, are that of a Thai fisherman. Their garnet colour fills the mind with the flavour of a fine wine, aged perfectly. The aged earthy-coloured bucket boots below them cover just under the knee; with wooden soles. Buckling together, a long holly vest covers the body from a bit into the neck down to the outer thigh. Underneath that is a naturally coloured, and naturally covered, short kurta. To hide one's hands are very victorian, finely knitted fingerless gloves, which overlap half-fingered green gloves, which overlap fully fingered gloves of a purple colour.

    The neck, since I should mention this, is covered by a stocking of sorts. Only black can be seen with it, leading to the mask. The mask is a strange little thing--it's mouth can move with the jaw, as if it were part of the body itself; and the lips are sealed with a seemingly stretchy and thick thread. It's smile is wide, though only darkness shines through--no lips to be seen. The nose is long, and sharp. The chin smoothly covers under the jaw, and the rest of the face does this with their part as well. The eyes are shaded lenses like that of a gas mask. The centre of the lenses each have a yellow dot, as if to imply jaundice. Sometimes, you could think, it moves as a pupil would. The mask continues past the forehead with an attached wig of hair. Feathers would be said more accurate of a description--they are feathers that simulate hair. Black, silken, numerous, reaching down to the upper back. Atop them is a dark nappa leather hat looking like a cornucopia; it's short and curved back making it appear to be a simple cavalier's hat from the front, but possibly a witches hat from the side. The brim is wide and flat. Overall, the hat looks like it has taken a quiet beating, slightly cut and scratched as if it had been out in the traffic. A pretty scarf of red is wrapped thickly around the crown. It's knot on the rear guides the remaining fabric off the edge, reaching the neck.

    Since I've started on accessories, I may as well indulge you in the rest. Three belts at the waist, all ebony and leather. Each of them cross with each other at some point, though not at the buckle, which all three are aligned. A sword is carried, not by them, but a baldric made of MANY shoelaces. While the baldric lies on the outside of the coat, the belts are wrapped around the vest while hugging a golden sash and two pistols. On the right thumb is a ring carrying a crystallized fairy that no one believed existed.

    The walk is always strange yet slender--like a teetotaler whose reached step three in the arc of a drunkards progressive bridge: "A glass too many." One would assume then that the good Doctor was drunk, but no, no, no, no such thing! Truly the good Doctor only wishes you to believe that, or perhaps it's a birth defect. I couldn't say for certain. Then there's the gesticulating with every word; bending back, forward, side to side, and jumping up and down... Very flexible, you know.

    Equipment: Two percussion pistols, so designed, are inlayed with pewter bearing intricate patterns; art you've never seen. The grips each have two separate images engraved. On one, a woman lovingly holding her newborn child, then throwing it away in disgust. On the other gun, a child playing, then... an old man reflecting.

    Beside them is a thinly made cricket bat, or more accurately: a waster executioner's sword, sheathed by a shoelace baldric.

    Kept inside a coat pocket, or many pockets, is material for crafting tools of defence.

    Backstory: An evolving character idea born from the mind of a player. A real backstory may come one day when the idea has been fully grounded.

    Misc.

    - Issid is a made up race of my own making. Pronounced "is-ee-d".
    - The title is honorary, not accredited.
    Last edited by Boo; 2010-01-17 at 07:59 AM.

  3. - Top - End - #333
    Troll in the Playground
     
    Neon Knight's Avatar

    Join Date
    Nov 2006
    Location
    Wichita, Kansas

    Default Re: ACRONYM Character Registry.

    Faction Profile: ACRO-Imperial Army
    3rd Light Division, 1rst Infantry Battalion
    The Hospitallers

    "Rock Steady"


    History: The unit that would become the Third ACRO-Imperial Light Infantry has been with Vyrn's forces for a long, long time. In fact, their history stretches back to the revolutionary mercenary army. That is when the unit earned their sobriquet of "The Hospitallers." The 3rd was one of the first units whose elements stormed the gang held hostage hospitals and cleared them out, and after the hospitals were secured, the 3rd dug in and kept them from enemy hands and preserved them from destruction.

    After the first war, the 3rd became part of the ISF and participated in operations throughout the city, seeing action during most notable incidents through the city's history. The division was pulled from front line service just prior to the announcement of the formation of the ACRO-Empire. Now fully reconstituted, the division hopes to be in the vanguard of Emperor Vryn's forces.

    Equipment
    : Standard for ACRO-Imperial troops, 3rd Infantry soldiers wear advanced futuristic body armor that protects them from most threat levels of harm. This suit has an integrated communicator, heads up display, respirator, environmental protection systems and Nuclear/Biological/Chemical weapons protection.

    The 3rd favors the MK II version of the pulse rifle:
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    This weapon features excellent accuracy, an integrated digital sight and rangefinder, and good reliability. It fires a .22 caliber round sheathed in an energy pulse, which is highly effective against most conventional targets. Standard magazines hold 18 rounds, and the weapon typically fires a 3 round burst.

    Occasionally occurring amongst the 3rd is the GD-2 pulse carbine variant, a shortened weapon adapted from existing ballistic firearms. Featuring a 30 round magazine and full auto, it sacrifices accuracy and some reliability for rate of fire and increased firepower due to higher caliber base bullets.
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    The rarest version of the basic pulse weaponry commonly wielded by 3rd Infantry is the Mk I pulse rifle:
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    The Mk I combines the best features of the GD-2 and Mk II pulse weapons. With a high rate of fire, high fire power, good accuracy and reliability, the Mk I is commonly issued with a 50 round magazine and used as a squad support weapon.

    Roster:

    Division Commander
    Captain North
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    1rst Section
    1rst Squad
    1rst Lieutenant Alan Kojack


    Commands a radio team and a LMG team equipped with Mk I's.

    2nd Squad
    1rst Lieutenant Viktor Schumann
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    Commands two fireteams.

    2nd Section
    3rd Squad
    1rst Lieutenant Michael Perry
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    Commands a fireteam and an LMG team.

    4th Squad
    2nd Lieutenant Mark Waters
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    Commands two fireteams.

    3rd Section
    5th Squad
    2nd Lieutenant Jame Siles


    Commands a fireteam and an LMG team.

    6th Squad
    2nd Lieutenant Noah Carver
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    Commands a fireteam and a grenadier team.

    4th Section
    7th Squad
    Second Lieutenant Paul Ferrel


    Commands a fireteam and an LMG team.

    8th Squad

    Sublieutenant Maxwell Baker

    Commands a fireteam and a heavy weapons team.

    5th Section
    9th Squad
    2nd Lieutenant Harold Bastian

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    Commands a fireteam and a machinegun squad.

    10th Squad
    Sublieutenant Thomas Yarren



    Commands 2 fireteams.
    Last edited by Neon Knight; 2009-11-23 at 07:31 PM.

  4. - Top - End - #334
    Orc in the Playground
     
    Earl of Purple's Avatar

    Join Date
    Feb 2008
    Location
    The Garden of the Angles
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Pontius Montifex Dathrii
    Gender: Male
    Race: Gnome
    Age: 89
    Alignment: Neutral (True)
    Class (or approximation): Runesmith/sorceror
    Power Rating (optional): 4
    Description: Wearing an apron over well-made shabby clothes, as well as a belt, this gnome is obviously proud of his job. He’s got a plain, bronze rod tucked into his belt next to a wand. He is bald, with a fringe of white hair circling his head, with goggles pushed up onto it. There’s a bone ring and another ring bearing a device resembling a roast chicken, as well as a signet ring on his left ring-finger with a golem inscribed upon it. Hanging from his neck is an amulet shaped like a small shield. In the pouch of the apron is a dagger with a flame motif on the blade and a ruby hilt-stone, some collapsible merchant’s scales and several chisels and other tools.


    Equipment: Shield Guardian Amulet (controls shield guardian), Flaming Dagger, Ring of Sustenance (no need to eat, need only 2 hrs sleep for fully rested), Ring of Regeneration (heals damage), Rod of Metal/Mineral Detection (detects chosen mineral in 30ft), Wand of Cure Moderate Wounds (cures some injuries), Goggles of Minute Seeing (increase sight ability), all Golem Manuals (help build golems), Artisan’s Tools (masterwork, wood, stone & blacksmith’s), signet ring and some merchant’s scales.
    Abilities: Spellcasting (12th lvl sorcerer);Spell-like Abilities: Speak with Burrowing Animal (At-Will), Dancing Lights (balls of light follow caster’s direction & may form humanoid shape; 1/day), Ghost Sound (creates noise such as whispering, not true words; 1/day), Prestidigitation (soil item, clean item, sprinkle sugar/salt; 1/day); Runesmithing (magical effect through scribed symbols); Low-light vision
    Backstory: Not telling.
    Miscellaneous: Accompanied by Plubius, a homonculus, and a Shield Guardian. Runs a golem and construct shop.
    Terrowin Avatar by HappyTurtle. Much thanks!

