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  1. - Top - End - #451
    Ettin in the Playground
     
    Lord Raziere's Avatar

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    ZARAKKAN

    Alias: Zarakkan
    Gender: Male
    Race/Species: Dragon-Man
    Age: 10,000
    Alignment: Chaotic Good
    Class/Profession: Wizard Inventor
    Power Rating: 7-8 or A
    Description: a blue dragon-man with red eyes, is big and his front claws seem to be capable of holding things like hands

    Personality: scatterbrained, rambles and talks endlessly and going off topic, eccentric, is frequently mistaken for a madman, sometimes acts his age and tells of long ago things like an old man caught up in nostalgia, doesn't like fighting since he prefers to create and not destroy, and will try every deception and trick he knows before trying to fight.

    Equipment: various inventions, accessible through a transdimensional storage wristband he wears, all of which are mostly weaponry.

    Abilities:

    Natural Draconic Abilities:

    Firebreathing: both exhalation and inhalation of such

    Fire Immunity

    Flight

    Claws

    Magic:

    Illusion Mastery

    Icefire Mastery: can conjure Icefire, the element of invention, which only exists as long as he wills it. It has six forms:

    Icefire-1:
    This is the raw, default form of Icefire. It is a block of ice with a flame inside of it, forever melting and refreezing, thus heat that rises up from it. The Icefire in this state can power an engine for all eternity, because the ice gives the fire properties of frozenness while the fire gives the ice properties to spread and devour to remake itself. Thus they cancel each other out, the fire never spreading or going out inside the ice and the ice always remaking and refreezing itself when melted by the fire. However in this state, the Icefire will explode if it impacts something or if something impacts it. Thus the Icefire that powers his reactors are highly defended, and in combat this kind of Icefire is only used for Icefire meteor bolts, essentially explosive missiles.

    Icefire-2:
    This form of Icefire is a more gum like substance. The Fire is a little stronger than the Ice in this form, the flame altered to impart flexibility to the ice. Thus it becomes a strange stretchy material, useful for grabbing things or holding foes down.

    Icefire-3:
    This form of Icefire is more to the ice side of things, its only flame inside of it is whitish-blue and it only contributes one property to the ice: the ability to spread and consume. However the ice is still a solid material thing. Thus Icefire-3 is used for weaponry, as the white-blue flame repairs and strengthens the ice around it. Thus while the Icefire will probably get damaged, it will repair itself so that it can keep being used. Also used for barriers, shields and armor.

    Icefire-4:
    This form, mostly known as "Flamesnow" by the Technoblins, is a red powdery, sandy substance. It burns everything it touches…without any flame. Basically think of it like this: imagine that fire was solidified into some sand like substance. Now imagine that
    you could control exactly what did and didn't get burned with it, by controlling what it touches, so that if the Flamesnow hits a guy- only he will get burned by it, and the surrounding environment would be untouched.

    Icefire-5:
    This form of Icefire is actually steam. Zarakkan uses it for blasting, concealment and for killing large amounts of people with high-temperature air. And of course, powering steam engines.

    Icefire-6:
    One day, Zarakkan took a flame and applied ice's properties of solidity and coldness to it. Thus he made a frozen flame, cold to the touch but still lights the world as a flame does. He mostly uses this to light Zelkimande, having no need for a bunch of bulbs, and when things get dark, he conjures a crystal shard of it to use as a cold torch to light the darkness.

    Teleportation Mastery

    Trueflame Divination Mastery
    Note: using Trueflame Divination weakens and destroys his illusions and diguises as well as others

    Transformation: a single spell that is only useful for disguising himself as it takes away his natural draconic abilities while not granting him the abilities of his current form, he uses it mostly as a disguise.

    Backstory: A dragon 10,000 years old has his history divided into Ages and is a living history textbook. what those Ages are will come later.
    However his goal has always been to make a lot of Magi-Tech and be free

    Miscellaneous: Has an extensive family of Descendants that he can call up to fight for him in his place.
    Drinking water is poisonous to him.
    Last edited by Lord Raziere; 2013-09-29 at 08:46 AM.
    Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.

    Raziere Watches: One Piece Curse of the Thriller Bark Part 5, UP!



  2. - Top - End - #452
    Pixie in the Playground
     
    Lost_Deep's Avatar

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    Kate Kyland

    IS DEAD

    Alias: “Kate” is rather generic, so she also answers to Kyland.

    Gender: Female

    Race/Species: Human

    Age: 18

    Alignment: Neutral Good

    Class/Profession: Chronic Geek/Nerd

    Power Rating: E+? (changes make this questionable.)

    Description: She is not notably tall, short, beautiful, ugly, shapely, boxy, skinny, fat, or unnotable. She has the kind of face that reminds you of that other person you know, but not really all that much now that you get a good look at it. However, her straight hair is worn long and is bright orange.

    Through a number of charms, jinxes, and magical shenanigans, Kate has been changed a bit.

    Hair: Now glows a bit brighter than a torch. Has been braided and dusted by pixies, causing a few places to braid itself. The dust has also resulted in keeping her from feeling pain when the hair is pulled, and overall increasing the quality of her hair.

    There is pair of large orange fuzzy antenna coming out of her forehead.

    Skin: is now void of mars, scars, or body hair. She also has supernaturally smooth and soft skin. This is a divine effect, and is thus difficult to remove.

    Personality: Spent her spare time watching sci fi movies, reading webcomics, and getting straight As in her classes at the science focus program. She tends to worry about the definitions of “Geek” and “Nerd.” She enjoys higher, complex, logical (or illogical) ways of thinking, but is very distractible.

    Equipment: A backpack with some money, some snacks, a pair of sunglasses, and her laptop with accessories. Has since received an umbrella from a kind stranger.

    Has been given a Deck of Hints by Genesis. This deck of cards can supply tips and secrets about a situation, but is often cryptic.

    Has purchased a Mugger Slugger from MagMart. A little ray gun with a decent punch, but not enough shots for continued battle. She has no experience with guns, so this does not really change her power level.

    Abilities: Knowledge of technology, programming, art, writing, general trivia, random trivia, science, and TV tropes. Slightly higher than average pain tolerance, a bit of martial arts training. Common sense.

    Cybernetics:
    Longfall/jump/kick boots/legs
    Cyber eyes-super useful
    Third arm: removable, hand has a storage compartment and a laser gun.

    Blade in her right arm.

    Power generator in her midsection.

    Energy shield system.

    Boneweave: reinforced and flexible bones, with a nanite monitoring and repair system.

    She can also make and use pixie dust, but this usage (and other fairy magic) causes her to begin to turn into a pixie. Enough energy will change her completely, but the effect does wear off.

    Backstory: A completely ordinary girl, who was rudely yanked from her reality (which is surprisingly close to, if not a perfect copy of, real life) and plopped not too far from Trog’s tavern. Wants to go to college and major in computer science, which she already seems to know a lot about.
    Last edited by Lost_Deep; 2014-01-21 at 08:58 PM.

  3. - Top - End - #453
    Ogre in the Playground
     
    Kris on a Stick's Avatar

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    So let me explain. Back in the olden days of yore, when ACRONYM was still in its infancy, it was afflicted with a plague. And that plague was... DUNGEONS AND DRAGONS! Indeed, references to the damn thing were basically ubiquitous - exact spell names were used, links to the SRD were mandatory, and often used in place of actual description (gods forbid a roleplayer show any genuine creativity or writing prowess!), monsters followed their Monster Manual entries to a T, and any sort of deviation from the word of that spoooooooky Wizard who lives by the Coast would be met with disbelief, 'corrections' or even derision!
    "Kris, you idiot! Kal can't be a devil, because he's part-Succubus, and in the Monster Manual, all Succubi are demons, and it is therefore entirely reasonable for my Pit Fiend to call him such and attack him for it! Also, it is wrong for Kal, the grandson of an Archdevil and the ruler of two Circles of Hell, to call my Pit Fiend a 'low-level flunky' because the Monster Manual specifically states that Pit Fiends are the generals of Hell's armies and the highest ranking demons around, and so I assume Kal is actually ignorant of Hell's hierarchy and/or lying."
    No lie, this actually happened. So was it wrong for me, when confronted with the fact that there was no way I was going to play my Gold Dragon character the way they were written in the Monster Manual, I had a minor hissy fit and laid down the law of how I was going to play my dragon whether you guys liked it or not?
    ...
    Probably, yeah. But for some reason, people (that is, people other than me, surprisingly enough) decided they liked my ideas, and so without further ado, I present you with...

    OMG DRAGONS!


    Yes, dragons! Flying, fire-breathing (except when they aren't), lizardy things. They're big, they're badass, and they have a really, really unhealthy obsession with treasure. Seriously, it's kinda creepy.
    Here is a reference for all things dragon-y, at least as I will be playing them, along with the people shamelessly stealing my ideas (which of course, everyone is free to do, in part or in whole).
    First off...

    Types of Dragons
    Spoiler
    Show

    True Dragons

    The real deal. True dragons are distinguished by their sapience, high intelligence, and their strong ties to the arcane. All true dragons are immortal, immune to both the effects of time and microbial disease (though magical diseases, inflicted cancers, radiation damage, toxins, poisons and the like all have their usual effects).
    True Dragons are unique in their possession of Mysterious Dragon PowersTM, their ability to convert Spirit into Mana, and use it to fuel a large variety of magical abilities. True Dragons tend to be large, with lizard like bodies. Most True Dragons have wings.

    Terrestrial Dragons

    The most common type of True Dragon, Terrestrial dragons tend to make their home in the material plane, hence the name. There are two main types of terrestrial dragon - Metallic dragons and Chromatic dragons.
    Metallic dragons are highly social creatures. They often form large colonies of dragons, or else seek out other intelligent creatures, living in their cities and settlements, openly or in secret.
    Chromatic dragons, on the other hand, are highly territorial and solitary. Though they often live in proximity to, and enjoy the company of other creatures, they are generally aggressive and mistrustful of other dragons, and will guard their homes zealously against perceived invasion.
    Other than this, there are not many differences in between the two, especially not in terms of morality or ethics. Any one dragon, whether metallic or chromatic, is equally capable of cruelty or kindness as any other dragon.