    I don't use the Registry; ask for a description if you don't know what my character looks like.

  5. - Top - End - #335
    Bugbear in the Playground
     
    HalfOrcPirate

    Join Date
    Feb 2009
    Location
    In the Playground

    Default Re: ACRONYM Character Registry.

    We're da best. Think diffrent do ya? Come and have a go then, ya runty little wimp!
    Name: Dezmond Da'Gurg Magtha
    Race: Space Ork
    Gender: Male
    Alignment: Chaotic/Neutral Evil
    Class (Or approximation): Orkish Warlord
    Power Rating: 5 or 6
    Description:
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    Equipment and Abilities:
    Big, twin-linked Shoota, which, in essence, is a large LMG, wielded in one hand by the warlord.
    That giant metal claw.
    Oh, also a motorcycle.

    Abilities include impressive strength and resilience, Dakka ability and driving really fast. He also is impressive in melee combat, and is more intelligent than other Orks.

    Theme Song: Take a listen!
    Last edited by Falgorn; 2010-04-20 at 03:44 PM.
    Dr, Bath's Dolly!

  6. - Top - End - #336
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Not so much a character entry, but a bestiary for the swarm, along with a few terms.

    Karish

    Karish "servant" in the language of the Kyorl'zuraj, are aberrant giant vermin that form basic societies in the form of giant hives. The karish obey the mental commands of nearby kyorl'zuraj, or otherwise they work following basic instincs and orders from their queens. All karish in a given hive are the spawn of a single Hive Queen, and all Hive Queens in a given world are the spawn of a single Mother Queen.

    Karish are highly mutable, and creatures within a single genus, but of different hives, might present different abilities, depending on the surroundind environment and the preferences of Kyorl'zuraj overseers. Larval karish are all identical, their extreme variety of shapes only arises after they exit their pupa stage.

    Species: Species will be added as characters meet or are told of them.

    Mother Queen
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    Power Level: 5
    Base Creature: None.

    The Mother Queen is the single largest being of the karish hive, reaching several stories in heigh and weighting several tons. The spawn of the Mother Queen are invariably larger and stronger than those of lesser Hive Queens.

    There is a Mother Queen in Acro, she is housed within the Hive Engine created by Yaza for Anom'Lie. The Hive Engine sustains the Mother Queen without need for her hive to constantly feed her, and gives Anom'Lie a greater deegree of control over her spawn.


    Hive Queen
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    Power Level: 4
    Base creature: None.

    Hive Queens are gargantuan monsters that spend most of their long lives constantly laying eggs, all karish, of all the varied genus found in a hive, are the spawn of a single Hive Queen.

    Hive Queens are not very mobile, but quite capable of defending themselves, still, a queen is invariably found only in the deepest point of a Karish hive, and is protected by the strongest of the hive's soldiers.


    Wasp
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    Power Level: 1 to 3
    Base Creature: Giant Wasp.

    Wasps are the primary aerial soldiers and scouts of the hive. Numerous, strong, agile and vicious, wasps will attack any intruders without any care for their own safety.

    All wasps have poisonous stingers, their poison causes paralysis.


    Burrower
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    Power Level: 3 to 4.
    Base creature: Megapede.

    Burrowers are titanic centipedes. Their main function in the hive is to dig tunnels and rooms. Burrowers are extremely large, strong and resilient, but usualy lack more advanced offensive abilities save for their powerful bites and lethal poison.

    Burrowers are also capable of sensing creatures in contact with the earth at a very wide radius, and serve as living security devices to their hives.


    Laborer
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    Power Level: 1
    Base Creature: Giant Termite Worker and Giant Ant Worker.

    Laborers are the small, ever-working minions of the hive. Laborers avoid fighting, for it is not their duty to defend, leaving such a work to the soldiers who will quickly and invariably rush to their defense. They are plentiful and incredibly numerous, tasked with an infinity of non-specialized duties. The larger workers are usualy found where heavier duties are needed, but otherwise act much like their smaller cousins.


    Reaper
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    Power Level: 2 to 3
    Base Creature: Giant Praying Mantis.

    Reapers are incredibly dangerous, quick and versatile attackers, their work is to quickly and brutally eliminate threats to the hive, and often these monsters are used to form assault teams on enemies of the kyorl'zuraj.

    It is highly unlikely, considering that these creatures are as irrational as other karish, but the reapers appear to exhibit an innately cruel behaviour towards their victims.


    Battletitan
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    Power Level: 4 to 5.
    Base Creature: Siege Beetle.

    Battletitans are gargantuan tanks with extreme resilience to attacks and massive strength. These creatures are as uncommon a sight as they are terrible to behold when at work. A battletitan will crush and trample everything in its path, dissolve anything that presents a threat with its acidic breath and level structures with its massive mandibles.


    Legionnaire
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    Power Level: 1 to 2.
    Base Creatures: Giant Ant Soldier and Giant Termite Soldier.

    Legionnaries are the basis of karish armies, and even within the same hive, they exhibit a variety of abilities unmatched by other groups. When legionnaires march, they march in the hundreds or in the thousands.


    Hunter
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    Power Level: 2 to 4.
    Base Creatures: Giant Spiders.

    Karish Hunters are a genus specialized in, as their name suggests, hunting. These creatures are usually followed by a retinue of laborers to colect their victims. Karish Hunters capture additional food for the hive, and sometimes, are used to support in the elimination of highly mobile threats. Their tactics are varied, some go after their prey, while other ready a lair as a giant trap for the curious.

    Larger hunters usualy work alone or in small groups. Smaller hunters tend to form large swarms.


    Mastermind
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    Power Level: 4 to 5.
    Base creature: None.

    The Mastermind is a large, tick-like karish of extreme intelect and cognitive ability, capable of working in unisson with its kind to create a truly potent entity.

    Furthermore. While no other Karish, of the kyorl'zuraj themselves, have any innate psionic powers, the Masterminds are true powerhouses of psychic prowess.

    Masterminds are the karish that work most closely with the Overseer of the hive. The masterminds serve as advisors and living computers, capable of storing inordinate ammounts of information and help direct its less intelligent brethren in combat.


    Assailant
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    Power Level: 1-3
    Base Creature: Giant Dragonfly.

    Assailants are fast aerial soldiers of the karish hive. The assailants usualy swoop in with their superior speed and mobility, carrying smaller creatures or objects to drop into the battlefield. They are not as resilient as wasps, but their speed compensates for that.


    Immortal
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    Power Level: 2-3
    Base Creature: Giant Roach.



    Hunter
    Spoiler
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    Power Level: 2-4
    Base Creature: Giant Spider.



    Holocaust
    Spoiler
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    Power Level: 4-5
    Base Creature: Remorhaz.



    Rampager
    Spoiler
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    Power Level: 1-4
    Base Creature: Ork.



    Vindicator
    Spoiler
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    Power Level: 3-4
    Base Creature: Elizabeth.



    Protean
    Spoiler
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    Power Level: 3-4
    Base Creature: Peter Raven.

    Last edited by Draken; 2010-01-15 at 11:14 PM.
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    Homebrewing

  7. - Top - End - #337
    Ogre in the Playground
     
    Ashen Lilies's Avatar

    Join Date
    Jun 2008
    Location
    Boston, MA
    Gender
    Female

    Default Faction Registry (linked in first post)

    Well, here's a (non alphabetical) list of the various non-ACRONYM factions that grace Acronymia, from good to bad to simply neutral. I'm sure I'm not the only one who, in the middle of a fight against a recurring villainous organization thought 'wait, what do these Fic'ti'on thingies look like again, and how did they get rocket launchers?' Well, wonder no more! For here they are.


    Last edited by Ashen Lilies; 2010-05-24 at 04:49 AM.
    Quote Originally Posted by Lord Magtok
    She’s graduated from child soldier to unstable teen sorceress, way to go.