    Faerie Dragons

    Fae Dragons. Pretty simple.
    Faerie Dragons are often smaller than most other true dragons - some can be the size of a cat! They tend to be social and playful, at least with other fey, though like most fae creatures, they shun non-fey. Faerie dragons are highly in tune with nature, and often possess spiritual power similar to that possessed by druids, however, like all true dragons, they are still primarily arcane in nature.

    Planar Dragons

    Sometime you'll see a dragon... elsewhere. These dragons tend to be among the more powerful servants of their respective planes, assuming they are indeed servants and not free agents or environmental hazards, as many Infernal and Abyssal dragons are. Though they closely resemble terrestrial dragons, their bodies have often been warped to adapt themselves to their plane. Some dragons may be appear to be made entirely out of divine winds, sunlight, degenerate matter, Abyssal darkness, shadow, even pure Chaos. They also often have divine or spiritual abilities, occasionally granted to them by their gods, and their breath weapons tend to be tied to their plane in some way, whether in its substance, or by harming beings of an opposing alignment or orientation. However, like all true dragons, they will be primarily arcane in nature.

    Elemental Dragons

    Elemental Dragons are no less than the pure draconic manifestations of a given element. Earth, Air, Fire, Lightning, Water, Ice... yes, even Heart, though the other Elemental Dragons tend to laugh at them. Elemental dragons, much like ordinary elementals, are made entirely out of their element (Heart dragons are especially grotesque), and their breath weapons are tied to said element as well (how this works for Earth dragons have no idea.) Similarly their personalities can often be influenced by their Element as well, Mercury dragons are a pretty fluid bunch, Cesium dragons can be quite explosive at times, Chlorine dragons are particularly noxious, and Helium dragons tend to just sit there and do nothing.

    Dracolich

    Not a true species on their own, but significant enough to gain their own entry, dracoliches are merely dragons who have gained enough Necromantic power to turn themselves into one of the undead, usually after having been slain, though sometimes in order to pursue higher secrets. Terrestrial dragons most commonly become dracoliches, though occasionally Planar and Faerie dragons become dracoliches as well. Dracoliches typically retain all of the arcane power they had in life, though they lose their secondary breath weapon and often the ability to polymorph as well (though some dracoliches are able to turn into human liches). More often than not, their primary breath weapon becomes a caustic spray of shadow, instead of whatever element it was in life.

    False Dragons

    Pseudo-Dragons
    A catch-all term for the many types of 'dragon' that aren't really dragons. Though they may physically resemble dragons in form, and often share traits with true dragons, including a fondness for treasure (some are even able to breath fire!), pseudo-dragons are differentiated from true dragons by their lack of sapience and arcane might. That's not to say they aren't intelligent, though. Many pseudo-dragons are canny opponents, the same way a cat or a crow could be, and many are the bane of smaller villages and towns. Pseudo-dragons range in size from smaller than a cat, to about the size of a small hill. They are not immortal, the way true dragons are, but most types are certainly long lived, with some living up to a thousand years or so.

    Wyverns
    Similar to Pseudo-Dragons, Wyverns are further distinguished from dragons by their unique physiology. Wyverns typically stand upright on two legs, though some crawl on four, similar to pterosaurs. Their main distinction is that the two forelimbs are extended and covered in a membrane to form large wings, instead of the wings being a separate appendage as in true dragons and pseudo-dragons. Wyverns, like dragons, are incredibly diverse creaturs. Some wyverns have a similar appearance to large birds, including beaks and feathers. Others live in large rivers and lakes (very few adapt to salt-water, unlike dragons). Wyverns typically are not able to breath fire, though some have chemical breath weapons, and most have venomous spines, fangs or stingers of some sort. Wyverns tend to have much shorter lifespans than pseudo-dragons, with few species living for more than a hundred years, and most with lifespans closer to 10 or 20 years.

    Lóng
    Commonly called 'Eastern Dragons', lóng, much like true dragons, are sapient, highly intelligent, immortal and capable of great feats of magical power. The primary difference lies in that while true dragons draw their might from the arcane, lóng are instead spiritual beings. Most lóng are manifestations or guardians of some natural phenomena, while others act as spirit guides, or servants of various gods. Lóng are typically serpentine in form, with fishlike overlapping scales and lion-like heads and manes. Lóng do not usually have wings, and can have either four, two, or no legs.


    Mysterious Dragon PowersTM
    Spoiler
    Show
    Much like Wizards and Sorcerers, true dragons are able to perform great feats of arcane power by channeling mana to fuel magical abilities. Unlike Wizards and Sorcerers however, who channel mana from the surroundings or leylines, whether through ritualized 'spells' or by sheer charisma, true dragons maintain their own inner reserves of mana, which they can draw upon at will. This reserve of mana enables true dragons to weave magic far more powerful than that of most wizards, though typically with less finesse, as they are drawing on a natural talent, rather than learned skill. Some dragons do study magic, however, becoming skilled wizards in their own right. Their inner reserve of mana also allows a dragon to activate his abilities and use magic in otherwise magically dead zones, and certain types of anti-magic field or other magic blockers, though this is quite rare. The downside of this method of casting is that dragons burn through their reserves rather quickly, and must replenish this mana store constantly (see diet). Also, certain spells, like Mage's Disjunction or specially enchanted weapons can destroy a dragon's mana store, rendering it 'helpless'.
    Besides fueling arcane magic, a dragon's mana store also fuels two other important abilities - their primary breath weapon, and their natural ability to polymorph. All true dragons are capable of polymorphing into other creatures smaller than themselves, including some forms of complex protists, such as oozes or slime molds. Additionally, all true dragons are capable of reproducing with any species they are capable of polymorphing into naturally, producing half-dragon offspring (half-dragon oozes, why not!). Dragons are also, of course, able to use conventional magic to polymorph themselves into a wider variety of living things, including plants and bacteria, however they are not capable of reproducing in this state. So no half-dragon palm trees, sorry.
    When polymorphed, a dragon retains all of its mental faculties, but is limited to the physical capabilities of the form it inhabits, including the loss of its breath weapons. However, they are also able to temporarily override this limitation, accessing their full strength no matter what size they're in, at the cost of mana. You have not lived until you have seen a jellyfish lift a boat out of the water and then reduce it to ashes with its flaming breath.
    Speaking of breath weapons, all dragons have an elemental breath weapon, that is primarily magical in nature. In the case of terrestrial and faerie dragons, the element of any individual dragon's breath depends largely on their temperament. It is true for example, that Red Dragons, by nature, tend to have temperaments leading to fire breath, thus leading to the common belief that all Red Dragons have fire breath, however this is not necessarily the case. In planar and elemental dragons, their breath weapon will relate to their home plane or element.


    Dragon Biology
    Spoiler
    Show
    You know it. Large, lizard-lizard like, big wings coming out of their back. Most dragons have ribbed, vaguely bat-like wings, however some dragons have irregular wing structures, including some aquatic dragons even having sail-like or fin-like wings in order to swim better. Faerie dragons may have normal dragon wings, or in some cases butterfly or dragonfly wings. True Dragons, unlike their close cousins the wyverns, do not usually possess venomous spines or fangs. However, many terrestrial dragons, including faerie dragons, have a secondary breath weapon, usually chemical based, such as anesthetics, sedatives, paralytics, or even narcotics and hallucinogens. Unlike a dragon's primary breath weapon, which is a Mysterious Dragon PowerTM and varies from individual to individual, secondary breath weapons follow the rules of inheritance and are passed down through families, with especially unique or potent chemicals becoming strongly associated with certain families, such as the Deime family and their potent fear-inducing hallucinogenic breath.
    Most true dragons start off life as a hatchling, about the size of a large cat. Among terrestrial dragons, metallics are more likely to raise their young, alone, in pairs, or as a colony, as opposed to chromatics, who often leave their young to fend for themselves. Hatchlings grow relatively quickly until about the size of a draft horse (tail not included). At this point, they undergo a brief growth spurt until sexual maturity when they are usually about the same length as a whale shark. They continue growing at a decelerating rate throughout adulthood, until their growth rate reaches about a centimeter per year. Despite this, dragons never stop growing. Very rarely, dragons can grow to become as large as a mountain or more, and there are legends of dragons billions of years old (who have inevitably left the material world for the outer planes, where it is more spacious) with sizes rivaling that of whole continents, or even planets.


    Diet
    Spoiler
    Show
    But now, what do dragons eat? Well, it's kind of complicated, actually. A polymorphed dragon will only need to eat as much as his form needs to eat. As for dragons in their true form? Oh damn. An adolescent dragon is the bane of farmers everywhere - many are not above stealing vulnerable livestock to feed themselves through this turbulent phase. And it just gets worse from there. As dragons age though, their bodies slowly become more and more infused with magic, slowly destroying their need to eat as they sustain themselves on arcane energy alone. Paradoxically, a mountain sized dragon eats even less than a shark sized dragon... and the continent sized ones seem to be able to sustain themselves on thought alone...
    Or not quite. Because there's a second reason dragons eat, and it's this reason that gives so many of them their poor reputation. Spirit. Life force. Dragons feed off it, and convert it into mana. It sustains them and satisfies them, beyond the simple proteins and fats their prey made of. It is the reason even the most benevolent of dragons must eventually kill living prey, or leave itself at a permanent disadvantage. And it's also the reason why, more often than not, dragons like to prey on man more than any other creature. All Life force is not equal after all, and it's pretty safe to say that any sapient creature is more Spirited than a cow or a sheep. Oh, and it gets worse. Because after all, what can be more Spirited than a regular human?
    ...
    Virgins, of course!
    ...
    And you get double mana if they're a princess.
    Last edited by Kris on a Stick; 2011-07-06 at 11:33 AM.
    Quote Originally Posted by Douglas Adams
    In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

  4. - Top - End - #454
    Orc in the Playground
     
    Warpfire's Avatar

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    Alamar


    Gender: Male

    Race/Species: Golden One

    Age: 78 (Apparent Age: youngish)

    Class/Profession: Sorceror-Swordsman

    Description: Alamar has skin the color of pure gold, and where his eyes should be white they are a lighter shade of gold. His irises dark, almost enough to be the same color as his pupils. Alamar takes the word 'statuesque' to a new level. He looks almost as if a sculpture stepped down from its place and started walking around. He is tall, muscled, and has features attractive in a very sharp and defined way. Everything about him is seemingly perfectly proportional. He can typically be found wearing simple black clothing and keeps his curly dark hair short.