  8. - Top - End - #338
    Ettin in the Playground
     
    Draken's Avatar

    Join Date
    May 2007
    Location
    The Southern Wildlands
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Faction Profile: Kyorl'Zuraj Empire


    Leadership:
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    The Kyorl'zuraj Empire is commanded following a strictly tiered chain of command. From the lowest Hive Kings and Queens to the High Senate, the Harbingers and finally the Great Old One himself.
    • Hive King/Queen: A Hive King or Queen is the ruler of a hive settled on a conquered world.
    • Star Lord: The Star Lord is a Hive King or Queen who represents his peers of the same star system before the Imperial Senate. Star Lords have little in the ways of effective powers above a King or Queen.
    • Imperial Senate: The Imperial Senate is a colective of innumerable elders (really innumerable, kyorl'zuraj are immortal) of great wisdom, intellect and experience. The Senate commands the expansion of the empire and directs the race by the will of their undivine lords.
    • Four Harbingers: Harbinger Epoch, Harbinger Maxinus, Harbinger Fimbul and Harbinger Cormag. These four entities act both as political and militar lords to a vast number of kyorl'zuraj worlds. Harbingers act directly under the will of the Great Old One and may command entire worlds under this undivine authority.
    • The Great Old One: Draken Frosthand is the only remaining kyorl'zuraj from the Age before the Gods. This Elder Evil governs the kyorl'zuraj race omnipotently from a world located at the darkest ends of the material universe, deeply entrenched in space utterly overtaken by the species. His will is absolute.


    General Information:
    The Kyorl'Zuraj are expansionistic creatures driven by absolute hatred for all Godspawned Races (if you are not an aberration odds are you are a godspawned race). The kyorl'zuraj assault word with simple intents, erradicate the ecossystem, substituting by their own, and enslave and herd sentients. The kyorl'zuraj go as far as murdering the deities of the conquered world.

    Species:
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    • Kyorl'zuraj: These insectile aberrations are the undisputed rulers of the empire. Their basic shape is mostly humanoid, a torso, two arms, two legs and a head. They have a chitinous outer skeleton but also an internal osseous structure in their heads and bodies (skull, ribcage and spine only). Individuals with this basic form only are extremely rare, as the kyorl'zuraj are individualy capable of directing their genetic structure towards a vast number and variety of mutations. Kyorl'zuraj never die of old age.
    • Karish: The karish are the servants of the kyorl'zuraj. These creatures serve every imaginable purpose for them, mounts, soldiers, cattle, anything. Karish mature fast and reproduce even faster.
    • Constructs: The kyor'zuraj are an ancient species with great magical and technological prowess, and like to blend much of those. Their constructs vary greatly in form and function, and a few even house the sentience of severely injured kyorl'zurraj who will to take on such a form instead of having their bodies regenerated.
    • Star Spawned Behemoths: A Star Spawned Behemoth is a colossal space parasite that infects entire planets. These entities are bred and controled by the kyorl'zuraj as ultimate terraformation tools and sources of numerous useful resources. They are capable of existing in a symbiotic way with the kyorl'zuraj and karish, but their presence is usualy nocive to all other creatures. A slang name for these beings is "Old Gods".
    • Undead: Kyorl'zuraj never make undead of their own species, and most hives never develop interest in these beings. Usualy, only the most spiteful of their kind make use of these creatures. Undead are always the bodies and souls of those who were eradicated by the kyorl'zuraj, enslaved for eternity. They are treated as dirt, considered only slightly better than their living counterparts.
    • Godspawn: Humans, Elves, Dwarves, Orcs, Dragons. When these creatures are found in a kyorl'zuraj world, they are mistreated prisoners laboring endlessly until they die of old age, disease or a number of other factors. Others yet are used like cattle by the aberrations, treated much like they themselves would have treated cows and other animals. Godspawn do not live long in a kyorl'zuraj world.


    Technology: Kyorl'zuraj Technology blends with magic, and in fact most of it is powered by the same ambient energy (mana) that powers arcane magic.

    Manacore
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    Category: Magitech object.
    A manacore is a sphere that draws mana from the surroundings to power the object that holds the core. Manacores are also used to house the spirits of kyorl'zuraj who decide to take construct bodies in place of their organic forms. Manacores exist in five categories, all manacores are capable of housing artificial intelligences.
    • Class A - Around the size of soccer ball. Class A manacores are used to power magitech constructs. These are also the cores that usualy house kyorl'zuraj spirits.
    • Class B - These manacores are large, around four feet in diameter, and used to power vehicles and war machines.
    • Class C - A class C manacore is 6 feet wide. It is used to power large complexes of vehicles, such as larger starships.
    • Class D - Class D manacores power the smallest manaforges or the largest spacecrafts.
    • Class F - These gigantic objects are usualy fifteen feet in diameter and are always set to forge setting. They power the largest manaforges, and sometimes are used in groups to power truly massive structures and even entire planets.

    Manacores have two settings. Basic and Forge. The Basic setting draws a vast amount of energy, but still a manageable amount that naturaly dissipates if not harnessed. The forge setting is dangerous and drains an extreme amount of ambient mana, creating the equivalent of a dead magic zone. The energy of the forge setting, if not properly harvested, quickly leads to catasthrophic meltdown, causing the core to violently explode, obliterating extremely wide areas.


    Manaforge
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    Category: Structure.

    A manaforge is a titanic hovering structure of the kyorl'zuraj. Manaforges resemble flying pyramids and serve as motherships and also to provide energy to the conquest effort on a world. Manaforges exist in a variety of sizes, but even the smallest ones are truly massive structures the size of several blocks, capable of housing large cargo ships and even a single Star Spawned Behemoth. The largest ones might be the size of entire cities.


    Soldiers

    Herald
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    Power Level: 5 to 6.

    Heralds are not soldiers per se. A Herald is the leader of an invasion force on a particular world. Invariably, Heralds are experienced, cunning and ruthless commanders.


    Overseer
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    Power Level: 4 to 5.

    An Overseer is a subcommander tasked with the control and direction of a Karish Hive. Overseers control groups of karish personaly, and direct the entirety of the hive through the Hive Queen. Their personal talents vary, but most often they are potent spellcasters or mutators.


    Karish
    Karish form the bulk of any kyorl'zuraj invasion force. See specific post for further Karish info.
    Last edited by Draken; 2009-11-23 at 11:09 PM.
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    Homebrewing

  9. - Top - End - #339
    Barbarian in the Playground
     
    billtodamax's Avatar

    Join Date
    Dec 2008
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Name: Harold Thurston
    Age:...undefined
    Alignment: CE leaning CN
    Race: Human
    Power Rating:
    Close combat: 8
    Defense-wise: Depends.
    Equipment and Abilities/Description: An extreme specialist in close combat, he puts even the best of duelists to shame. A scarily accurate knowledge of pressure points, human anatomy, fighting styles, weaponry, and martial arts allows him to quickly disable and kill most enemies in almost all situations. He has a faint magical aura surrounding him, invisible to the human eyes, and weak magic detectors, from which he can pull a seemingly endless amount of daggers, all of which are made from a special magical metal, which can slice through almost anything. His cane appears to be simply a normal cane, and close optical inspection will reveal nothing more. However, if one were to fiddle with the knob on the top, they would notice that it depresses and rotates, sending a sharp metal point sticking out the other end, made of the same metal as the knives. In a well hidden holster in his jacket he carries a semi-automatic pistol.

    He wears a stylish suit and fedora combo, none of it special in any way. He recently bought several personal shield generators from Erin, one of which he carries in his pocket, activated by thought. It reputedly blocks all attacks, be they magical, energy-based, or physical. He bought this because he was recently put in charge of a squad of six soldiers from the Acro-Imperial Army.

    His physical appearance would best be described as slim. Not skinny, as with skinny comes unevenness, bumps and pits. No, he's a very smooth individual indeed.

    Miscellaneous: He prefers not to engage in physical combat, instead using his intelligence and charisma to get him what he wants, or out of what he doesn't want. His entire wish in life is to have as much fun as possible, often in destructive, violent ways.

    ***

    Harold's Squad

    Harold commands a squad of six soldiers, most of which I imagine as having an Irish accent, 'cause it helps me remember their personality. Here are the one's I've bothered to give a name.

    McCullin

    Private First Class

    McCullin is a shy, modest demolitions expert. He carries the rocket launcher for the squad, and is generally considered very good with it. Many rumours abound about his prowess with it. He also carries a pulse rifle and stun baton.

    Stuart Jenkins
    Private

    Jenkins is a boastful soldier, known well throughout the city's taverns and bars, he's easily embarrassed when his faults are brought up, and is usually quick to justify. He carries a grappling hook, as well as the standard pulse rifle/baton combo.

    Sandra Hart
    Corporal

    Sandra is a fierce soldier, quick to defend herself, and with a short fuse and hot temper. She is, however, very intelligent, which was why she was promoted to a corporal in the first place. She carries the standard issue pulse rifle and stun baton.

    ***

    Frank Hanson
    Age: Mid thirties
    Alignment: CG
    Race: Human
    Class: Golem-Crafter
    Equipment/Abilities/Description: He wears a shirt and trousers, with a jacket of many pockets lying on top of the shirt. In these pockets he keeps many a strange trinket or raw material, an odd lump of wood here, a strange metallic frog there, all of them doubtless important materials for his craft. He seems a bit distant, and usually has a bemused smile on his face. His companion, Meeblo, sleeps in a big pocket near his right shoulder, coming out when he awakens. He'll occasionally have a couple other golems with him, or some half finished golem resting on his knee, his fingers and words shaping it into some foreign shape.

    ***

    Name: Meeblo
    Age: Approximately 17
    Alignment: CN
    Race: Construct (Golem)
    Equipment/Abilities/Description: Meeblo stands at a tiny 5 inches high, seemingly made out of a bright shiny white material. The properly equipped will see that it appears to be made out of magic solidified. Meeblo is a rather generic shape for a golem, and it was the first golem Frank made, although his body has been replaced with different materials and designs numerous times. His current body gives him nigh invulnerability to all forms of magical attack, and fairly impervious to physical ones as well.It can jump up to six feet, and is as strong as you'd expect golems to be. He's fiercely defensive of Frank, and will defend him viciously. The rest of the time he's quite curious.
    Avatar by Me!
    Recaiden made the mime doll.


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  10. - Top - End - #340
    Ogre in the Playground
     
    Beans's Avatar

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    Famine 109
    Gender: Female
    Race: Catgirl
    Age: 19
    Alignment: Neutral Evil
    Description:
    or
    A pale, thin catgirl. Her hair is white, as are her ears and tail. Her eyes are scarlet. Famine tends to wear black mascara.
    She wears red glam-boots, white bell-bottom pants, a black undershirt, and a red leather vest. Her scarred arms are covered with red-and-white gloves. She sometimes wears a white peacoat over this.

    Weapons/Equipment:
    A suit of, yes, Halo-esque armor. Essentially like this but with white armor and a red faceplate. That is, of course, big friggin' armor.
    She has a pistol and an energy-slug rifle.

    Theme Song(s): Kinderfeld - Marilyn Manson
    Last edited by Beans; 2009-11-26 at 10:50 PM.

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    If you're looking for stuff on my old project Rider: The Transformation, look here.

  11. - Top - End - #341
    Orc in the Playground
     
    Gimliggamer's Avatar

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    Viktor Ironhammer


    Gender : Male
    Race : Centaur
    Age : 20
    Alignment : Chaotic Good
    Class : Cleric of Septim
    Power Rating : 6
    Description :

    Black hair, green eyes, white, four legs, white tail.
    Equipment and abilities : Green battle vest, Warhammer, war Axe/halberd , Greatsword, pendant of Septim. Magic Stuff.
    Backstory : Viktor was born in the centaurian country of Gladen, and had a normal life. Later, he decided he would go for a life of adventure. he took off, and found his way to the Empire of Acronymia. He decided he would try it out.
    Last edited by Gimliggamer; 2009-11-30 at 12:20 AM.
    Dolla dolla bill, y'all

  12. - Top - End - #342
    Bugbear in the Playground
     
    Viera Champion's Avatar

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    Name:Aquata
    Gender: male
    Race:Water Elemental
    Age:??
    Alignment: chaotic neutral
    Class: Magical mishap
    Power rating:6
    Description: appears to be human. Green eyes brown hair. 5'10". Appears to ripple and flow when walking.
    Equipment:nothing but regular streetclothes.
    Abilities: can shot jets of water at people. Can control water and ice. Can freeze ice, etc.
    Backstory: he was a magical mishap a couple days ago from some experimenting wizard. He has been wandering around Acro ever since.
    LGBTitP
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    Snow Flake: My Little Toshiro Hitsugaya Pony by Smuchmuch


    Kyasarin Shihan drawing by the talented Moon Wolf

  13. - Top - End - #343
    Bugbear in the Playground
     
    KerfuffleMach2's Avatar

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    ((Still not sure why, but hey, why not?))

    Name: Talia Josephine Wagner
    Alias: Nocturne
    Race: 3/4 Human, 1/4 Neyaphem
    Alignment: Good
    Age: 28

    Looks:
    Spoiler
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    She stands at 5' 7" and weighs 125 lbs. She has a slightly athletic build. Her skin is covered in short, blue fur. She has shoulder length, dark blue hair, with the bangs dyed blond. Her ears are pointed, and she has yellow, pupil-less eyes. Each hand has two fingers and a thumb. Each foot has two toes on the front, and one on the back. She also has a prehensile tail that ends in an arrowhead shape.

    She wears tall black boots, black cargo pants, a brown belt, a white tube top, a red hoodie, open, and black leather bracers on her forearms.

    A pic of her, sans the tail. Not done by me.
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    Personality:
    Spoiler
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    Very easy going and fun loving. Some have called her a "free spirit".


    Abilities:
    Spoiler
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    Talia has agility and reflexes far greater than a normal person. She can also see infrared light, allowing her to have night vision. Like her father, she can climb any surface, thanks to micro suction discs on her hands and feet.

    She has a basic form of telepathy, allowing her to reads thoughts.

    She can create small spheres of energy that, when they detonate, disrupt objects on a molecular level.

    She can also possess somebody for up to twelve hours. Once she leaves a person, the victim is often dazed, and can sometimes go into a coma that will last 24 hours. She can only possess one person every 24 hours.


    Backstory:
    Spoiler
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    Talia comes from an alternate reality, where she is the daughter of Kurt Wagner (Nightcrawler) and Wanda Maximoff (Scarlet Witch). She was a member of that reality's X-Men, which was led by Wolverine and Nightcrawler.

    She joined a team called the Exiles, which was a team who traveled to different realities, fixing mistake that would otherwise destroy that time line.

    After some time with them, she came to stay in a different reality than her own. There, she met a younger version of her father. She also joined a team called New Excalibur.


    Neyaphem:
    Spoiler
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    The Neyaphem are an ancient race of mutants, hailing from biblical times. Their leader is named Azazel, who happens to be Talia's grandfather.

    The Neyaphem reside in what is called the Brimstone Dimension. It is through this dimension that Nightcrawler travels when he teleports, and this dimension also provides the explosive energy of Talia's energy spheres.

    Most Neyaphem have a similar appearance, one that is shared by Nightcrawler and Talia.

    They were exiled to the Brimstone Dimension by the Cheyarafim, a group of angelic mutants from the same era.
    Last edited by KerfuffleMach2; 2009-12-04 at 02:32 AM.

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    You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb

    I swear by my pretty floral bonnet, I will end you. - Malcolm Reynolds

    Because I'm allergic to things I don't wanna do. *coughcough* - Caboose
    Photos from the 2014 Woodward Dream Cruise.

    CHARACTERS
    I has a story! Updates when I can.
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  14. - Top - End - #344
    Dwarf in the Playground
     
    Moofin Bard's Avatar

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    Nerine

    Name: Nerine
    Gender: Female
    Age: 139 (Appears mid-twenties)
    Race: Demi-Goddess
    Profession: Goddess of the Sea
    Alignment: Neutral Good
    Power Level: 6
    Appearance:
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    Personality: Most of the time, Nerine is calm on the surface. She doesn't feel threatened or afraid by hardly anything. She can handle stressful situations with ease. But when it comes to matters of the heart and soul, she is easily emotional. And those emotions can change very quickly from angry to loving to sad.
    Backstory: Will do later.
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    Neutral itP
    Couple itP
    Pyrope FwM pony

  15. - Top - End - #345
    Barbarian in the Playground
     
    Lord Magtok's Avatar

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    Claude "Bloody Damned" Derleth


    Gender: Male

    Race: [Impronounceable]

    Age: 48

    Alignment: Neutral Good

    Class (or approximation): High Plains Drifter

    Power Rating: 4-5

    Description:
    [Avatar upcoming]
    Claude Derleth's a gunslinger and wanderer from way out west in some other reality. Garbed in a dark brown, knee-length, faded duster, with a wide-brimmed hat atop his head, he's the very image of the western gunslinger, the lone gunman and quiet drifter, except for one very important detail: He has a SQUID-FACE. There's no chiseled chin, scruffy beard, or rough frown on his face, just the pale gray-green visage of Cthulhu under that hat. It might be a little unsettling to some, to say the least.

    Equipment and Abilities: A quick trigger-finger, sharp wit, a reliable pair of Cighulu & Sh'ggoth revolvers at his hip, and a Alhaz Rifle along his back keep Claude safe most of the time. For those other times, a slimy fist to some troublesome jaw usually works. And when that fails, there's Ol' Witless, Claude's trusty steed, whose name is entirely accurate and well-deserved.