    Personality: Alamar is a seeker. For what or who even he himself is not sure, but he is a driven individual who doesn't give up once he starts something. Sometimes this can lead him to be stubborn, refusing to abandon courses even when they are plainly no longer fruitful. He is also very outgoing, always looking to meet new people and learn about what makes them do what they do.

    Equipment:
    A black wooden staff topped by a golden orb, inscribed with runes.
    A gladius with a rune-marked hilt.
    Several obsidian wands, with the same kind of symbols.
    A well-kept spell book.

    Abilities: Alamar is a master of both sorcery and swordfighting, though he is slightly more skilled with magic. His magic is based in a set of runes developed by his people, that can be carved into objects to enchant them as well as used in rituals and spells.

    Backstory:
    Witch Hunter Avatar by Dr. Bath
    FFRP:
    Jacob Morin
    Jason [Trinity]
    Alamar
    Hyde

  5. - Top - End - #455
    Pixie in the Playground
     
    Logician's Avatar

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    Alias: Vates cannot speak, so it is likely that most of the people he interacts with will not know his name, because of this, Vates is used to going by whatever people happen to call him at any given time. Feel free to nickname him whatever you want or just call him "that psuedodragon" etc..
    Gender: M
    Race: Vampric Psuedodragon
    Age: 784
    Alignment: CN, not strongly either.
    Class: Bard/Ritualist
    Power Rating: E- in a brawl, but he has some bewitchment magic from his draconic vamprism. And while his rituals are rarely weapons, if he has a large amount of time to prepare for a very specific situation he could use them as such to be arbitrarily powerful.
    Descriprion: Vates is about two and a half feet from the tip of his barbed tail to the tip of his face. His wingspread is probably an equal measurement. His scales are a bright red, and his body is slightly more linear than a normal dragons. He has a mischievous face and the lazy yet superior demeanour of a cat.
    Personality: Vates is lazy and superior acting, basking in attention. Being a bard, he loves qualities and situations which would make good scenes in a story, and will often work to engineer situations as such. Like most dragonoids, he has an unhealthy obsession with treasure and shiny things.
    Equipment: A large and varied assortment of magic items he uses in rituals. Typically however, he would leave all such items in his lair (really more of a nest, but don't tell him that) and carries nothing on him.
    Abilities:He has a passive charm effect due to his draconic vamprism, he can strengthen this effect through eye to eye contact to a level dependant on the will of the target (ranging from no change in the shrug-offable charm effect to complete devotion). His barbed tail can deliver poison which can put human sized and below targets to sleep. He is immune to all things undead would be logically immune to and has typical vampire weakness'. He has extensive knowledge of rituals, and uses his lair/nest to practice them in.
    Backstory: To escape a normal psuedodragon's lifespan of 15 years, he intentionally contracted vampirism. To escape the mob that would end his life due to said vamprism (and possibly some abusive shinanagans) he cast a ritual of escape. Obviously, this landed him in the Nexus.

    Other: For some reason, despite being telepathic, Vates cannot communicate in language. Instead, he beams general concepts, images, or music into whoever he is trying to communicate with, or just uses body language. (normally this means tvtropes articles, pictures drawn in 10seconds in mspaint, or youtube)
    Last edited by Logician; 2011-07-08 at 01:27 PM.
    Thanks PersonalSavior for the psuedodragon avatar.

  6. - Top - End - #456
    Pixie in the Playground
     
    Lost_Deep's Avatar

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    Traverly

    STATUS: AWOL

    Alias: None.

    Gender: Masculine Programming

    Race/Species: Experimental AI

    Age: Brand new

    Alignment: Neutral Good

    Class/Profession: AI

    Description: A sphere a bit larger than a human head, with a green screen on the front. It has a place to plug in a USB device under the screen.

    Personality: Really quite eager to do anything, and really quite willing to be a hero, his heroic impulses are kept in check by his lack of limbs and a bad case of insanity. As in, he is completely loco. Has bad personality shifts.

    Equipment: A screen, a USB Plug-in, camera, mike, and a wireless card.

    Has since been given a hard core robot dog body, and has a humanoid body in the works!

    Abilities: Knowledgeable on a lot of things, and very well-educated on combat, but limited by his limblessness. Good with computers.

    Backstory: Escape from the Lab of Dr. Vindleichs Who knows!
    Last edited by Lost_Deep; 2011-10-14 at 08:43 PM.

  7. - Top - End - #457
    Barbarian in the Playground
     
    Mindfreak's Avatar

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    Zach Rolfe
    Alias: The Pokemon Trainer
    Male
    Human
    Age: 13
    Chaotic Good
    Profession: Pokemon Trainer
    Description: Zach has short brown hair and brown eyes. He has tan skin and his nose is a bit crooked from a schoolyard fight long ago. He used to wear a hat, but it got lost when he traveled through the worlds. He wears a vest(like the kind Ash wore in the first season of pokemon) and has a belt with 3 Pokeballs on it. He is also 5'10". He also wears glasses
    Spoiler
    Show

    Personality: Zach can get emotional about things easily, so it's like he has multiple moods at once. He goes through mood swings often.
    Equipment: 10 Pokeballs, 5 Super Potions, 2 Antidotes, 1 Vest, 1 Vulpix(lvl23, named Voltron), 1 Nuzleaf(lvl 16, named Simon), 1 Wurmple(lvl 3, named Sting), 1 Eevee(Level 3, Named Megan), 1 pair of Glasses, 1 pokedex.
    Abilities: He can throw Pokeballs like nobodies business. He is smart and can make great strategies. He can spot creatures moving in grass from 100 ft away. He can swing a bat well.
    Misc: He will probably try to catch people that look like pokemon.
    Last edited by Mindfreak; 2011-09-10 at 07:01 PM.
    Infernal Mindfreak selling Hell as Heaven by Savanna. Thank you, love!
    Nexus Characters | Pokemon RPG Rules
    Busy with Life

  8. - Top - End - #458
    Barbarian in the Playground
     
    Rotting Baron's Avatar

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    Ashley Cross

    "It really is amazing, what one can see when you give them a catalyst."

    Alias: N/A
    Gender: Female
    Race/Species: Half-elf
    Age: 23
    Class/Profession: Illusionist

    Description: Ashley is a rather attractive woman, though not exactly a knockout. She’s tall and thin, though still with some slight curves to her body. The illusionist has straight brown hair, worn past her shoulder, and sharp green eyes. She has fair, smooth skin and a pretty face.

    Her clothes are made for traveling, but are somewhat form-fitting. She wears black pants, a blue shirt, and brown travel boots. She also has a blue cloak, and two small cloth bags are tied to her waist, alongside a dagger.

    Spoiler
    Show


    Personality: Ashley is a shy woman, on the surface. She tends to be rather quiet and soft spoken. She’s also not very confident of her own powers and appearance, with a borderline inferiority complex. Talking to her without an introduction can send her into a small panic.

    But if you’re patient with her, you’ll discover that she is quite the loyal friend. She will protect and help her companions and allies whenever she needs to. And when someone she likes is in danger, she’ll go to just about any means to take that danger away.

    She has a thirst for adventure, which is probably the main reason the illusionist ended up in the Nexus to begin with. Ashley wants to explore the unexplored, and see the unseen. It’s gotten her into trouble a few times, but she feels exhilaration when off the beaten path.

    Overall, Ashley is a meek, shy optimist who is loyal to her friends and craves exploration. Hence, she speaks in Navy.

    Equipment:
    -A small bag of sand, the prime catalyst of her illusions.
    -A dagger. Ashley occasionally enchants it.
    -A bag of holding, that contains numerous arcane materials.

    Abilities: Ashley’s main asset in combat is her ability to create complicated illusions from simple sights (known to her as catalysts.) Although she could use things in the environment (clouds, the moon, etc.) what she prefers is the sand she keeps in her bag, as it is magically charged, and helps her direct the illusion, based on the emotion she wants to provoke. For example, if she wanted to provoke fear, she would toss a small pinch of sand, and make a fearsome knight out of it. Only the intended targets can actually see the illusion.

    Although this is Ashley’s best magical ability, it is certainly not her only one. She has minor conjuration and divination abilities, able to scry, create basic spells, and enchant items. Outside of magic, she has a fair amount of skill in wielding her dagger. She is always researching further into magic, so she is also able to create different spells.

    Finally, she is completely immune to fire, mundane and magical. It doesn't burn her, and she doesn't feel pain (anymore, anyway.)

    Backstory: To come later.
    Last edited by Rotting Baron; 2013-09-30 at 07:27 PM.
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  9. - Top - End - #459
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    [QUOTE=Beans;11405697]Krystyna 'Krys' Malden
    Gender: Female
    Race: Tigris
    Age: Tigris age the same as humans do so 18 and a half.
    Alignment: LN/LG
    Class: Paladin / Alchemist
    Appearance:
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    Krys is pretty much average except for the fact that she has black tiger stripes alllll over her body. Her hair is red but almost looks dark pink and she likes to keep it up out of her face. She is usually seen wearing an armor skirt and an armor top and carrying her sword and shield if she's not carrying things for her master.
    Abilities: She can transform into a tiger that can walk on two legs.