    Backstory:
    Spoiler
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    "They said no man in his right mind should ever move out towards Saxet if he knows what's good for him. Nothing but sand, bandits, 'n death lay out there. Said no man 'cepting Bleeding Russell ever came back from there, and Russ still had the eternally flowing wounds to prove it.

    Well I figured that went double for a mollusk like m'self, given the heat and all. Even so, there were debts to pay. And given that these debts would take centuries to pay off and those bank fellows were damned persistent sons a cuttlefish, where else to go but Saxet? So off I rode, hoping none would be fool enough to try to go followin'.

    Things're a bit hazy after that. I have this thing for attracting trouble, y'see, but I also got the trigger finger to get me outta most of it. A few bandits died, some sheriffs were mighty grateful, and few folks reckoned I'd done something at some point worth a lot of free complimentary alcohol. All in all, things were pretty swell. Wasn't long though, 'fore they invented this 'tab' thing, though. Basically meant they thought all the drinking made me forget 'bout the 'free' part of the deal, and they figured I'd be fool enough to work the 'debts' off. When it came time for me to be gettin' the hell outta there, they also figured their hoss's could keep up with Ol' Witless. I tell you, that steed may look like an idiot, act like an idiot, and may just in fact be, an idiot, but he's a right speed demon once you got him started.

    I may've gotten outta there, but as it turns out, most small towns down in Saxet run pretty much the same way. Same 'town hero', 'free whiskey', and the 'Lynch im for not payin' his debts' thing happened again an' again, till one day, me an' Witless, we're hiding on caboose a' this train. And see, this sorceress, she says 'Quick! Into this portal, sonny. You done a fine thing for our town and my boys, I greatly 'ppreciate it, and I ain't gonna let 'em hang you for some ol' whiskey debts.'

    I tell you, I thought she was trying to help me. And maybe she thought it, too. But this here Acro? Craziest sunuvamollusk place I ever been, and I've been a lotta places. Damn magic lady, I was better off'n with the lynch mob."


    Miscellaneous: Claude's a heavy drinker, and doesn't much care for fiscal responsibilities.
    Last edited by Lord Magtok; 2009-11-25 at 09:25 PM.
    Quote Originally Posted by RabbitHoleLost View Post
    Magtok's the best
    "You probably found 'How to Survive a Robot Uprising' in the humor section. Let's just hope that is where it belongs."
    -Daniel H. Wilson
    The 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!

  16. - Top - End - #346
    Orc in the Playground
     
    Gimliggamer's Avatar

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    Septim

    Gender : Male
    Race : God
    Age : Forever
    Alignment : Chaotic Good
    Class : God of Light and War
    Power Rating : 9
    Description : You don't see a god.
    Equipment : God powers.
    Abilities : Light and war stuff.
    Backstory : Waaay too long to describe.
    Last edited by Gimliggamer; 2009-11-28 at 01:49 AM.
    Dolla dolla bill, y'all

  17. - Top - End - #347
    Barbarian in the Playground
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    It's 'bout time I put her up.

    Eklipso Thatcher
    Gender: Female
    Race: Human
    Age: 20s
    Alignment: Lawful Good
    Class (or approximation): Paladin

    Description: Sky-blue eyes; silky, shoulder-length, black hair with jade and turquoise highlights/dye strips. Slender, and she wears studded black leather clothing, and a hooded cape. She's cunning, courageous, yet frightened at what might happen.

    Her hair would fall in front of her face, but she has a hairpin, black like her hair, with a gem-flower at the end, with the center white and the petals black. Thanks to Metta.

    Equipment and Abilities: She has a longsword and a longbow. And studded leather.

    And some (1) magic anti-abomination Pure Law rocks (image of tree on it), and some mistletoe berries.

    She also has a magic "Feather Fall" ring, in the shape of feathers, which makes her fall at a slow pace whenever she falls (which is not what normal feather-falling stuff does)

    In addition, she has a necklace with the image of the sun on it, and another of the Pure Law rocks embedded in it. It also greatly increases her strength, her dexterity, and her constitution (D&D terms)

    She's pretty poor, she currently has: 12 11 gold coins.

    She also has some paladin-ish skills. And...some angelic and some demonic skills...some work instinctively, others are powered by concentration.

    She has a brother, who protects her. Her brother's soul is it, because some demon or beast or something stole her brother's body.

    Backstory: Use to be a farmer.
    Brother promised he'd always come when she needs it, and protect her. He went off to a war, and disappeared. She went with him to the war.
    A demon/beast/thing took over the body of him, and came back to get her.
    He protects her.

    Miscellaneous: She's a paladin!

    She also has 3 voices in her head, one black one red and one bluegreen. Both the black and red are her, actually. Black is meeker, frightened easily, and easily controlled; red is overly emotional, changes emotions too quickly, and too extreme; Bluegreen is supposed to be a secret and I don't want to tell anybody about it yet.
    Last edited by Je dit Viola; 2010-01-12 at 01:34 AM.
    I'm gone for a couple of years!
    I'm off doing service in developing countries in South America
    (Very little chance of internet access) - I'll try to come back afterwards

  18. - Top - End - #348
    Halfling in the Playground
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    Ba'al, The Lord of Destruction

    Gender: Variable, although he seems to prefer being male.

    Race: Somewhere in the "god", however he can appear as whatever he wishes to be.

    Age: Very, very old. Tens of thousands of years, probably. You'll have to ask him yourself to get an exact answer.

    Alignment: Chaotic Evil. He was sort of neutral in the past, but he got bored and decided going on rampages was more fun.

    Class (Or approximation): Destruction

    Power Rating:
    Based on the fact that he could, at any time, end everything, it's pretty damn high. Too high for the chart, really. However his obsession with turning everything into a challenge means that it can be considered as scaling. He likes fair fights, there's no fun in a fight if the other guy doesn't stand a chance

    Description: Well...that's a little tricky since he's so varied in appearance. However, his most common form is that of a grey humanoid, with short white hair and a pair of pitch black glasses over his eyes. In fact, regardless of form his hair is always white and the glasses are always there over his eyes. The general shinyness of armour means that his usual outfit consists of metallic red plate armour, looking more like something a heroic knight would wear, than that of a mad creature that draws pleasure from tearing things apart. His only other common outfit consists of black shoes, dark trousers, a white shirt, black tie and white jacket. He generally refers to it as his "I don't feel like blowing stuff up right now" outfit.

    Equipment: He has a museum filled with some of the most destructive weapons and creatures ever encountered, and a fair few that have never been seen before, and yet all he ever carries around is enough money for a substantial amount of alcohol and his blood red sword with the image of a bleeding skull on its blade. See, using those insanely powerful weapons just wouldn't be fun, especially as he can channel his abilities through the sword, which is a handy way of limiting himself against weaker foes, since doing so then means he has to actually get close to them to hurt them.

    Backstory:
    Spoiler
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    Ba'al has led an interesting life to say the least. His origins are unknown to him, all he remembers is waking up with an unbearable desire to destroy, and for thousands of years he acted thoughtlessly, following his desires, tearing apart worlds, galaxies, tthe odd universe even...

    However at some point he began to develop a personality. Perhaps his brief, but frequent encounters with the many civilisations he destroyed along his way started to have an effect on him. He stopped treating his purpose as a simple command to be followed, but rather, a sort of hobby. He started taking time off to enjoy the worlds he passed, usually for a day or two before he'd grow bored and blow it up.

    Greater forces than he were at work though, and eventually it was demmed neccessary to end his actions. Killing him, however, was considered too dangerous to permit as he'd certainly unleash the very worst of his powers in his dying moments. So, he was imprisoned, helpless.

    Helpless, that is, until someone within the Nexus found out about his existence and researched him thoroughly. They made a deal with him and released him in exchange for immortality, or so they thought. The deal backfired on them, Ba'al was free, and the first thing he did was to hit the local pub and get a drink.

    That's when he discovered where he was. The Nexus, arguably the one place large enough, and weird enough to keep Ba'al amused for centuries. He stayed for a while before eventually leaving to go and blow stuff up elsewhere.

    Since then he has resurfaced several times, always drawn back to this one place fascinating enough to him that he has no desire to destroy it...well, he may tear up a few buildings and break a few NPCs but never anything serious.

    And now, he's returned again, but this time he seems more destructive, somehow. His actions are less carefree, not as relaxed as before. This time he might actually do some serious damage.