    Equipment: Sword, Shield, Healing potions
    Personality: Krys is highly moralized. Doing the right thing is right and doing the wrong thing is wrong. However she is still a girl even if she is a warrior and squees at cute little bunnies and kittens and swoons over cute boys. She's also a little clumsy but don't let that bother you. She's only ever accidentally taken a limb off of someone once.
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    Neutral itP
    Couple itP
    Pyrope FwM pony

  10. - Top - End - #460
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    Drulth

    Gender:Male
    Race/Species:Lizardman, lizardfolk, argonian, etc; scaly anthropomorphic dude.
    Age: 37
    Alignment: CN would maybe be the most accurate, overall, but anthing adjacent to CG fits in some circumstance.
    Class/Profession: Barbarian and Sorcerer are the terms by which Drulth was commonly called. In D20 terms, Drulth would be more akin to a Barbarian/Wizard, with some elements of pathfinder Witch.
    Power Rating: Defensively, A-, offensively, C+; good at surviving more than immediately winning.
    Description: Drulth is a hunched, reptilian creature. Although of normal height, most would figure him short, on account of his hunch. The pale, mintgreen remnants of his scars flicker over his scales like the trails of shooting stars. His eyes burn a dull but burning gold, without iris or pupil, and his figure is lean and bony. Drunkedness suits him, for it is the only state in which it is not painful to form his long, flat mouth into a smile other creatures could understand.
    Personality: Drulth is long accustomed to, in one manner or the next, hiding his true self; few and far-between are the places, even for those who may travel freely between planes and realms, where an ophidian creature is not met with emnity. He is saturnine and wily by nature, free to being conversation, but closed to serious topics until his trust has been earned. Drulth is a creature enamoured of the dark for what it may hide from the world, from all those worlds which would intuitively despise him.

    Equipment: Drulth carries with him innumerable instruments of battle, ready for enchantment, but prefers polearms and impact weapons, on the knowledge that any weapon which is to be used to kill is best used from far away, and the others best dull enought to be safe.
    Abilities: Drulth is an extremely capable fighter, if subdued by his own wane of affect, and more apt than one would expect in the ways of sorcerery, especiall those aspects which pertain to nature, in one sense or another.

    Backstory:Drulth grew up in a swamp, as most of his kind do, but soon found himself alone in the world; his father was sacrified as a heretic by the tribl shaman, his mother was absent always, in the name of caaring for them. Drulth left as soon as he had the magic to be able. Since, he has sought nothing more than a place to belong, with the other misfits and half-breeds.

  11. - Top - End - #461
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    Kathrine Wyrmhunter
    Alias: The Last Wyrmhunter
    Female
    Race: Humaan
    Age: 20
    Chaotic Good
    Profession: Dragon Hunter
    Power Rating: Hero of Legend
    Description:
    Plate Mail and Helm Design:
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    Kathrine has short dark green hair and golden eyes. She wears a helmet inscribed with runes that protect against a dragon's fire on it. The runes glow a steady blue. She wears plate mail that has runes inscribed on it that protect against a dragon's fire and makes it more resistant to damage and allows her to run faster. These runes glow purple. She has tanned skin that is flawless and freckles on her cheeks. She carries a sword that is made of metal that can break through a dragon's scales easily and has yellow glowing runes on it that protects it from a dragon's fire and from breaking. She carries a kite shield that has purple glowing runes on it that protects it against a dragon's fire and makes it more resistant to damage.*
    Personality: Kathrine is a happy person that helps people often. She gets uncomfortable around half-dragons that do good and other good dragons. She gets angry at dragons really easy as well. She doesn't believe that anything with even a single drop of dragon blood can ever be good. She doesn't really respond to flirting.
    Equipment: A helmet that protects against a dragon's fire. Plate that protects against a dragon's fire and is tougher then normal plate and allows the wearer to move faster. A sword that breaks through a dragon's scales easily and is resistant to a dragon's fire. A shield that is tougher than a normal one and is resistant to a dragon's fire. A pouch filled with 200 gold pieces. A pendant that helps her sense if dragons are nearby. It glows blue the closer it gets to a real dragon. This doesn't work on half-dragons and psuedodragons. None of the runes on her equipment that makes them better than normal work if someone who doesn't have the blood of a Wyrmhunter tries to use them. She is making a bow that is effective against dragons, but it isn't finished yet.
    Ablities: Because of a result of much training since her birth, she is quite skilled with any weapon. She's best with a Longsword, a Longbow, and a Greataxe. She is very skilled at fighting dragons and knows many of the tricks they try to pull in fights. The iron that is in her blood hurts dragons like holy water on a vampire. This iron is what set the Wyrmhunter line apart from other families. Her sword was made from a collection of the iron in Wyrmhunter blood over a very long period of time. It has always been around and is reforged every time a new bearer is chosen. Her blood without the iron in it acts as an elixir for dragons that makes them regenerate faster than normal.
    Backstory: Kathrine Wyrmhunter comes from a long line of Wyrmhunters. She is a 22nd Generation Wyrmhunter who's blood is pure Wyrmhunter. She was trained from birth to hate and to fight dragons. Her father was the bearer of the Wyrmhunter Sword before her, and his blood's iron was added to the sword after he died and the sword was reforged. In her world, dragons roamed the planet and attacked humaans for no reason. The first Wyrmhunter started the fight against these dragons and it has carried on ever since. When Kathrine was 18, she finished her training and became a full-fledged dragon hunter. He father died around that time, so she inheirited the Wyrmhunter Sword. When she was 19, her town was destroyed, killing anyone else with Wyrmhunter blood that lived there. Her town was also the last place with Wyrmhunter blood. She escaped only by the nearby river. She went back later to retrieve the armor and weapons of the Wyrmhunters, but the bow was destroyed. She went around the world then, killing all of the dragons that attacked her town and eventually killed the Mother Dragon in her nest. She took the Mother Dragon's scales for arrows, the sharpest and strongest you could get. It took her 1 year to hunt down all of the dragons. Right when she left the cave of the Mother Dragon, she fell into a rift of time and space. She ended up in the Nexus.
    Last edited by Mindfreak; 2011-09-10 at 07:03 PM.
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  12. - Top - End - #462
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    Because I haven't document anywhere near all the characters of mine whose names start with 'A':

    Arlem d'Arlion

    Alias: None that are reused
    Gender: N/A
    Species: Merseine - Amphibious, vaguely humanoid shapeshifters.
    Alignment: N/A
    Class/Profession: Psion as a class, Extremely Minor Deity as a profession
    Power Rating: B More than human, but not particularly useful in a fight or a debate.
    Appearance: Could be anything, but it often looks like this, this, or this. but it should probably be mentioned that it (just about) always, always, has a smooth-edged, reflective smiling drama mask, with no holes for eyes or mouth, completely solid, which has a fine chain trailing from it which fades away into nothingness link by link.
    Personality: Overly cheerful and flirtatious, but with a short temper and a tendency to random swings of mood into depression or rage. But generally its emotional dial is on Happy.
    Equipment: A dagger (named Dorothy) whose hilt and crossguard are stylized as a fighting eagle and snake. From the hilt is the other end of the mask's chain, as well as several symbols (anchor, spear and shield, a mask) on their own chains like bracelet charms. Although Arlem often talks to it, it is neither intelligent nor alive. The aforementioned mask (which houses Arlem's personality and is highly magical). Little else.
    Abilities: First, perfect mimicry of shape and voice, as well as looking like people who exist only in its imagination. Second, pretty good mind reading, looking into memories. Less well developed psychic shields and psionic suggestions. Minor belief-based semi-religious magic. Greatly difficult to permanently kill; bodies are expendable, though good to have, and that mask is really hard to break, and seems to vanish if you're not keeping an eye on it. It's also pretty handy with a knife and a slightly better than average shot with a handgun. ((This is the powered one, after all. Well, also Riace ))
    Backstory: It was a pretty nice guy once, with a pretty nice life. The end of his world messed him up quite a bit. Though he was among the lucky few to escape via inter-dimensional portals, his subsequent time on a flying magic pirate ship didn't help his state of mind, nor did being excommunicated and set on by bounty hunters for his role in a terrible incident involving witch hunts, amnesia and a huge city fire that killed thousands. He left through a doorway that led to a bar in the Nexus and never went back, though (s)[z]he's revisited the ruins of her home planet and its few survivors often enough. Quite unstable by this point, a run-in with Angela, a doomed friendship? with Perhsies, Marle's vanishing, and the catperson invasion left it utterly mad.
    Arlem regained a glimmer of sanity when a fake god gave it a knife, which serves as a focus for her delusions and the darker aspects of her personality. He's since stopped murdering random civilians, tried to make peace with his enemies, and took positions helping rebuild his world and defend a clan of sea-elves in his spare time.
    Miscellaneous: Favorite food is humans, followed by chocolate, and then tea. Quite possibly insane.
    Last edited by Recaiden; 2011-07-13 at 08:55 PM.
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
    ~Inner Circle~
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    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Echidna by Serpentine - But I also make avatars

  13. - Top - End - #463
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    Abraham Jones

    Alias: Angel Eyes
    Gender: Male
    Race/Species: Human
    Age: 43
    Alignment: Chaotic Good
    Class/Profession: Bounty Hunter
    Power Rating: 4 when in fisticuffs, 5 when using his gun
    Description: Wears an old, beat-up western duster, a red bandana, black sunglasses, jeans, cowboy chaps, a belt, white shirt, black vest, left hand fingerless glove, right hand full black glove, old beat up brown cowboy hat, and two ammo belts. Both his eyes are cybernetic, as is most of his head, his entire right arm, and most of his torso.
    Personality: A man who just wants to see justice in the world, and for the people of the Nexus to have safe and stable lives. Of course his dealing of this justice is brutal and swift.
    Equipment: His revolvers (.44 magnums), ammo in the ammo belts, and a bag full of misc things. On the ocasion he forms a posse, he likes to bust out a winchester rifle he keeps hidden somewhere.
    Abilities: Because of his robotic arm and computer assissted targeting with his aim he can draw and shoot faster and more accurately than a normal person. The parts of his body covered in robotic parts are generally bulletproof and damage resistant.
    Backstory: Originally an officer of the law for many years, he grew disgusted by all the injustice he saw in the world, all the crimes committeed, and the guilty getting away with their crimes. Ultimately he turned in his badge, sold his house and all worldly possessions, and used the money raised to buy himself the mechanical implants he now uses, to give himself an edge over all the scum he planned to deal justice to, one bullet at a time.
    Miscellaneous: Sometimes he will form a posse if he's dealing with some pretty nasty sob's

  14. - Top - End - #464
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    Hyde


    Alias: Once operated as a KNAVE (now defunct organization that enforced a highly twisted brand of justice) under the name of Sir Conviction

    Gender: Male

    Race/Species: Humanish

    Age: ?- Appears to be in his thirties.