    Miscellaneous: Ba'al was in fact, created as a force of balance (hard to believe, but true!) by greater powers who had become convinced that creation, if left unchecked, could eventually lead to chaos and the end of everything. An apocalypse of sorts. Ba'al was brought into existence to help limit the rate at which things are created, and he's been doing a fairly decent job, though he's completely unaware of it.
    Before you criticise someone, walk a mile in their shoes. That way, when you criticise them, you'll be a mile away and you'll have their shoes.

  19. - Top - End - #349
    Halfling in the Playground
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    Felix Loran


    Gender: Male

    Race: Just a regular human

    Age: 70, but as fit as if he were 50 (except for that damn knee!)

    Alignment: Neutral Good

    Class: Necromancer

    Power Rating: 4 with bone armour, 3 without. His old man-ness makes him a bit of a pushover despite being unrivalled in his field of necromancy.

    Description: Standing at only 5'6" he's a fairly short old man with a smile on his face and a thick white beard. Amazingly he still has a fair amount of grey hair, although his relatively large forehead suggests that the hair has been in slow retreat for a while. He wears a simple black outfit with a suit of bone armour over the top. He even possesses a bone helmet, crafted out of the skulls of a family of unfortunate tigers he once encountered who had sadly been killed by a disease of some form. He treats the helmet with particular respect, in memory of the poor animals...

    Equipment: A bag of miscellaneous bones each containing several spells within, sort of like scrolls, but with an unknown number of uses for each spell, and they can be recharged if a spell is ever used up. His suit of bone armour, covered with markings and enchantments that essentially make it about as strong as plate armour, possibly slightly stronger. The enchantments on the bone armour also grant him some limited protection against magic. Felix possesses no weapons, but is often accompanied by several skeletons, each with a power rating of 1. Not very strong, but en masse they can be dangerous.

    He also usually has some form of golem accompanying him as well, though never more than one at a time. The range of golems he could have is practically limitless as he possesses the ability to turn pretty much any material into a golem, as long as he concentrates on it. This is, however, quite taxing, and a suitably large distraction will result in him losing the golem. Knocking him out also works, of course. The golem, however, depending on type is usually in the 3-4 category in terms of power rating.

    Except for the bone golem. That's a definite 5...mainly because of the power Felix has with bones.

    Oh, and he has that copper skull thing that allows him to summon skeletons more easily and he can zap lightning about between them, or something like that.

    Backstory:
    Spoiler
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    Felix is something of a rarity among necromancers. Not only is he a nice chap, but he hates graverobbing, killing people for bones, anything like that. Rather, he only ever uses bones he finds, say, from dead animals where he might take a single bone after burying the creature. He treats his bones with respect, as if they were from the animals themselves, and can remember where he obtained every one over the years.

    It should be no surprise to hear then, that shortly after he started down the path of necromancy, his teachers threw him out in disgust and as a result he had to teach himself most of what he knows. His particular interest in bones soon resulted in him researching deeper into that field of necromancy than anyone else, and over the course of decades he became a master in the subject.

    However, at the same time his experimenting, self-teaching and general fascination with bones threw up something else of interest; the bone golem. This led him down the path of golem crafting, where he learned how to shape any material into a golem through magic and sheer force of will.

    Sadly, he has devoted much of his life to studying and expanding his knowledge and has never really had the time to settle down and start a family, or even really get to know people well.

    In fact, it was a failed experiment involving the bones of an extinct creature, a cleric, and a druid that resulted in him coming to town! The spectacular failure resulted in a huge burst of wild magic being unleashed that sent him spinning through time and space along with his skeletons. He ended up in Trog's...

    Of course, being in the town means he can no longer devote his life to studying and he might actually socialise a bit now.
    Before you criticise someone, walk a mile in their shoes. That way, when you criticise them, you'll be a mile away and you'll have their shoes.

  20. - Top - End - #350
    Dwarf in the Playground
     
    nanobot_swarm's Avatar

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    Orakq'pyuon the Life Stealer
    Species: Mothman
    Age:1875
    Gender: asexual
    Power level: 5
    Alignment: Neutral Evil (to non-mothmen) Lawful Neutral (On Mothman worlds)
    Appearance: Two massive, red eyes dominate the "head" which is almost dome shaped, and barely differentiates itself from the torso. It is covered with thin black fur, and has six limbs, four boney, three-fingered hands, and two semi-human legs. Massive wings emerge from the back, being slightly larger than the 8' tall creature
    Description: Hailing from a Mothman frontier world on the edges of the Veil, Orakq'pyuon is a hunter, who favors hunting dangerous and savage animals, including humans and other "lesser" intelligent races. Orakq'pyuon doesn't enjoy the limits of its civilization, so it generally tries to stay out of the Veil as long as possible, bringing trophies back to its home when it has too. Communicates through psi conics, speaks poetically.

  21. - Top - End - #351
    Banned
     
    Lord Iames Osari's Avatar

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    Iames Osari
    jɔmes osɔri
    RETIRED FROM PLAY

    Gender: Male
    Race: Deity (Ascended Human)
    Age: late 20s
    Alignment: LN//CE//NG
    Class: Monk//Psion (Telepath)//Wilder
    Power Rating: Scaling.
    Description:
    • Height: 6'2"
    • Weight: 184lb.
    • Eyes: Green, violet, or yellow
    • Hair: Black


    Backstory:
    Iames was orphaned by a blast from an ancient magical superweapon. He was adopted by the Osari family, who ran a general store near an adventuring school. Iames grew up alongside the children of the most famous adventurers of the region, unaware of the prophecy that was shaping his life.
    After attending the school and learning basic martial arts, Iames lost his friends on his first mission. The pain of the loss awoke his dormant psionic potential, and the Dark rose up and took vengeance. The discovery of such wanton cruelty distressed him, and so the Dark Lord Xarakh Nam was able to trick Iames into becoming his servant.

    Iames eventually broke free of his oath of service and defeated the Dark Lord, and has been traveling the planes doing penance for the evil deeds he committed in the Dark Lord's service.

    Common Knowledge:
    Iames the Light speaks in purple (DarkViolet, actually, but who's counting?), the Dark in red, and the Grey speaks in green. He can communicate telepathically, using the same colors but in italics. When communicating telepathically, or using psionic powers, his eyes glow in a pulse in rhythm with the words.

    Notes: Though now a deity himself, Iames will sometimes habitually invoke the Gods of his home plane.

    Current Story:
    Serving in the Acro-Imperial army and trying to investigate their true motives.
    ___________________________
    Profile for Iames
    D&D-style clerics wishing to worship Iames may use the following information.

    Alignment: Any except true neutral.
    Portfolio: Love, Hate, Passion, Psionics, Martial Arts
    Domains: Chaos, Destruction, Evil, Good, Law, Mind, Passion, Protection.
    Favored Weapon: Unarmed strike or pistol.
    Holy Symbol:
    Last edited by Lord Iames Osari; 2010-03-08 at 10:37 PM.

  22. - Top - End - #352
    Banned
     
    Lord Iames Osari's Avatar

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    Nimai, Golden Child
    aka
    Magical Princess Kirana

    Gender: Female
    Race: Solar Half-Caste (Human)
    Age: 11 (9 in Exalted years)
    Alignment: Neutral Good
    Class: Magical Girl
    Power Rating: 4 (Essence 3)
    Description:

    Backstory: Nimai was born in the midst of the Time of Tumult to Surely-Refulgent Anshu, a Zenith-caste Solar, and Cerise of the Rose's Thorn, a No Moon Lunar. Prior to her birth, her parents' circle had seized the Sword of Creation and used it to expel the Second Balorian Crusade and threaten the Realm and the Immaculate Order into submission, and although she never doubted that both her parents loved her, her father's responsibilities meant that she saw much less of him than her mother. Hearing tales of his heroism (and his regard for others who were heroic), she ran away to do some heroing, and somehow ended up in the Nexus.
    Catchphrases and Attack Names:
    • I am the champion of beauty and justice, the light that burns away the darkness! I am Magical Princess Kirana, and in the name of the Sun, I will punish you!
    • Sun Sceptre Attack
    • Sun Sceptre Beam
    • Sun Sceptre Blade
    • Sun Power Escalation

    Theme Song: Moonlight Densetsu
    Last edited by Lord Iames Osari; 2010-04-09 at 01:21 PM.

  23. - Top - End - #353
    Orc in the Playground
     
    Gimliggamer's Avatar

    Join Date
    Aug 2009
    Location
    Texas
    Gender
    Male

    Default Re: ACRONYM Character Registry.