    Class/Profession: Blackguard

    Description: Hyde is a very large man, seven feet tall and sturdily built. His hair is dark and kept short, his face clean shaven. His features are harsh and striking, as if arrogance and cruelty are part of his very appearance. Most notable in his appearance is his eyes. Depending on the state of his 'diet', they glow red to one degree or another. When weak his irises merely gleam slightly, when strong his eyes become two blazing crimson orbs. A large brand in the shape of a pentagram stretches across his back.

    Personality:

    Equipment: Torn gray clothing.
    A small pouch that contains more than it appears.
    The Grey Knight's Spear and Armor- a powerful set of infernal equipment that enhances Hyde's powers. They are tied to his soul-eating and can only be summoned when he has consumed at least once recently.

    Abilities: Hyde is highly skilled in close combat, especially with his favored weapon, spears. He is possessed of great strength and can use his size to his advantage. However, his true capabilities come from his ties to the demonic. He is capable of powerful magic, especially in relation to the infernal. This comes at a price. To power these abilities, he must feed on souls. He has a few natural abilities in relation to this- the ability to consume souls, to sense them, and to manipulate them in certain ways.

    Backstory:
    Witch Hunter Avatar by Dr. Bath
    FFRP:
    Jacob Morin
    Jason [Trinity]
    Alamar
    Hyde

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    Call me John
    Alias: Hope, Order, Knowledge
    Male
    Race: Immortal
    Age: Infinity
    Chaotic Neutral
    Profession: Immortal
    Power Rating: A B, eventually becomes an S the more he re-learns and the older he gets.
    Description:
    Teenager Form:
    Spoiler
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    He looks like a little boy about the age of 8 with really short brown hair with a cowlick. He has green eyes in this form and fair skin. He also has long, pointed ears. When he is within the pyschoplane, he looks like a 20 year old version of his 8 year old form.
    Personality: He does things because he's bored. So he does things unexpectedly sometimes to create excitement. He tries to be amiable most if the time.
    Equipment: He wears jeans and a green t-shirt most of the time, though he can easily wear anything.
    Ablities: He has all the powers of an Archmage of the highest caliber, plus abilities that gods have. He doesn't have access to all of them yet, because he restarted and he has to learn everything again.
    Backstory: John has always been one for law and order. His backstory doesn't matter because he doesn't remember any of it.
    Last edited by Mindfreak; 2011-07-19 at 02:21 AM.
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  16. - Top - End - #466
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    Thumbs up Re: Nexus Character Directory

    Lucian Rolain


    Alias:Guest#1, The PolterGuest
    Alignment: True Nuetral (leans toward chaotic/good at times)
    age:
    Profession:Bard (not the elan bard...smarter than that)
    power rating:4 by Quinsar
    description:middle aged half-elf, has shoulder-length black hair with 3 blue stripes running through it. wears a light grey t-shirt (closer inspection reveals a dragon print), blue-jeans, and black boots, wears a slightly shorter than average black trenchcoat over his shirt and a dark grey trilby. carries a scimitar-ish longsword with a flame aura. is sometimes seen with a large bestial-looking fire elemental.
    personality:moody, although almost always has a smile on his face, and is very understanding of others. knows almost all languages known to man, except for druidic...freakin' druids...very touchy about his past.
    equipment:aformentioned longsword...leather armor glimmered to look like a trench-coat/trilby...a red gemstone on a pendant, with which he casts spells...
    abilities:highly skilled singer, minors in the arcane arts and dexterious combat. kind-of a squishy.
    Backstory:to come later
    Avatar by the amazing Savannah
    doll avatar by Recaiden
    I'm not a weird, odd, or unusual human. Just a shiny one.
    This is what I do in my free time
    Dread Pirate Roberts in the playground

  17. - Top - End - #467
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    (I am not sure what to classify this as. Maybe a pseudo faction-post as with KK's dragons?)

    There is a particular world that has contributed much to the Nexus. Whether this is for good or ill is likely to be greatly debated for a very long time, but its effects cannot be denied. A specific group has been no small part of it, though it has not been the most controversial.

    History (Warning, long)
    Spoiler
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    In that world, two superpowers fought a very long war.

    The first power was the Altaran Dominion, an empire ruled by a hereditary line allegedly stemming back to a legendary heroine who vanished from history after striking an immense blow to the (then differently-named) Dominion's enemies. Some, more fantastical accounts claim she ascended to divinity, though the truth is far less encouraging.

    The Dominion was a bleak place. Its rulers were tyrannical, and it remained under perpetual martial law. The military enjoyed great power, and the nation's industrial capacity was unmatched.

    This country's most (in)famous legacy is its final Prince, a man known to the Nexus as the former Emperor Vyrn, the first and only Emperor of the Acronymian Empire. The Empire's legacy spans further, in its Remnant that still rules Inside.

    The second was and is known as the League of Syndicated States (informally the Syndicate), a conglomeration of smaller countries controlled by a single massive corporation-like organization. The true 'owners' of this organization are not known. As history goes, the Syndicate's territory includes what was once a particular empire that, in ancient days, was at war with the Dominion. This nation once held a massive advantage over the then much smaller Dominion, before this advantage mysteriously vanished, and the country was shattered and absorbed into the Dominion.

    The Syndicate's ruling body started as a simple company and grew until it essentially controlled massive amounts of territory, close to that of the Dominion itself. This amount soon grew once again as it declared that the territory the Dominion took all those years ago now belonged to it, which started the war.

    People in Syndicate territory tended to be a bit better off. Syndicate technology was more advanced in all areas compared to its Dominion competitors, offering its smaller military an edge and giving its other 'employees' (citizens) greater quality of life.

    The general technological level, in more exact terms, was greater than modern even in the Dominion. Old Imperial laser weaponry, cloaking devices, and the now-defunct aerial dreadnought Haven originated in the Dominion. Examples of Syndicate technology include more advanced variable laser weaponry, advanced stealth aircraft, and power armor.

    The war between these powers was long and bloody, primarily being fought in the same region the war was started over, which eventually became known as the Cemetery among forces on both sides for how bloody it was, and the fact that bodies were rarely recovered. The name was fitting, and the graves in the Cemetery only grew in number as the war went on.

    This war was not fought with only soldiers and technology, however.

    While the supernatural was rare in this world, it was by no means nonexistent. Individuals with unexplainable powers in it are termed Anomalies, for good reason-rarely did they ever show any biological reason for their abilities. The Anomalies were treated with extreme stigma from both sides, and neither made a secret of their efforts to capture and brainwash them for military service. Their excuse was that Anomalies were unstable, and to tell the truth, they were and are. When their abilities first manifest, they tend to be uncontrollable and destructive, though exceptions for less directly harmful powers exist. This tendency created such a massive hatred of Anomalies in the civilian population that few people objected to the treatment given to them by the Dominion and Syndicate militaries.

    In addition to the Anomalies, other groups existed. Neutral areas along the borders between the two powers and away from the Cemetery banded together in hopes of avoiding the worst of the war. This, together with one Anomaly, ultimately led to the undoing of the Altaran Dominion.

    First, however, it must be understood that the Dominion's scientists had been attempting to find a way to imbue individuals with artificial Anomaly powers, and ultimately, they succeeded. Codenamed Project Wraith, the product of this effort turned out to have a life of its own, and escaped. The research was done using items allegedly claimed from unusual Syndicate dig sites in the Cemetery, which dated back to its Pre-Dominion times.

    Project Wraith found a host of its own, and was a total success, aside from one issue.

    The host it chose was already a latent Anomaly. This union boosted the host's potential far beyond that of a regular Anomaly. He lived in a neutral city, unmarred by the war...until he was detected by the Dominion military.

    The man in charge of the Dominion military's black ops division, General Drelin, ordered his abduction. It did not go as planned, as the Anomaly's abilities manifested during the capture operation, leading to the city's destruction.

    Not believing the Dominion story that one Anomaly could cause all of that damage, Syndicate forces swelled as the neutrals turned to their side. Many individuals, at this point, took the opportunity to flee.

    The Anomaly disappeared from the world's history completely, not appearing again after the city's destruction.

    General Drelin fled what he saw as the Dominion's inevitable defeat.

    One man, in charge of the Dominion's construction of the Haven, recruited his workers, took the ship (incomplete and unarmed), and fled with it in the chaos.

    Another, a Syndicate officer in charge of one of their strange dig sites in the Cemetery, uncovered a secret that shook him to the core around this time. Not long after, the entire place was wiped out, the most valuable artifact discovered stolen, and all but one transport destroyed by laser fire, the last missing. The rest of the place was turned to cinders.

    As the Syndicate's victory drew near, most of the Altaran royals were captured and executed, including the Emperor himself. One remained, and one remains to this day. Vyrn would go on to blaze a long, bloody trail through history.

    Ultimately, the Syndicate did win. But that victory only lasted for so long.

    One day, Prince Vyrn returned, and he began a rebellion against the Syndicate that brought it to its knees and came very close to restoring the Dominion. His powers gained while in the Nexus baffled many-he was not detectable as an Anomaly, and yet had powers reminiscent of one.

    However, General Drelin returned too, with another monster of an aircraft, the Imperial stealth vessel Spectre. He began attacking both rebel and Syndicate forces with it, both taking severe losses from its every appearance, neither able to fight off multiple sides very well at this point in the conflict.