    Squad 747

    Leader : George Kingsley


    Troops(So far)

    Name : William Church
    Spoiler
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    Nickname : Church
    Gender : Male
    Rank : Second in command
    Specialty : Sniping
    Preferred Weapon : LR22065xEnhanced Scope Laser Sniper Rifle
    Description : Black Hair, Blue eyes, Pale white skin. A little taller than the average height.
    Catch Phrase : I'm not your mother.

    Name : Daniel Duphrane
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    Nickname : Doc
    Gender : Male
    Rank : Corporal
    Specialty : Medic
    Preferred Weapon : Pump-Action Laser Shotgun
    Description : Violet eyes, blonde hair, Pale white skin, Average height.
    Catch Phrase : Just hold still dammit!
    Name : Unknown
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    Nickname : Grif
    Gender : Male
    Rank : Corporal
    Specialty : Explosives
    Preferred Weapon: Annihilauncher
    Description : Green eyes, Red hair, tan skin, average height.
    Catch Phrase : Can i blow it up now? Can I blow it up now Sir?

    Name : Johnson
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    Nickname : Sarge
    Gender : Male
    Rank : Sargeant
    Specialty : Guns
    Preferred Weapon : Laser Pulse Rifle with Scope
    Description : Brown eyes, Black hair, Brown skin, average height
    Catch Phrase : Let's kick some a$$ !

    Name : Senior Lopez
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    Nickname : Lopez
    Gender : Male
    Rank : Private First Class
    Specialty : Assassin
    Preferred Weapon : Electro-Sword
    Description : Gunpowder colored eyes, Black hair, tan skin, a little shorter than average height.
    Catch Phrase : Ci. I am magic Lopez.

    Name : Tetris Oltifire
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    Nickname : Blaze
    Gender : Female
    Rank : Third in Command
    Specialty : Sniping
    Preferred Weapon :LR33045x LaseSight Enchanced SniperRifle
    Description : Long blonde hair, icy blue eyes, pale white skin, a little taller than Church.
    Catch Phrase : Headshot!
    Last edited by Gimliggamer; 2009-11-30 at 10:36 PM.
    Dolla dolla bill, y'all

  24. - Top - End - #354
    Bugbear in the Playground
     
    HalfOrcPirate

    Join Date
    Feb 2009
    Location
    In the Playground

    Default Re: ACRONYM Character Registry.

    Steve, The Demon Christmas Tree
    Name: Steve
    Race: Demon Pine Tree
    Age: Elder
    Class (or approximation): Evil Tree God
    Power Level: 10
    Alignment: Unspecified Evil
    Description:
    Like that, but 300 stories tall.
    Backstory:
    In the beginning, there was nothing. And then there was Steve!
    Powers and Abilities:
    He has complete, diminutive control over a forest of man-eating trees, has very, very long tentacles and can breathe fire. Also Necromancy and Psychic abilities.
    Last edited by Falgorn; 2009-12-02 at 05:16 PM.
    Dr, Bath's Dolly!

  25. - Top - End - #355
    Bugbear in the Playground
     
    EleventhHour's Avatar

    Join Date
    Jul 2009
    Location
    The MagCave
    Gender
    Female

    Default Re: ACRONYM Character Registry.

    Elizabeth Ml'Ruse

    Gender: Female
    Race: Demihuman (Catgirl)
    Age: 29
    Alignment: True Neutral
    Class (or approximation): Assassin
    Power Rating (optional): 5
    Description: She is an ordinary human and is slender and graceful, with a, soft, aestethically pleasing look to her body. She has overly-large sapphire eyes speckled with icy white with the pupils slitted vertically, like a cats, that are just above a little button nose, and a upturned pair of thin lips. Her frosted silver hair falls messily down to about her midback, with only her slanted cat ears breaking through, but in front a bang separates her hair away from her face, just above the eyes. A cat's tail breaks out from her tailbone, and is grey furred with a little white tip. She has a few tattoo's, one of which is a black heart ringed in thorns on the back of her right shoulder, and another is a stylized band about her right thigh.

    Outfits
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    Equipment and Abilities: She isn't much more amazing than the average human, well if you base the average human off a heavily trained soldier that used to be an olympic gymnast. Really, she's ordinary. Her equipment, is anything but. From personal short-range teleporters, to monoedge knives, she's armed from head to toe, submachineguns, rifles, no weapon is outside her expertise. Aside from what she carries, there's also dermal plates of kevlar, and the outside of her thighs has been hollowed to the bone, the thick muscle replaced with fibrecord and actuators, to make room for smaller weapons, knives and handguns, to be stealthily concealed.

    Backstory: She grew up in the jungles of South America, being rather odd even in that exotic, alien world of things unseen by humankind. For years she lived there a predator in her own right, only having known her parents for a few brief years before maturing enough to hunt for herself. Years passed, humanity encroached on the ancient ruins that were her home, so she joined civilization. It took a few years for her to learn to cover her ears, and enough of the language to get by, but as she grew, she kept them covered, and began into her adult life by slipping in with a troup of visiting Army Cadets from the USA, and continuing her life with the Army.

    As an operative, she qualified for Marine training and the like, but her natural flexibility and lone wolf personality sent her out by herself into the field, even when deployed with a squad. She later was injured, tearing her leg tendons apart when AK-47 rounds shot her though, a lone fighter having been waiting around the corner for her.

    Her life was over a that point, and depression hit hard, she spent time anywhere and everywhere, until one night, her bandana fell away, and rumors spread quickly of the strange woman, and she vied to hide from the public, and took an ad for "Medical Experimentation" it was shifty, but she had nothing else. It was the strange, mad, genius that rebuilt her legs, and slid the thin sheets of armour under her skin, that she worked for from then on, feeling animalistic bonds to the savior of her life, not in the literal sense, but the depression was gone. She went as a guard, an assassin, as any sort of work Magtok needed done, she did, and did well.

    Miscellaneous: She's a homicidal catgirl. Mah.
    Last edited by EleventhHour; 2009-12-17 at 08:49 PM.
    Spoiler
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    All Avatars by Elder Tsofu!


  26. - Top - End - #356
    Troll in the Playground
    Join Date
    Mar 2007
    Location
    avatar by Ashen Lilies
    Gender
    Female

    Default Re: ACRONYM Character Registry.

    Hannah Snow

    Gender: Female
    Class: Fighter/Duskblade
    Power Level: C
    Backstory: She had followed Professor Affidavit across shifting planes of reality, her own history twisting and warping as she travelled. Always constant was her bond to the Professor. She had killed him, and he was not a forgiving man. He would find some way to make her pay. But her hunger drew her on, despite the danger. She needed what she could only get from him, and it was worth any risk to her.

    Last edited by happyturtle; 2010-01-07 at 10:26 AM.
    My avatar! Isn't it just utterly diabolical? Ashen Lilies made it!

    "Money cannot buy health, but I'd settle for a diamond-studded wheelchair."
    ― Dorothy Parker


    Spoiler: Interested in Nexus FFRP? Newcomers welcome!
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    FFRP Faqs |Nexus Faqs | Nexus IRC Chat
    We're friendly! Join the fun!
    Ext. Sig.
    PCs

  27. - Top - End - #357
    Orc in the Playground
     
    Earl of Purple's Avatar

    Join Date
    Feb 2008
    Location
    The Garden of the Angles
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Faction Profile: The Purple Earldom


    Leadership & Rulers
    Spoiler
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    The Earl, a Purple Great Wyrm-type dragon, is in charge & rules with an iron claw. He fights with magic, breathe weapons, claws, teeth, wings & tail.
    Under him are Malice, in charge of the armed forces, is the Earl's winged half-human son; he fights with either 3 longswords (one is self-wielding) or an automatic pistol. There's also Defenestrate, the Earl's other son, he lacks wings & is in charge of all the scientists & techies at the base.

    Under Malice and Defenestrate are varying ranks of kobolds, based mainly on the British Army.


    Base
    Spoiler
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    Located Outside, the Earl's Lair is a hollowed-out mountain surrounded by spoil heaps and hills, each has also been hollowed out as satalite fortresses, often topped with medieval-like castles. The fortresses and main mountain are defended by anti-aircraft guns and bunkers, as well as guard towers, foxholes and barbed wire fencing, as well as three moats. There's two ways into the main fortress, and they are a large hanger entrance used by the Earl, the ornithopters, the airship and Malice. The other entrance is a small door in the mountain, winding through the bunkers, each of which have a clear line of fire to the road, with 4 gateposts defended by kobold mooks, and bridges over the moats. There's also a secret escape tunnel leading to a nearby forest.