    Vyrn eventually staged a battle in the Dominion's former capital itself to draw Drelin out of hiding, causing heavy damage to Syndicate and rebel forces. Vyrn and some of his men boarded the Spectre, and succeeded in sabotaging the craft. Drelin then took an unexpected action. He activated a device he had installed on the ship post-theft, ripping a portal back to the Nexus below the burning Spectre as it was crashing, and it came to rest near GLoG. The Prince and General were both sucked back into the Nexus as well.

    The damage done in this conflict led to a widespread collapse of Syndicate control. Much of the Dominion's former territory was in chaos, until the Syndicate, still largely unopposed, once again established order. Even then, though, this order is far more tentative than before, and much lies hidden in the former Dominion.


    Anomalies
    Spoiler
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    While only understood as 'freaks with powers', Anomalies have a number of unusual traits not shared by others of that mold.

    For one thing, Anomalies' powers are directly tied to their souls. Anomalies' souls are twisted, bizarre things, generating their powers as a result of some incredibly powerful and very old effect. If they were examined in detail (as much as such a thing could be) it could be described as seeming as though something had been violently torn out of the Anomaly's soul, only for the 'wound' to be 'healed' by something very different.

    Anomalies are, for some reason not yet exposited, incapable of channeling 'conventional' magic directly. More complicated 'ritual' type spells are possible for them, but they cannot channel magic through themselves at all.

    Individual Anomalies do NOT tend to be outrageously powerful. Most simply don't have that level of power at all, and if they do, it tends to not be accessible except in extreme circumstances.

    The most powerful Anomaly is DC. He is the product of the Anomaly-Project Wraith union described in History and no normal Anomaly can have his level of power.

    The powers an Anomaly might have vary greatly. One could be capable of turning intangible. Another could have fire manipulation. Yet another could be a kineticist or telepath (combinations of the two would actually be rare, and would be weaker in those areas than individuals with just one of them, besides Mr. Exception up there).

    Anomalies are, as previously stated, unstable. When they first manifest their powers, they tend to lose control of themselves, often leading to chaos as the Anomaly in question randomly unleashes their powers on their surroundings, if possible. This can also occur when an Anomaly is emotionally compromised, be it by anger, sorrow, or any other overwhelming emotion. This tends to be worse in more offensively powerful individuals-a fire controller will be more vulnerable to it than an invisible. However, Anomalies who practice and gain greater control of their abilities can grow to resist this emotion-based instability.

    Anomalies tend to come in three main types: Syndicate, Rogue, and Latent. Syndicate Anomalies are brainwashed servants of the Syndicate, obviously. Rogues are unaffiliated and uncontrolled. Many Rogues were once part of the Dominion's brainwashed forces. Latent Anomalies are simple-their powers have not yet manifested.


    Other General Information
    Spoiler
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    The only supernatural elements known in this world are Anomalies. Humans are the only sapient species. It's pretty much Earthlike in many regards.

    To go into more detail about technology, Dominion tech is more advanced than modern by a significant margin, including laser weapons (though they were not deployed to all) and cybernetics (generally reserved for military higher-ups). The Dominion's technology was often used for tough, brute force-a Dominion tank might actually be greater in raw power and toughness than its Syndicate counterpart.

    Syndicate technology, though more advanced, couldn't make up for the sheer military size difference enough to go toe-to-toe with the Dominion. Instead, it focuses more on precision and adaptability. Syndicate vehicles, for instance, often favored speed, maneuverability, and stealth over armor. Weapons focused more on precise strikes in vulnerable areas over area effect damage, and were often adaptable for multiple situations. Good examples of both are a certain individual's rifle and shuttle.


    Why does any of this matter?
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    I'm giving people a chance to take the backstory and concepts I've created and create their own Nexus characters with them. These characters don't have to be Anomalies, either-you could make anything from an ex-Dominion Anomaly to a Syndicate Anomaly-hunter. There are, however, restrictions.

    Power levels for Anomalies, naturally, must follow the description established.

    No messing with the main 'plot' of the world. The current state of the world is described at the end of History and is not to be changed. You are free to make up minor details such as exact descriptions of some weapons or characters' hometowns-what I've worked out is mostly large-scale detail, which I hope to somewhat rectify here.

    No making your characters too important in the grand scheme of things. For example, a lower-level Syndicate or ex-Dominion officer would be acceptable, but no making a General or other such individual.

    Finally, besides these guidelines, all characters created from this are to be run by me before being played. I reserve the right to veto something if I feel it doesn't fit or breaks the established guidelines.


    This sucks.
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    This has all been developing in my head for a long time, and has never been 'written down' until now. Each and every detail was made up as I went along with my characters, DC and Vyrn being behind most of it.

    So, yes. It probably does suck, but I am fairly proud of it for what it is-something I patched details onto over a fairly long period of time.
    Last edited by Darkcomet; 2013-02-24 at 01:46 AM.
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  18. - Top - End - #468
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    Reginald Fancybritches
    Alias: The Hugging Butler
    Male
    Age: 22
    Race: Human-Part Nymph
    Alignment: Good
    Profession: Butler
    Power Rating: A B+ in hand to hand combat. A D with a weapon. A C+ with silverware. A C- with firearms.
    Description: Reginald has short black hair and light skin. He has dark blue eyes that seem to mesmerize those who look into them. He usually wears a Victorian Era Suit with coat-tails and white gloves. He keeps a pocket watch in his pocket. Has a tattoo.
    Suit:
    Spoiler
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    Personality: Reginald is depressed a lot because of the bomb in his brain. He also rarely talks.
    Equipment: Victorian Era Suit. Pocket Watch with 4 green liquid filled vials that act as Deux Ex Machinas. White Gloves. A Legal Pad. His Fists.
    Ablities: He is a master of hand to hand fighting and is a master with silverware which e uses as ranged weapons. He moves extremely fast when he's just using his fists. When he uses a weapon he is significantly slower. He made a deal with the devil a while ago to become one hell of a butler. This demon was later killed by a paladin traveling through the worlds and Reginald got to keep his powers and his soul.
    Back Story: Reginald has never been much of a talker, he rarely talks and only then it's to dispense advice. He mostly writes things down on a notepad. His world is a Steampunk-Victorian Era World. He was trained from a young age to be the best butler he could be, while also being trained to protect his master. He was trained heavily in hand to hand fighting and throwing silverware since he wouldn't always have a gun or sword available. As such he is extremely proficient with his fists and silverware, being a master of hand to hand fighting and an expert at throwing silverware. At the age of 14, he struck a deal with a demon to become the best butler he could be. This gave him amazing speed while using only his fists and great accuracy when throwing silverware. When he was 16, a paladin killed the demon, and he was able to keep his powers and his soul. At the age of 20, he pissed off the wrong kind of person who implanted a small bomb inside his head, if he doesn't hug someone every 3 hours it will go off. It starts beeping when he has only an hour left, and then it gets faster and faster until he runs out of time. Thankfully, he has trained himself to only need to sleep 10 minutes an hour. He came to Nexus through the world connection service on his world, which is a major stepping stone between all of the worlds. You can reach any world by traveling to his world, thanks to the advanced technology. Reginald is also an expert on all steam based technology, and, if given enough time and materials, he could build a steam powered mecha. Reginald wishes to find a job in Nexus(having abandoned his old job. He can be hunted down and killed for abandoning his butler job which lasts for life. Kids like Reginald are specially breed to protect a person till the day they die). He wishes to butler again, but not have to butler until he dies. Kids like Reginald are specially breed from nymphs and humans to create a good looking butler.
    Last edited by Mindfreak; 2011-09-10 at 07:08 PM.
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  19. - Top - End - #469
    Pixie in the Playground
     
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    Darst VonRog

    STATUS: MIA

    Alias: Darst. Just Darst.

    Gender: MAN

    Race/Species: Deep dwarf

    Age: Middle-aged. About equivalent to a human’s 21

    Alignment: Chaotic Sunthinerother.

    Class/Profession: Miner, survivor.

    Power Rating: C+

    Description: A dwarf with grey skin and blue glowing eyes, wears nothing short of leather armor and a mining helmet. Rich, course, black beard. A real dwarven beard. Always has his pick.

    Personality: Jaded from spending too long underground, paranoid from too many ambushes, and cranky from the bottom of his boots, but gives respect to those who deserve it and always tries to find a third option.

    Equipment: Heavy pick, mining helmet, leather, and survival equipment. Often carries enough rations for three days.

    Has since received a helmet of the mist from a random encounter.

    Abilities: As a deep dwarf, he has darkvision and low-light vision better than mountain dwarves. The mines have served as a bottomless resource for honing his body into a hard mass of muscle and bone. The creatures in the caverns of the depths have helped train him in with his pick, fists, feet, and whatever else might be in his hand at the moment. Finally, deep dwarves are prone to a rage in which they focus on one enemy until they are dead. (There are two ways to read that sentence, both are accurate)

    Backstory: Cut off from his mining party, Darst had to navigate the tunnels, hoping that he would find a recognizable path before something else found him a recognizable meal. Surprise: he found his way to the surface. Now what is a hard core deep miner s’posed ta do?
    Last edited by Lost_Deep; 2011-10-14 at 08:42 PM.

  20. - Top - End - #470
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    Jack Note
    Alias: The Music Maestro
    Male
    Age: 25
    Race: Half-Elf
    Alignment: Chaotic Neutral
    Profession:Singing Criminal
    Power Rating: C+
    Description: Has emerald green hair that is slicked back. Wears a green suit with music notes on it. Has a cane shaped like a music note. Has emerald green eyes and has fair skin.
    Suit Design:
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    Personality: Impulsive, wild. More to be developed IC.
    Equipment: An emerald green suit with black music notes on it. A note shaped cane that acts as a microphone. The notes on his suit act as amps. He can plug in his cane to other amps but is wirelessly connected to his suit.
    Ablities: His voice is on a wavelength that hypnotized people into doing his bidding when he sings. This can be blocked by earplugs and some people are resistant to it. He also has a well toned body but isn't skilled in melee.
    Back Story: When he was a kid he was picked on for being in choir. When his voice reached a pitch higher then before he found that the bullies were under his control. He then learned how to do this on command. He later teamed up with his father, Marleone, to commit crimes together an help his father prove that he's a great bard. He usually makes the people under his control sing while doing the crime for him.
    Last edited by Mindfreak; 2011-09-10 at 07:11 PM.
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  21. - Top - End - #471
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    "I don't think ya heard me the first time. Stop with the eldritch chanting or I'll-" [Speech interrupted by the sound of laser fire]

    Name: Trent Armitage

    Sex: Male

    Personality Notes: He is not entirely sane, likely having looked one too many madness-inducing things in the eye, but seems relatively stable so long as he doesn't start torching things. A number of things will set him off, though. Mainly, cultists. He hates cultists more than most people do for some reason.

    Ship:
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    Trent has a small stealth ship of sorts. It's a high-tech craft, but not large, on par with, say, a standard shuttlecraft. It looks almost like a futuristic jet, though, with twin engines in the rear and small wings in a similar position on the side. A bulge, contrasting with the rest of the otherwise sleek craft, is in the middle of it, up to what would appear to be the cockpit.

    The engines look fairly standard for, you know, a jet, but they're very quiet, similar to Imperial gunships' whisper engines.

    It looks somewhat like this from above, though less crudely made in Inkscape, obviously. The cockpit area is raised up a bit from the rest of the craft, and it's sleeker in general and closer to the previous description compared to my crude Inkscape dabblings.

    As for the lower area, there's what looks like retractable armor covering something on the underside of the craft, probably a VTOL engine or something of that sort...actually, there are two such sections, one around the middle-the VTOL engine, probably-and a much smaller one closer to the cockpit. That one looks more like it's for dropping a person.

    The ship is capable of cloaking as well.


    Appearance: Trent is a fairly average-looking man with short but messy brown hair, dark eyes, and a scar slashing diagonally across his face from above the right eye down and to the left. He has a soldierly build, but he's no hulking giant or anything.

    Equipment
    Spoiler
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    Trent's original main weapon is a variable-setting assault laser rifle. It has been somewhat modified by someone since its introduction, and can be dialed from weak, extremely rapid-fire shots up to very slow, powerful shots, and everything in between. It also has an 'inferno' setting that fires a very powerful shot designed for maximum raw heat in order to cause targets to ignite. As one final note, the laser rifle usually fires bright blue beams, with the inferno setting firing a brilliant orange beam. The rifle also has a mid-range scope.

    Another weapon is a stunner laser pistol, which fires a wide red beam of weak strength meant to stun normal human-level opponents. It does have a stronger kill-setting, however.

    Trent's also obtained a large-caliber Stub Automatic pistol of excellent craftsmanship over the course of his time here. It's loaded with armor-piercing Man Stopper rounds.

    Other weapons besides these are a new assortment of flame weapons, going from a hand flamer, to a standard-sized flamer, up to a large squad flamer normally only able to be carried by two men. It only becomes usable to a single human if they're in power armor.

    He also possesses a rather unusual dagger. It is essentially anathema to supernatural creatures in general, tending to cut through them with great ease and even cause surrounding flesh to die. It is particularly effective against divine magic-infused creatures, and who knows what it would do to a god...it also has a disrupting effect on magic in general.

    (No, he doesn't carry all those weapons at once, why do you ask? )

    An odd item in his possession is a magic crystal he uses to cast defensive magic, tending to glow when he does so. Common uses by Trent include propelling him into the air and slowing his fall after such leaps. He never uses it offensively, though. He has said that it is unstable and is the last remnant of magic in an otherwise null-magic world, however. It is black in coloration and has a rough, uncut appearance.

    Trent's original armor is rather light, in order to prevent impairment of mobility. It's fairly futuristic in appearance, bearing some resemblance to a much lighter version of power armor, and is colored in black and white. There's a small backpack-like storage compartment on the back for storage of any variety of items that will fit in it.

    In addition to this, he's obtained a heavier (but still relatively light) suit of power armor. This one is red, and covered in lines of text-prayers to protect its wearer.

    He also has a set of high tech goggles that are capable of scanning for various kinds of energies, normal and supernatural alike.
    Last edited by Darkcomet; 2011-09-20 at 10:35 PM.
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  22. - Top - End - #472
    Barbarian in the Playground
     
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    Reis'tiray Morningbird
    "Look at the sea, it never stays the same, does it?"



    Alias:
    Reis(Nickname), Tireil(Alternate name)

    Gender:
    Male

    Race/Species:
    Half-Elf

    Age:
    35(23 human age, just about.)

    Alignment:
    Chaotic Good.... More or less.

    Class/Profession:
    Bard/Wandering Minstrel

    Power Rating:
    D+ - C, somewhere in that range.

    Description:
    *Image Warning*
    Spoiler
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    Personality:
    Happy-go-lucky. Reis has an unfortunant habit of taking the gambling route rather than the safe one. (I have a couple of paragraphs somewhere on my computer, to be updated when I find them.)

    Equipment:
    Two daggers, finely crafted from Elvish steel. A gift from his mother.
    His lute, nothing that special.
    His clothing.
    His Pistol, a rudimentry semi-laser pistol.
    Then there's his lucky feather, which seems to make him unnaturally fortunant in anything he does.

    Abilities:
    Singing powers, the power of voice and music. Of tuneful encouragement to those who are allies.
    Minor Light Magic, only small, but he can create light, throw small spikes of light and other such light based things.

    Backstory:
    ... No, I'm not about to tell you this.(Actually, it's in the same file as the rest of the personality. Updated when I find.)
    Last edited by bladescape; 2011-07-25 at 11:15 PM.
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  23. - Top - End - #473
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    Riley Hayesand


    Alias: The Mind Thief
    Gender: Male
    Race/Species: Human
    Age: 20
    Alignment: Chaotic Neutral
    Class/Profession: Thief
    Power Rating: 2
    Description: Tall, skinny but not lanky, with wide hazel eyes filled with fear. His oily black hair has a greenish-gray tint to it in the right light, and is almost always a complete mess. His skin is a shallow alabaster color with an almost sickly gray tint to it. The air around him is invariably muggy and has a slightly slimy feel to it, like one is near a foul swamp. He has a word tattooed in a strange language on his lower left arm that translates from Cthuvian as 'claimed'. Due to the brand, he is effectively in his early to mid teen years. The elder gods like veal.

    EDIT:

    Riley had his left arm shot off, but it has now been replaced by a prosthetic. The upper half and the shoulder cup are made of transparent plasteel that shows off the wiring and gearwork inside. The lower half is opaque and gray and there's a hole in Riley's palm that serves as the bolt pistol's barrel, and the clip wraps around his wrist. Also, he's now pretty buff for a kid his age, and his skin is a much healthier color. The feeling of death no longer surrounds him, but there's still something off putting about his 'aura'.


    Personality: To be developed as I play him. Definitely a fearful klepto, though.

    EDIT: Riley is now somewhat normal thanks to CB's help, and while still very fearful, he is less likely to fly into a panic, and no longer compulsively takes things just to examine them.

    Equipment: Nothing but his clothes, his wallet, and simple silver ring at the moment. Oh, and his prosthetic has a bolt pistol built into it.
    Abilities: He's pretty much as good at parkour as a human could be. While he's definitely not capable of pulling some assassin's creed type stuff, he can easily lose any mundane pursuers if need be. He also has the ability to steal a physical or mental trait or bestow insanity upon anyone he touches with his bare hands. He cannot touch someone without doing this, so he usually wears gloves. It is extremely uncomfortable for him, and he hears loud, otherworldly, sanity breaking voices. The more traits he steals, the more voices he hears and the shorter the amount of time he can maintain them. He often uses this to knock someone out or make them dizzy so that he can steal from them without worrying about them freaking out at him.
    Backstory: Hails from a scifi (NOT CYBERPUNK OR MOTORPUNK, just typical sci fi) setting with lots of lovecraftian influences.
    Last edited by TechnoScrabble; 2011-09-26 at 05:34 PM.
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  24. - Top - End - #474
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    Lord Gazebo


    Aliases: Gah'zey'boh, The Dread Gazebo, The Grand and Mighty Lord of All Pavilions, The Render of Vows, The Anathema of Love, Terrence
    Gender: Irrelevant, though He is usually referred to in the masculine
    Race: Pavilion structure
    Age: His essence has existed in fractured pieces ever since the original design of the accursed structures was first formulated by the long-extinct Carpenter Gnomes of yore, though He has only made whole and given a purpose recently
    Alignment: Chaotic Wood
    Power Level: S, although the extent to which He can exert His power depends upon the strength of His current host
    Description: Lord Gazebo is a malevolent, incorporeal spirit that lurks within the Nexus, and is thus hard to describe in terms of appearance. He takes on the form of His current host when He manifests, with an additional pair of horrible, unblinking eyes to the roof of the structure.

    Personality: Gazebo's personality is hard to determine, what with Him being a manifestation of hatred that never speaks and prefers spending His time murdering lovers and lurking in gardens. There are a few things that are known for certain: He is wrathful, violent, and he despises affection.

    Abilities: When in a docile state, Lord Gazebo is incapable of directly interfering with the physical world. He is merely able to instill in unknowing mortals the desire to construct bodies for Him to manifest within when the time comes. Those affected by His influence explain the structures away as tasteful decorations for their parks and gardens, though this is merely a false assurance. All gazebos lead to Him, and within each lurks He. Through these buildings, these waypoints of His malice, He watches. He is always watching.