    Army
    Spoiler
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    Kobold mooks armed universally with shotguns and with varying close-combat weapons. There's also 100 lizardfolk, the personal guards of the Earl, Malice and Defenestrate. As well as this, there are several Achaierai, The vehicles include:
    • 20 Wyvern-class Ornithoptors, each painted with scales and eyes and a toothy maw, armed with a flamethrower and rocket pods.
    • 150 Heavy Motorbikes, armed with side-mounted chainguns.
    • 150 Sidecars, with a swivel seat and swivel-mounted grenade launcher.
    • 20 Dragonwrought-class Light Mecha, with short-ranged jump jets, armed with rocket pods, a cannon, and a flamethrower. Cannon is mounted in the right arm, flame-thrower in the left, and rocket pods are a slim design, 3 columns by 2 rows, retractable and mounted on the shoulders.
    • 15 Cobra-class Tanks, armed with a cannon and a swivel-mounted machine gun. They are fast and powerful, but lightly armored. Requires a crew of four: A driver, a commander/spotter, a machine-gunner, and a gunner.
    • 1 Modified Command Airship, armed with chaingun and flamethrower turrets, and a bomb bay. Painted to resemble Kirov Airships. Minimum crew of 3, 6 to man all turrets, 3 for the bomb bay.
    • Ammo, including bullets, shells, grenades, flamethrower fuel, rockets and bombs.
    Terrowin Avatar by HappyTurtle. Much thanks!

    I don't use the Registry; ask for a description if you don't know what my character looks like.

  28. - Top - End - #358
    Halfling in the Playground
    Join Date
    Feb 2007
    Location
    Unknown
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    Professor Affidavit

    Gender: N/A

    Race: Creation. Creations are one of Professor Affidavit's greatest pieces of work, living creatures created entirely from metals with a fanatical devotion to their master, the Professor. Without a body of his own, the Prof has been forced to inhabit or "possess" his creations.

    Age: 47 (although the bodies of the creations he now possesses are all in the single figures in terms of age, with a life span of a few centuries)

    Alignment: Neutral Evil

    Class: N/A

    Power Rating: 2-6. It varies significantly depending on what creation he's currently possessing, and how many others are around to assist him.

    Description: The mind of a mad scientist, arrogant and ignorant beyond belief, spread across the hundreds of creations that serve him without question. The creations are all humanoids of varying heights, all except one type created entirely from metal, and all eerily similar in appearance, making it difficult to ever apart. However, the shapeshifting creations, without fail, always take the appearance of Affidavit himself when possessed.

    Affidavit's appearance was that of a young-looking man (despite being in his mid-forties) with blond hair and one blue eye, the other having been taken out and replaced with an artificial one. His right hand is permanently covered in a thick leather glove, and despite the relative ease with which he could repair this fault in his appearance, he has never desired to. One other habit that remains to this day, is his ever present walking stick, with a large ruby as the handle. Again, uneccessary now, Affidavit still insists on carrying it about when using his own form. It seems that, despite the complete lack of need for a weak, fleshy body, he cannot completely abandon it. He desires to remain the same way he has always looked.

    Equipment: A miniature army of creations, enough tools, devices and parts to create pretty much anything he desires, and countless inventions designed to inflict pain, misery and terror into the hearts of anyone unfortunate enough to become part of his experiments.

    Backstory:
    Spoiler
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    Professor has lived a long and complicated life...

    In his early life, he was quickly recognised as a prodigy, with incredible intelligence. His continued rise through the ranks of society was fast, and remarkable. However, it became too much for him. The degree to which he outclassed all others came back to haunt him. He made huge advances in multiple fields of science, he brought an age of peace to his land and all was happy.

    But people demanded more. Unsatisfied, expecting him to continue to produce the kind of results that had come before, they demanded more...and more...and more. It drove him mad. Unable to bear the pressure put on him by the ungrateful people that surrounded him, he cracked. His creations turned on everyone, slaughtering tens of thousands of people who had come to rely on him so much. The world ran red with blood, and all that was left by the end was a barren wasteland with a single, vast laboratory in place, so he could continue his work.

    However the Professor is never satisfied. His lust for power was insatiable, and so he left his home and ended up in the Nexus, back in the days of the old Town. He joined KNAVES, using them as a place to work away quietly, and safely, while acting like he supported their goals totally. Numerous attempts to take over the town took place, the police were engaged in a near-constant war with them, and Affidavit produced some of his finest work there including the infamous liquid agony.

    However, nothing lasts. Eventually KNAVES fell apart. Their leader left, and without him, the fragile bonds that held all the members together were shattered. Very little blood was spilled, but continued co-operation was impossible. They all went their separate ways, and Affidavit found himself lost without the security that KNAVES had provided for so long. He wandered, joining several organisations briefly but never lasting, finding them all to be lacking the same appeal that KNAVES had.

    Then, in enupnion town, Affidavit briefly joined forces with Magtok. It turned out to be his first serious mistake. Magtok's plans and inventions were treated with disgust by Affidavit, and he openly claimed that Magtok was not a proper scientist, and unworthy of being leader of any organisation of any sort. After several arguments he was kicked out, and shortly afterwards Magtok sent out an assassin to kill him.

    Hannah, as she is now known, slit the Professor's throat and killed him within moments. However, Affidavit is one of the most paranoid people around. He had made plans, even for his own death, and his mind, his thoughts, his consciousness was split among the hundreds of creations in his service. Driven mad by the sudden rush of power (as has happened further in the past once or twice) he initially tried to get his revenge on Magtok, before calming down and simply resuming his normal work.

    Nothing, however, has ever given Affidavit the same thrill as his time in KNAVES. He still treats his KNAVES uniform with respect, and still thinks of himself as the second in command of one of the greatest organisations ever to terrorise the Nexus. That's what he remembers KNAVES as anyway. More to the point though, his continued searches for something to replace KNAVES all proved futile, and so, he planned a return to the castle.

    Now, he's back, at the KNAVES castle once more. The deserted, hollow, damaged remains of the KNAVES castle anyway. He dreams of making it great again, a goal that is both foolish and unachievable. However, at the very least the KNAVES castle is the perfect site to live out his fantasies, to let himself feel like he's part of the long dead organisation once more.

    And now that he's back, his experiments can begin properly once more. Some of them may well be repeats though as his travels have resulted in the loss of the odd creation before he could withdraw from its mind, and as a result several of his memories have been lost.


    Miscellaneous: Affidavit used to be a cannibal, and still enjoys the taste of flesh and blood.
    Although the details are fuzzy, Affidavit remembers enough to know Magtok is responsible for his death, and still desires vengeance.
    I will, at some point, be posting a list of the many kinds of creation he possesses
    Last edited by Gnrlshrimp; 2009-11-30 at 07:03 PM.
    Before you criticise someone, walk a mile in their shoes. That way, when you criticise them, you'll be a mile away and you'll have their shoes.

  29. - Top - End - #359
    Dwarf in the Playground
     
    Atronach's Avatar

    Join Date
    Sep 2009
    Location
    Oblivion

    Default Re: ACRONYM Character Registry.

    Name: Anyndel "Scarface" Plaquefell (Plak-Fell)
    Race: Human
    Age: 22
    Alignment: True Nuetral
    Class: Assassin
    Power Rating: 7
    Description: Plaquefell is a caucasian man with a scar on his face (kind of obvious, but, hence: Scarface). He always dresses in black, and always keeps a bandana over his mouth and nose, but usually does not have anything cover his messy, black hair.
    Equipment: items described above, but armor is leather and magic. Magic dagger, longsword, and long bow. Several poison types, if 3E still goes by "types".
    Backstory: Plaquefell started out his career as a simple assassin. Eventually, he was recruited by a ninja sensei of his home city. The day the sensei died, Plaquefell was no longer protected by other recruits of his sensei, in fact, they made assassination attempts on his life. He soon left after that, searching for a new employer in need of his skills...
    I am a...
    Spoiler
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    Neutral Good Elf Wizard (5th Level)
    Strength- 14
    Dexterity- 16
    Constitution- 11
    Intelligence- 17
    Wisdom- 13
    Charisma- 11


    My thanks to Recaiden for the fantastic storm atronach avatar.

  30. - Top - End - #360
    Orc in the Playground
     
    Gimliggamer's Avatar

    Join Date
    Aug 2009
    Location
    Texas
    Gender
    Male

    Default Re: ACRONYM Character Registry.

    George Kings

    Race : Human
    Gender : Male
    Class : Student Fighter
    Alignment : Chaotic Good
    Base : Air
    Description:

    Equipment and Abilities : Wings, Headset, laser shotguns. Has the power to amplify sound and project it to people's minds. Base element: Wind.
    Last edited by Gimliggamer; 2010-01-13 at 11:22 PM.
    Dolla dolla bill, y'all

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