    Whenever feelings of intense love are expressed near one of His grand altars, Lord Gazebo becomes enraged and manifests. The approach of Gazebo is usually heralded by a darkening of the sky and the sound of creaking boards. Once manifested, Gazebo has total control over His host of choice, and is capable of reshaping the structure as He pleases. He is mostly limited to using the materials of His host, although He is capable of incorporating nearby constructs into His form when necessary. He is also capable of manifesting within other, similar structures, although He seems to prefer those which bear his dreadful name. When enraged, He cannot be deterred from His goal of destruction by any means, and pursues the targets of His hatred until either He or they are destroyed. He is immune to arrows and attempts to detect his intentions, and fears only fire and lumberjacks.
    Last edited by Saurous; 2011-07-26 at 07:55 PM.
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  25. - Top - End - #475
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    Tuun


    Alias: That Perverted Teenager
    Gender: Male
    Race/Species: Cupid
    Age: 17
    Alignment: Chaotic Evil
    Class/Profession: Archer
    Power Rating: D
    Description: Normally going barefoot, he wears a pair of white patchwork pants and a sleeveless black shirt. Physically, he looks like a fit 16-year-old boy with small wings that can still somehow support his weight. He always has his bow and quiver with him. ALWAYS.
    Personality: Somewhat sadistic, Tuun likes to watch the chaos when two people who really shouldn't fall in love, or, sometimes worse, fall in lust. In person, he's fun and clever, though sarcastic most of the time.
    Equipment: All Tuun has is his bow, arrows, and the clothes on his back.
    Abilities: As a Cupid, Tuun has the uncanny ability to fly despite his wings being nowhere large enough to support him. His other two abilities are his arrows. The Love arrows are semi-permanent; they'll make people feel deep caring for the person struck by the second arrow, as well as the other way arround. They can be dispelled, and if a person denies their newfound feelings for this person long enough, they'll eventually go away (How long is necessary is up to the player). The lust arrows are Tuun's own creation and are much more powerful, but short lived. The pair struck by them will feel an overwhelming desire to curtain with the other person. About an hour after they finish up, the lust will wear off, leaving both of the people struck unable to remember what happened while they were under the effects of the arrows. Finally, he has the ability to enter most places with ease, a special ability of Cupidss. Nobody locks out love, after all.
    Last edited by Halae; 2011-07-26 at 08:56 PM.
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  26. - Top - End - #476
    Bugbear in the Playground
     
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    Saphire


    Gender: Female.
    Race/Species: Human.
    Age: 15.
    Alignment: Lawful Good.
    Class/Profession: Writer. While other characters are confined to the fictional world of the Nexus, Saphire is the personification of a player.
    Power Rating: S-Rank.
    Description: Saphire is a roughly fifteen year old girl. Her appearance can change as she wills it, but generally she keeps her natural form. She has long, blond hair, purple eyes with black glasses, and typically wears a thin, hooded, black cotton jacket, simple jeans and a plain, black back-pack. Every day she wears a different t-shirt with the logo of something she's obsessed with.
    Personality: Saphire is generally friendly and quite nice to get along with. She's especially good with kids. However, when she gets angry, she gets angry. It doesn't happen unless someone seriously rubs her the wrong way or insults one of her fandoms. When this happens, she's quite terrifying.
    Otherwise, Saphire rarely uses her god-powers for more than convenience. Occasionally she'll eschew them completely if it's for the sake of dramatic convenience - she has a flair for the dramatic and doesn't like messing with other people's plots.
    Equipment: Her clothes, and the contents of her backpack, which are, generally, average school supplies and a sketchbook.
    Abilities: Anything she wants. As a Writer/Player, Saphire can control the world so it's the way she wants it. She can change things or make them so they don't exist, or add things she needs. Or, she can take a more direct approach, hurling bolts of silvery-purple fire at her foes (which, depending upon how serious she is, have a nasty habit of homing in on their target) and flying about. Her powers aren't magic, but instead pure Creativity, which means anti-magic effects only work on them is she wants them to. She can also fly, and talk to other players directly. The fourth wall is merely a window for her.
    Backstory: Since Saphire isn't strictly a character, she doesn't have a backstory. She is essentially a high school kid indulging her whims.
    Miscellaneous: Saphire is about my equivalent of the H-Bomb. I won't use her for combat unless I am actually annoyed.
    Last edited by Mr. Moon; 2011-07-27 at 12:16 AM.
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  27. - Top - End - #477
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    Allen Parker
    "I don't see what yer problem is. A man's gotta eat, don't he?"
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    Gender: Male
    Race/Species: Human.
    Age: Unknown. In the vastness of the wastelands, years blend into each other and are lost. Allen lost count of how old he was a long time ago. However, he's probably somewhere in the mid-30s range.
    Alignment: Lawful Evil
    Class/Profession: While Allen calls himself a mercenary, and he mostly is, he's willing to do pretty much everything for cash. If you need someone to get your hands dirty for you, physically or metaphorically (or both), Allen's your guy.
    Power Rating: C Rank.
    Homeworld: Earth, post-nuclear apocalypse. (Think Fallout, but with less copyright infraction.)
    Description: See spoiler above. Allen is an altogether scraggly man with tragic hygienic skills. He smells of dirt, sweat and tobacco. His teeth are a a horrible yellow which stands out all the more against the darkness of his skin (excess water for tooth-brushing is a luxury where Allen's from, and bad habits stick like superglue). His clothes, which he has gathered over the years specifically to emulate a cowboy look, are stained and stiff with dirt. It would be an interesting, if altogether unpleasant, way to spend an hour cataloguing all the stains on his green-ish trenchcoat, although most of them are probably blood. Allen is never seen without his hat, a stiff-brimmed cowboy hat which he wears, at all times, always, pulled down so the brim covers his eyes and most of his upper face. How he sees beyond it is anyone's guess. All anyone's ever seen of his face is a scraggly goatee and a nose that was probably broken a few years back
    Personality: Despite his apparent lack in care for his physical appearance, Allen is surprisingly proud. He carries himself with a certain aloof better-than-youness, and seems to take a certain delight in irritating those with a stronger moral fibre than his own. Maybe it's just because he still finds them so delightfully novel. He speaks his name as if it means more than just that - as if it were some legacy he is trying to live up to. What that legacy could be is unknown, though, for Allen is loath to talk about his past.
    Allen has one true love in the world: Money. He collects it, hoards it, kills and steals and scrounges for it. What's he doing with all of it? Well, Allen's never said. It's entirely possible and in fact quite likely that Allen is just a hoarder with some psychological fixation on the idea of wealth.
    Also, Allen is extremely misogynistic, to the point where he rarely calls a woman by her real name, instead using degrading pet names like "cutie" and "sweetheart."
    Equipment: His ever-present hat; one week's worth of water and four day's worth of food; a pack of cigarettes and a half-full lighter; one revolver and one old rifle, both in surprisingly good condition; enough bullets (which can and probably run out whenever dramatically convenient); a two-sided knife, straight on one side and serrated on the other.
    Abilities: Allen is a great shot and is especially talented as a sniper. He's very accurate, although he's inexperienced in rainy conditions - not a lot of rain where he's from. He's slightly less proficient in close-quarters, but is still able to fight with his revolver and his knife quite effectively, but only if he isn't wearing his hat pulled down low. You'd be surprised how often this is a problem. Allen's also a pretty effective jack of all trades. He's got a lot of life experience.
    Backstory: To be expanded as I feel the need.
    Allen comes from a wasteland, two-hundred years after the world was torn apart in a devastating nuclear apocalypse. Life was hard and he grew up harder, killing for meals and taking care of his little sister. Travelling around the ruins of what used to be the United States of America, Allen learned to hunt all kinds of prey, and how not to become it himself.
    Eventually he managed to find his way to the Nexus, and now he's being a general nuisance for everyone.
    Last edited by Mr. Moon; 2011-08-17 at 07:59 PM.
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  28. - Top - End - #478
    Ettin in the Playground
     
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    Cat Girl Ghosts

    There are many who bring real science into fantasy and sci-fi discussions, and as a result, many cat girls have died. But since this is such an unnatural death,
    the spirits of such dead cat girls cannot rest, and rise as ghosts to haunt the people that killed them in vengeance, determined to torment them the rest of their lives with physics-defying stunts.
    Their numbers rise each time someone points out how something doesn't make sense according to real science or some other related discussion, and the cat girl ghosts will always go for the one They KNOW killed them, because these ghosts have connection to their killer. They have no other motivation other than to make their killers lives a living hell.

    Anyone is allowed to make a cat girl ghost, with any powers they deem appropriate.
    Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.

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  29. - Top - End - #479
    Ghost in the Playground
     
    RedWizardGuy

    Join Date
    Jul 2011

    Post Re: Nexus Character Directory

    Jack "Shakes" Monroe aka Sammy Hicks

    "Well ain't it just peachy here, eh folks?"

    Species: Human

    Age: 37

    Background and description: Prolific Blues singer and guitarist on the run from his record company over his third album. Monroe is rumoured to have sold his soul to play the guitar as well as he does.Before his signing, he held almost every job the West has, Undertaker, gunslinger, croupier, rancher, even a priest. 5 foot 9, with sandy hair, he now travels, looking for a place to lay low from his agent.

    Alignment:Neutral.

    Power level: D

    Equipment: His guitar, a horse he calls Valerie, a derringer, a collection of clothes he won during his time as a croupier, and the procedes of two lucrative record deals.

    Abilities: Monroe is an exceptional guitarist, A decent shot with most firearms, and can repair and maintain almost any of them,given he has a quarter hour to fiddle about with it. What began as a hobby is now his new career as he now runs a small gun store,under the alias Sammy Hicks, dealing in every gun to have ever found its way into the Nexus. He still sings the Tavern Circuit under his alias, and is rumored to be forming a band.

  30. - Top - End - #480
    Orc in the Playground
     
    Beans's Avatar

    Join Date
    Dec 2008
    Location
    SHROMPESTA

    Default Re: Nexus Character Directory

    Vocusta M'quaxi
    Race: Human Sopholich
    Age: Unknown, but appears in her mid-twenties due to having become a Sopholich at that point.
    Alig: TN
    Class: Mad Scientist > Wetware/Cybernetics specialist.

    [Description]


    [Abilities]
    Highly intelligent, very good with mad science and wetware (bio-interface tech).
    As a Sopholich, she does not need to sleep. Eating is only to repair heavy damage.

    [Equipment]
    Toolbelts, heavy-duty labcoat.
    At least one death ray.
    She has one cybernetic leg with compartments inside.

    [Personality]
    Vo is a bit of a workaholic, antisocial wreck.
    Last edited by Beans; 2014-04-09 at 06:10 PM.
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